| NOUVELLE FACTION:ISTARI aide de bon moddeurs | |
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+3juhlenedni isengard sauron1997 7 participants |
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ᾊᾑatelfe Moddeur expert
Nombre de messages : 709 Date d'inscription : 04/11/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Dim 24 Jan - 19:00 | |
| Aux environs des lignes 8-9 des objects tu trouve - Citation :
- SelectPortrait = UPGondor_TowerGuard
ButtonImage = WOR_GondorTowerGuard sa c'est le portraitet sa le bouton dans la caserne
en esperant t'avoir aidé | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
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ᾊᾑatelfe Moddeur expert
Nombre de messages : 709 Age : 142 Location : velos pas cher Add-On : oui et non ( sa dépend de son humeur )
Date d'inscription : 04/11/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Dim 24 Jan - 19:33 | |
| hum alors essaye avec le fichier menhordes trouve sa - Code:
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Object GondorTowerShieldGuardHorde
// This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_GondorTowerGuard SelectPortrait = UPGondor_TowerGuard
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Yandros Moddeur confirmé
Nombre de messages : 390 Age : 31 Location : Madrid (et oui, suis aussi espagnol) Add-On : Oui, c'est à partir de celui-ci que j'ai fait le mod Undeads Date d'inscription : 01/10/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Dim 24 Jan - 21:54 | |
| 1- Quant au nom, c'est un peu compliqué: Dans le DisplayName, tu met par exemple - Code:
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LeNomDesiré Puis, tu dois aller dans ton dossier lang, ouvrir French.big, extraire lotr.csf, le convertir à lotr.ini, et une fois fait ça, tu renommes ce dernier fichier par lotr.str que tu rajouteras a ton mod. (dans le dossier data). - Spoiler:
Tu remarqueras qu'ils sont tous de la forme: LeNomDesiré "Le nom bien mis" End
Exemple OBJECT:UndeadsStable "Écurie des Morts." End
Si t'es paresseux, va voir dans mon mod (l'Undeads Mod), télecharge le (la version en fr), puis tu auras un fichier lotr.str (dans le fichier Undeads-fr.big de mon mod) qui marche, que tu n'auras qu'à modifier à ta guise (apres lavoir extrait bien sur!). 2- Si j'ai bien compris, tu veux que tes gardes de la tour aient une icone comme les héros?? Bin sais pas, j'ai jamais essayé, meme si je sais que c'est faisable (javais lu un jour qulquechose qui disait comment le faire mais je ne me rappelle plus ). En revanche, je me rappelle qu'ils s'inspiraient des guerriers noldors, qui sont une sorte de mini-héros. EDIT: évite de faire du double, voire triple, voire quadruple post. Juste édite le dernier, ok? REEDIT: t'es arrivé a faire du quintuple post, incroyable | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Dim 24 Jan - 22:52 | |
| bonsoir - Citation :
- Puis, tu dois aller dans ton dossier lang, ouvrir French.big, extraire lotr.csf, le convertir à lotr.ini, et une fois fait ça, tu renommes ce dernier fichier par lotr.str que tu rajouteras a ton mod. (dans le dossier data).
1-comment le convertir et je le met dans data/ini/et quoi apres | |
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Yandros Moddeur confirmé
Nombre de messages : 390 Age : 31 Location : Madrid (et oui, suis aussi espagnol) Add-On : Oui, c'est à partir de celui-ci que j'ai fait le mod Undeads Date d'inscription : 01/10/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Lun 25 Jan - 21:46 | |
| je pensais que tu choisirais l'option undeads mod^^ ok voici un tuto en anglais: http://www.the3rdage.net/item-59?apage=71#page Je vais surement le traduire et l'expliquer pour en faire un bon tuto un de ces jours
Et en fait ça depend de comment tu fais ton mod, si compressé (en un seul fichier .big), ou decompressé (dans plein de fichiers et dossiers qui se placent la plupart dans data\ini). dans les 2 cas, une fois les manip finies, tu dois rajouter lotr.str au dossier data (ou au fichier .big, sous le nom data\lotr.str) | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Mar 26 Jan - 18:54 | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Jeu 28 Jan - 10:56 | |
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Yandros Moddeur confirmé
Nombre de messages : 390 Age : 31 Location : Madrid (et oui, suis aussi espagnol) Add-On : Oui, c'est à partir de celui-ci que j'ai fait le mod Undeads Date d'inscription : 01/10/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 29 Jan - 0:42 | |
| Sauron, as-tu lu la charte du forum??? PAS DE DOUBLE POST!!!!Je te le dis sérieusement, ça pollue les topics Quant au lotr.str, Demain (ou apres demain), je veux bien faire un petit tuto qui l'explique En attendant, poursuit avec d'autres choses. - Spoiler:
Tu sais peut-être pas ce qu'est le double post... On appelle double-post le fait de poster 2 ou plus messages de suite dans un même topic, sans qu'aucun autre membre ait posté, ce qui transforme la pseudo-conversation en un énorme monologue qui pollue tout un topic...
Dernière édition par Yandros le Ven 29 Jan - 18:44, édité 1 fois | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
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Yandros Moddeur confirmé
Nombre de messages : 390 Age : 31 Location : Madrid (et oui, suis aussi espagnol) Add-On : Oui, c'est à partir de celui-ci que j'ai fait le mod Undeads Date d'inscription : 01/10/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 29 Jan - 22:49 | |
| Ok t'inquiète pas ^^ Bon, voilà, j'ai posté un tuto quant aux textes ( tu verras que c'est pas si simple ) https://imladrisproduction.forumotion.com/tutoriaux-f2/modifier-les-textes-du-jeu-fichiers-lotrstr-lotrcsf-t1160.htm#22585Et quant à ta question du gamedata, n'essaye pas de le modifer: non seulement ça bug des fois et ça ne marche donc pas (modif pas prises en comptes), mais en plus je ne vois pas l'utilité dans la création d'une nouvelle race, tu devrais créer de nouveaux define aux quels tu mettrais des valeurs, et pour ne l'utiliser (le define), qu'une fois! Je te conseille plutot de mettre deirectement le nombre que tu veux, le gamedate, c'est vraiment un perte de temps, si EA en a fait un, c'est pour mieux organiser les patch et etc. | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Sam 30 Jan - 23:37 | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Dim 31 Jan - 22:30 | |
| est ce qu'il y'a quelqu'un le probleme c'est que en bas a gauche (dans le jeux) il y a un normalement un protrait mais pour les nouveau guerrier lis n'ont pas d'image - Spoiler:
desoler pour le double post
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Mar 2 Fév - 23:05 | |
| Le truc c'est que la on sait plus trop ou tu en est... remet nous le code que tu as dans l'object de la horde. La solution d'anatelfe devrait fonctionner. | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Mer 3 Fév - 10:57 | |
| salut voila l'object - Code:
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//------------------------------------------------------------------------------ Object GardesIstariHorde
// This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_GondorTowerGuard SelectPortrait = UPGondor_TowerGuard
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY DefaultModelConditionState Model = None //InvisHrdeTmp5x2 End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeMarkGUTow End End Side = Men EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:HordeGardesIstari DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorTowerGuardHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorTowerGuardHorde WeaponSet Conditions = None Weapon = PRIMARY TowerGuardHordeRangefinder End
// *** AUDIO Parameters ***// // Note: Don't put voice parameters here -- they will be ignored. Voice play requests // are always passed through to members
BuildCost = 1 BuildTime = 1 VisionRange = GONDOR_TOWERGUARD_HORDE_VISION_RANGE ShroudClearingRange = GONDOR_TOWERGUARD_HORDE_SHROUD_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CommandPoints = 75 ; originally 60 CommandSet = GardesIstariCommandSet FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2. FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2. CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARMY_SUMMARY MELEE_HORDE PIKE LARGE_RECTANGLE_PATHFIND #include "..\..\..\includes\StandardHordeEvaEvents.inc" Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End
ThreatLevel = GONDOR_TOWERSHIELDGUARD_HORDE_THREAT ThreatBreakdown GondorTowerShieldGuardHorde_DetailedThreat AIKindOf = PIKEMAN End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = PikeHorde End ;------- WORD OF POWER (BLUE RING BLAST) SPELL -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler SpecialPowerTemplate = SpecialAbilityWordOfPower TriggeredBy = Upgrade_GandalfWordOfPower End Behavior = SpecialPowerModule ModuleTag_WordStarter SpecialPowerTemplate = SpecialAbilityWordOfPower UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityWordOfPower WhichSpecialWeapon = 1 SkipContinue = Yes
UnpackTime = 1700 PackTime = 1 FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
AwardXPForTriggering = 0 StartAbilityRange = 80.0
SpecialWeapon = GandalfWordOfPower End Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 MaxCowerTime = 5000 MinCowerTime = 3000 AILuaEventsList = InfantryFunctions AttackPriority = AttackPriority_Spearman End Behavior = HordeContain ModuleTag_HordeContain FrontAngle = 180 FlankedDelay = 4000 ObjectStatusOfContained = InitialPayload = GondorTowerShieldGuard GOOD_MEN_GIANT_HORDE_SIZE Slots = 15 PassengerFilter = NONE +INFANTRY ShowPips = No ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!) RandomOffset = X:0 Y:0 MeleeBehavior = Amoeba FacingBonus = 30.0 AngleLimitCos = -0.17 InnerRange = 30 OuterRange = 80 OuterRangeBuildings = 140 End
// Banner Carrier info BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:GondorFighter Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40 RankInfo = RankNumber:2 UnitType:GondorTowerShieldGuard Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4 RankInfo = RankNumber:3 UnitType:GondorTowerShieldGuard Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4 RanksToReleaseWhenAttacking = 1
AlternateFormation = GondorTowerShieldGuardHordePorcupine MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking. BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up BackUpMinDistance = 1 //The minimum number of cells to backup BackUpMaxDistance = 3 //The maximum number of cells to backup BackupPercentage = 80% //The amount of chance that a unit will back up. End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS // max distance to taunted/pointed objet TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds) TauntAndPointExcluded = NONE AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER PointAt = EMOTION_POINTAT_OBJECTFILTER HeroScanDistance = 150 FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_Base // Pikemen don't fear getting crushed AddEmotion = UncontrollableFear_Base AddEmotion = FearIdle_Base AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = OVERRIDE Taunt_Base // AttributeModifier = GondorFighterTaunt End AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base AddEmotion = HeroCheerIdle_Base AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base End Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End
LocomotorSet Locomotor = NormalMeleeHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_SLOW_HORDE_SPEED End
Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_GondorBasicTraining LevelsToGain = 1 LevelCap = 2 End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality TriggeredBy = Upgrade_GondorForgedBlades End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_GondorHeavyArmor End ///////////////////// // AISpecialPowers ///////////////////// Behavior = AISpecialPowerUpdate GondorTowerShieldGuardHordeCaptureBuildingAI CommandButtonName = Command_CaptureBuilding SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End
Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 45.0 GeometryHeight = 20.0 GeometryIsSmall = No // *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Pikemen AutoResolveCombatChain = AutoResolve_PikemenCombatChain AutoResolveBody = AutoResolve_GondorTowerGuardHordeBody AutoResolveArmor RequiredUpgrades = Upgrade_GondorHeavyArmor Armor = AutoResolve_GondorTowerGuardHeavyArmor End
AutoResolveArmor ExcludedUpgrades = Upgrade_GondorHeavyArmor Armor = AutoResolve_GondorTowerGuardArmor End
AutoResolveWeapon RequiredUpgrades = Upgrade_GondorForgedBlades Weapon = AutoResolve_GondorTowerGuardUpgradedWeapon End
AutoResolveWeapon ExcludedUpgrades = Upgrade_GondorForgedBlades Weapon = AutoResolve_GondorTowerGuardWeapon End WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades Upgrade_GondorHeavyArmor End ChildObject GondorTowerShieldGuardHorde_Summoned GondorTowerShieldGuardHorde IsTrainable = No CommandPoints = 0 CommandSet = GondorTowerShieldGuardCommandSet_Summoned EquivalentTo = GondorTowerShieldGuardHorde
DisplayName = OBJECT:HordeGardesIstari Behavior = HordeContain ModuleTag_HordeContain FrontAngle = 180 FlankedDelay = 4000 ObjectStatusOfContained = InitialPayload = GondorTowerShieldGuard_Summoned GOOD_MEN_GIANT_HORDE_SIZE Slots = 15 PassengerFilter = NONE +INFANTRY ShowPips = No ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!) RandomOffset = X:0 Y:0 MeleeBehavior = Amoeba FacingBonus = 30.0 AngleLimitCos = -0.17 InnerRange = 30 OuterRange = 80 OuterRangeBuildings = 140 End
RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard_Summoned Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40 RankInfo = RankNumber:2 UnitType:GondorTowerShieldGuard_Summoned Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4 RankInfo = RankNumber:3 UnitType:GondorTowerShieldGuard_Summoned Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4 RanksToReleaseWhenAttacking = 1
AlternateFormation = GondorTowerShieldGuardHordePorcupine MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking. BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up BackUpMinDistance = 1 //The minimum number of cells to backup BackUpMaxDistance = 3 //The maximum number of cells to backup BackupPercentage = 80% //The amount of chance that a unit will back up. End Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate // This one displays the timer, but the one in the uint does the work MinLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME MaxLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME DeathType = FADED End End
ChildObject GondorTowerShieldGuardHordePorcupine GondorTowerShieldGuardHorde
// Note - for alternate formations, all info outside of the Contain Behavior module is ignored. // Any modifications need to be done via the Attribute Modifiers in the contain module. Behavior = HordeContain ModuleTag_HordeContain FrontAngle = 360 // Can't be flanked FlankedDelay = 2000 ObjectStatusOfContained = InitialPayload = GondorTowerShieldGuard GOOD_MEN_HORDE_SIZE Slots = 15 PassengerFilter = NONE +INFANTRY ShowPips = No ThisFormationIsTheMainFormation = No //Used to determine which armorset to use (and anything else we want!) RandomOffset = X:2 Y:1 RanksToReleaseWhenAttacking = 0 RanksToJustFreeWhenAttacking = 0 AttributeModifiers = GondorTowerShieldGuardHordePorcupine IsPorcupineFormation = Yes MinimumHordeSize = 5
AlternateFormation = GondorTowerShieldGuardHorde VisionRearOverride = 100% VisionSideOverride = 100% NotComboFormation = Yes // this formation is not suitable for combo, so it will switch out of this when combo-ing
// Banner Carrier info BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:GondorTowerShieldGuard Pos:X:0.0 Y:0.0 // (DEFAULT) position of banner carrier RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:20 Y:0 Position:X:-16.18 Y:11.76 Position:X:6.18 Y:-19.02 Position:X:6.18 Y:19.02 Position:X:-16.18 Y:-11.76 Position:X:36.54 Y:16.27 Position:X:-39.13 Y:8.32 Position:X:26.77 Y:-29.73 Position:X:-4.18 Y:39.78 Position:X:-20 Y:-34.64 Position:X:26.77 Y:29.73 Position:X:-39.13 Y:-8.32 Position:X:36.54 Y:-16.27 Position:X:-20 Y:34.64 Position:X:-4.18 Y:-39.78 End End et sa c'est le code de l'unites - Code:
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// Moved from MenInfantry.INI Aug 24 2005
//------------------------------------------------------------------------------ // aka GondorTowerGuard TowerShieldGuard GuardTowerShield Object GardesIstari // *** ART Parameters ***
SelectPortrait = UPGondor_TowerGuard ButtonImage = WOR_GondorTowerGuard
Draw = W3DHordeModelDraw ModuleTag_01 OkToChangeModelColor = Yes
StaticModelLODMode = Yes // specify options for static LODs LodOptions = LOW AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW End LodOptions = MEDIUM AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED MaxRandomTextures = MAX_RANDOM_TEXTURES_MED MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED End LodOptions = HIGH AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH End
DefaultModelConditionState Model = GUTwrGrd_SKN Skeleton = GUTwrGrd_SKL End
ModelConditionState WEAPONSET_PLAYER_UPGRADE Model = GUTwrGrd_SKN Skeleton = GUTwrGrd_SKL End AnimationState = THROWN_PROJECTILE Animation = FLYA AnimationName = GUTwrGrd_FLYA AnimationMode = LOOP End End
AnimationState = PASSENGER FREEFALL Animation = Grabbed AnimationName = GUTwrGrd_FLLA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = Falling AnimationName = GUTwrGrd_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = PARALYZED Animation AnimationName = GUTwrGrd_IDLA AnimationMode = LOOP End End
AnimationState = DYING BURNINGDEATH Animation = DIEA AnimationName = GUTwrGrd_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End Animation = DIEA AnimationName = GUTwrGrd_DIEB AnimationMode = ONCE AnimationBlendTime = 10 End Animation = DIEA AnimationName = GUTwrGrd_DIEC AnimationMode = ONCE AnimationBlendTime = 10 End End
AnimationState = DYING SPLATTED Animation = LNDA AnimationName = GUTwrGrd_LNDA AnimationMode = ONCE End End AnimationState = DYING Animation = DIEA AnimationName = GUTwrGrd_DIEA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End Animation = DIEA AnimationName = GUTwrGrd_DIEB AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End Animation = DIEA AnimationName = GUTwrGrd_DIEC AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End
AnimationState = BURNINGDEATH Animation AnimationName = GUTwrGrd_MFDA AnimationMode = LOOP Distance = 60 End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUTwrGrd_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
//=======TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY ShareAnimation = Yes Animation = TerrorFromTheSky AnimationName = GUTwrGrd_RUNE AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR ShareAnimation = Yes Animation = Terror AnimationName = GUTwrGrd_RUNE AnimationMode = LOOP End End //---------------- //=======BACK UP AnimationState = MOVING BACKING_UP ShareAnimation = Yes Animation = BackingUp AnimationName = GUTwrGrd_BAKA AnimationMode = LOOP End Animation = BackingUp AnimationName = GUTwrGrd_BAKB AnimationMode = LOOP End Flags = RANDOMSTART End //-------------------- AnimationState = MOVING ALTERNATE_FORMATION //ShareAnimation = Yes StateName = STATE_EnrouteToPorcupine Animation AnimationName = GUTwrGrd_RUNA AnimationMode = LOOP End Animation AnimationName = GUTwrGrd_RUNB AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails End
AnimationState = MOVING ShareAnimation = Yes Animation = RUNA AnimationName = GUTwrGrd_RUNA AnimationMode = LOOP End Animation AnimationName = GUTwrGrd_RUNB AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails End
AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = GUTwrGrd_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKA AnimationName = GUTwrGrd_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End //ParticleSysBone = None MeleeDust End
AnimationState = STUNNED_FLAILING Animation = FLYA AnimationName = GUTwrGrd_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = GUTwrGrd_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED Animation = LNDA AnimationName = GUTwrGrd_LNDA AnimationMode = ONCE End End
TransitionState = TRANS_Plant Animation = PLTA AnimationName = GUTwrGrd_PLTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End
TransitionState = TRANS_Unplant Animation = PLTB AnimationName = GUTwrGrd_PLTC AnimationMode = ONCE AnimationSpeedFactorRange = 0.5 1.2 End End //------------------ Hit Reaction --------------------------------------- AnimationState = HIT_REACTION Animation = HIT REACTION AnimationName = GUTwrGrd_HITA AnimationMode = ONCE End End //------------------ EMOTIONS ------------------------------------------- //======= APPREHENSIVE AnimationState = EMOTION_ALERT EMOTION_AFRAID ShareAnimation = Yes Animation = Apprehensive AnimationName = GUTwrGrd_FERA AnimationMode = LOOP //Change this to ONCE if adding additional anims End Flags = RANDOMSTART End
//======= AFRAID
AnimationState = EMOTION_AFRAID ShareAnimation = Yes Animation = FERA AnimationName = GUTwrGrd_FERA AnimationMode = LOOP End Flags = RANDOMSTART End
//======= TAUNTING
AnimationState = EMOTION_TAUNTING ALTERNATE_FORMATION Animation = TNTA AnimationName = GUTwrGrd_TNTA AnimationMode = LOOP End Animation = TNTA AnimationName = GUTwrGrd_TNTB AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = Taunting AnimationName = GUTwrGrd_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = GUTwrGrd_TNTB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
//======= POINTING
AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = GUTwrGrd_PNTA AnimationMode = LOOP End Animation = Pointing1 AnimationName = GUTwrGrd_PNTB AnimationMode = LOOP End Flags = RANDOMSTART End
//======= CELEBRATING
AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = GUTwrGrd_CHRA AnimationMode = LOOP End Animation = CHRA AnimationName = GUTwrGrd_CHRB AnimationMode = LOOP End Animation = CHRA AnimationName = GUTwrGrd_CHRC AnimationMode = LOOP End End //-------------- ALERT STATE ------------------------------------------------------------
AnimationState = EMOTION_ALERT Animation = CHRA AnimationName = GUTwrGrd_IDLA AnimationMode = LOOP End End //-------------- SELECTED & IDLE -------------------------------------------------------- //======== SELECTED
AnimationState = SELECTED ALTERNATE_FORMATION PORCUPINE //ShareAnimation = Yes StateName = STATE_SelectedAlternateFormation Animation AnimationName = GUTwrGrd_PLTB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev ~= "STATE_SelectedAlternateFormation" and Prev ~= "STATE_Planted" and Prev ~= "TRANS_Plant" then CurDrawableSetTransitionAnimState("TRANS_Plant") end EndScript End AnimationState = SELECTED ALTERNATE_FORMATION //ShareAnimation = Yes StateName = STATE_SelectedAlternateFormation Animation AnimationName = GUTwrGrd_ATNB AnimationMode = LOOP End End
AnimationState = RAISING_FLAG Animation = CHRA AnimationName = GUTwrGrd_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CHRA AnimationName = GUTwrGrd_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CHRA AnimationName = GUTwrGrd_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = SELECTED StateName = STATE_Selected ShareAnimation = Yes Animation = ATNB AnimationName = GUTwrGrd_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end EndScript End
//======== IDLE
AnimationState = ALTERNATE_FORMATION PORCUPINE // aka Porcupine formation StateName = STATE_Planted //ShareAnimation = Yes Animation = IDLB AnimationName = GUTwrGrd_PLTB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev ~= "STATE_SelectedAlternateFormation" and Prev ~= "STATE_Planted" and Prev ~= "TRANS_Plant" then CurDrawableSetTransitionAnimState("TRANS_Plant") end EndScript End IdleAnimationState StateName = STATE_Idle Animation = IDLB AnimationName = GUTwrGrd_IDLB AnimationMode = ONCE AnimationBlendTime = 15 AnimationSpeedFactorRange = 0.8 1.2 End Animation = IDLC AnimationName = GUTwrGrd_IDLC AnimationMode = ONCE AnimationBlendTime = 9 AnimationSpeedFactorRange = 0.8 1.2 End Animation = IDLD AnimationName = GUTwrGrd_IDLD AnimationMode = ONCE AnimationBlendTime = 9 AnimationSpeedFactorRange = 0.8 1.2 End Animation = IDLE AnimationName = GUTwrGrd_IDLE AnimationMode = ONCE AnimationBlendTime = 9 AnimationSpeedFactorRange = 0.8 1.2 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end EndScript End //------------------------------------------------------------------------------------------------------------- End #include "..\..\..\includes\StunDrawModuleSmall.inc"
// ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = HORDE_UNIT CommandPoints = 5 ; originally 4 BountyValue = GONDOR_TOWERGUARD_BOUNTY_VALUE
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT WeaponSet Conditions = None Weapon = PRIMARY GondorTowerShieldGuardSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End // WeaponSet // Conditions = PLAYER_UPGRADE // Weapon = PRIMARY GondorTowerShieldGuardSwordUpgraded // AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI // End ArmorSet Conditions = None Armor = TowerGuardArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = TowerGuardHeavyArmor DamageFX = NormalDamageFX End VisionRange = GONDOR_TOWERGUARD_VISION_RANGE ShroudClearingRange = SHROUD_CLEAR_STANDARD VisionSide = 35% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 2.0%
DisplayName = OBJECT:GardesIstari CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = SuperInfantryCrushRevenge CommandSet = GardesIstariCommandSet
// *** AUDIO Parameters ***//
;VoiceAmbushed = TowerGuardVoiceAmbushed OBSOLETE VOICE VoiceAttack = TowerGuardVoiceAttack VoiceAttackCharge = TowerGuardVoiceAttackCharge VoiceAttackMachine = TowerGuardVoiceAttack VoiceAttackStructure = TowerGuardVoiceAttackBuilding VoiceEnterStateAttack = TowerGuardVoiceEnterStateAttack VoiceEnterStateAttackCharge = TowerGuardVoiceEnterStateAttackCharge VoiceEnterStateAttackMachine = TowerGuardVoiceEnterStateAttackBuilding VoiceEnterStateAttackStructure = TowerGuardVoiceEnterStateAttackBuilding VoiceCreated = TowerGuardVoiceSalute //GondorSoldierVoiceCreated VoiceFullyCreated = TowerGuardVoiceSalute VoiceMove = TowerGuardVoiceMove VoiceMoveToCamp = TowerGuardVoiceMoveCamp VoiceMoveWhileAttacking = TowerGuardVoiceDisengage VoiceEnterStateMove = TowerGuardVoiceEnterStateMove VoiceEnterStateMoveToCamp = TowerGuardVoiceEnterStateMoveCamp VoiceEnterStateMoveWhileAttacking = TowerGuardVoiceEnterStateDisengage VoicePriority = 56 VoiceRetreatToCastle = TowerGuardVoiceRetreat VoiceEnterStateRetreatToCastle = TowerGuardVoiceEnterStateRetreat VoiceSelect = TowerGuardVoiceSelectMS VoiceSelectBattle = TowerGuardVoiceSelectBattle //GondorSoldierVoiceSelect //GondorSoldierVoiceSelectBattle VoiceGuard = TowerGuardVoiceMove
SoundImpact = ImpactHorse
CrowdResponseKey = GoodMen
UnitSpecificSounds VoiceGarrison = TowerGuardVoiceGarrison VoiceEnterUnitElvenTransportShip = TowerGuardVoiceMove VoiceInitiateCaptureBuilding = TowerGuardVoiceMove End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop End
// Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Man Man_Male Unit Infantry Gondor_Guard End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:TauntHitShieldPitchShifted Animation:GUTwrGrd_SKL.GUTwrGrd_TNTB Frames: 23 43 AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DIEA Frames:30 51 AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DIEB Frames:57 AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DIEC Frames:38 AnimationSound = Sound:BodyFallSoldier Animation:GUTWRGRD_SKL.GUTWRGRD_LNDA Frames:4 AnimationSound = Sound:BodyFallSoldier Animation:GUTwrGrd_SKL.GUTwrGrd_LNDB Frames:2 End
// *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP Body = ActiveBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = GONDOR_TOWERGUARD_HEALTH MaxHealthDamaged = GONDOR_TOWERGUARD_HEALTH_DAMAGED BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame End
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag TriggeredBy = Upgrade_GondorForgedBlades End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag TriggeredBy = Upgrade_GondorHeavyArmor //KillArmorUpgrade = Yes //This cancels any previous armor upgrade. ArmorSetFlag = PLAYER_UPGRADE End //----------------------------------------------------------------------- // // Sub objects // Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_GondorHeavyArmor UpgradeTexture = GUTowrGrd.tga 0 GUTowrGrd_HA.tga UpgradeTexture = GUTowrGrd_L.tga 0 GUTowrGrd_HA.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End Behavior = SubObjectsUpgrade ForgedBlade_Upgrade TriggeredBy = Upgrade_GondorForgedBlades ShowSubObjects = Forged_Blade End //----------------------------------------------------------------------- Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = GondorFighterFunctions AttackPriority = AttackPriority_Spearman BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY End
LocomotorSet Locomotor = GondorTowerShieldGuardLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_SLOW_MEMBER_SPEED End
LocomotorSet Locomotor = GondorTowerShieldGuardDeployedLocomotor Condition = SET_NORMAL_UPGRADED Speed = NORMAL_FOOT_SLOW_MEMBER_SPEED End LocomotorSet Locomotor = GondorTowerShieldGuardLocomotor Condition = SET_COMBO Speed = NORMAL_FOOT_SLOW_MEMBER_SPEED End LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_INFANTRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 1400 //msec ShockStunnedTimeHigh = 2400 //msec ShockStandingTime = 1333 //msec End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK -FADED SinkDelay = 3000 SinkRate = 0.40 // in Dist/Sec DestructionDelay = 8000 Sound = INITIAL HumanVoiceDie// TowerGuardVoiceDie End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED SinkDelay = 3000 SinkRate = 0.40 // in Dist/Sec DestructionDelay = 8000 Sound = INITIAL SpellGenericUnsummonFasterMS End
Behavior = SquishCollide ModuleTag_06 //nothing End Behavior = HordeMemberCollide ModuleTag_HMC //nothing End Behavior = SlowDeathBehavior ModuleTag_07 // Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 // in Dist/Sec DestructionDelay = 8000 End
Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown. // To tweak a Bezier path FirstHeight = 24 // Height of Bezier control points above highest intervening terrain SecondHeight = 24 FirstPercentIndent = 30% // Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes // I don't detonate, I just hit DieOnImpact = Yes BounceCount = 1 // When I hit the ground, I'll arc again BounceDistance = 40 // this far BounceFirstHeight = 24 // Height of Bezier control points above highest intervening terrain BounceSecondHeight = 24 BounceFirstPercentIndent = 20% // Percentage of shot distance control points are placed BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End
// The below is a good start to the actual implementation of the unit, // if someone wants to revert back to the exact state //Normal mode (shield is raised and unit is able to move normally) // Behavior = GrantUpgradeCreate ModuleTag_09 // UpgradeToGrant = Upgrade_RaiseShield // End // Behavior = ModelConditionUpgrade ModuleTag_10 // TriggeredBy = Upgrade_RaiseShield // RemovesUpgrades = Upgrade_PlantShield // RemoveConditionFlags = DEPLOYED // End // Behavior = LocomotorSetUpgrade ModuleTag_11 // TriggeredBy = Upgrade_RaiseShield // RemovesUpgrades = Upgrade_PlantShield // KillLocomotorUpgrade = Yes //Removes the PlantShield locomotor. // End // Behavior = ArmorUpgrade ModuleTag_12 // TriggeredBy = Upgrade_RaiseShield // RemovesUpgrades = Upgrade_PlantShield // KillArmorUpgrade = Yes //This cancels any previous armor upgrade. // End // // //Defensive mode (shield is planted -- the unit can move but much more slowly) // Behavior = ModelConditionUpgrade ModuleTag_13 // TriggeredBy = Upgrade_PlantShield // RemovesUpgrades = Upgrade_RaiseShield // AddConditionFlags = DEPLOYED // End // Behavior = LocomotorSetUpgrade ModuleTag_14 // TriggeredBy = Upgrade_PlantShield // RemovesUpgrades = Upgrade_RaiseShield // End // Behavior = ArmorUpgrade ModuleTag_15 // TriggeredBy = Upgrade_PlantShield // RemovesUpgrades = Upgrade_RaiseShield // End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes
Shadow = SHADOW_DECAL ShadowSizeX = 19// ShadowSizeY = 19// ShadowTexture = ShadowI// End
//------------------------------------------------------------------------------ ChildObject GondorTowerShieldGuard_Summoned GondorTowerShieldGuard IsTrainable = No CommandPoints = 0 EquivalentTo = GondorTowerShieldGuard Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate // This one does the work, but the one in the horde displays the timer MinLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME MaxLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME DeathType = FADED End End // Moved from MenInfantry.INI Aug 24 2005
merci de voir si il y a un probleme | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 5 Fév - 12:05 | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 5 Fév - 19:43 | |
| Tu sait que ton unité GardesIstari ne sert à rien la ? parce que tu ne les a pas mis dans ta horde entre autre : - Citation :
- InitialPayload = GondorTowerShieldGuard GOOD_MEN_GIANT_HORDE_SIZE
Slots = 15 PassengerFilter = NONE INFANTRY ShowPips = No ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!) RandomOffset = X:0 Y:0 MeleeBehavior = Amoeba FacingBonus = 30.0 AngleLimitCos = -0.17 InnerRange = 30 OuterRange = 80 OuterRangeBuildings = 140 End
// Banner Carrier info BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:GondorFighter Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40 RankInfo = RankNumber:2 UnitType:GondorTowerShieldGuard Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4 RankInfo = RankNumber:3 UnitType:GondorTowerShieldGuard Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
et le code des childobject et inutile ici | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Mar 16 Fév - 19:29 | |
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juhlenedni Moddeur expert
Nombre de messages : 683 Age : 21 Location : Longitude : 02° 17' 40'' E Latitude : 48° 51' 30'' N Add-On : oui Date d'inscription : 26/09/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Mar 16 Fév - 22:06 | |
| il me semble qu'il manque un "End" juste avant cette ligne " Draw = W3DFloorDraw ModuleTag_DrawFloor", le 1er draw n'as pas l'air d'être fermé | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Mer 17 Fév - 16:46 | |
| mais il y a un END - Code:
-
End Draw = W3DFloorDraw ModuleTag_DrawFloor StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD ModelName = NBElvnBarx_Bib WeatherTexture = SNOWY NBElvnBarx_Bib_snow.tga HideIfModelConditions = AWAITING_CONSTRUCTION HideIfModelConditions = PARTIALLY_CONSTRUCTED End Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner OkToChangeModelColor = Yes DefaultModelConditionState Model = NBHCElvnBarx End MultiPlayerOnly = Yes End | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Mer 17 Fév - 16:53 | |
| C'est le End du ModelConditionState = SNOW celui du Draw = W3DScriptedModelDraw ModuleTag_Draw n'y est pas
Donc en gros le jeu voit un module Draw dans un module Draw c'est pour ça | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Jeu 18 Fév - 17:13 | |
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juhlenedni Moddeur expert
Nombre de messages : 683 Age : 21 Location : Longitude : 02° 17' 40'' E Latitude : 48° 51' 30'' N Add-On : oui Date d'inscription : 26/09/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Jeu 18 Fév - 21:54 | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 19 Fév - 10:28 | |
| bonjour j'ai un autre probleme: les hero n'apparaisse pas dans la forteresse voici le player template: - Spoiler:
PlayerTemplate FactionIstari Side = Istari PlayableSide = Yes Evil = Yes StartMoney = 999999999 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:85 G:85 B:186 StartingBuilding = IstariFortress ;------------- NO STARTING UNITS FOR YOU ------- StartingUnit2 = IsengardUrukNazgul StartingUnitOffset2 = X:-60 Y:185 Z:0
StartingUnit1 = MordorSauron1 StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = MordorSauron1 StartingUnitOffset0 = X:1 Y:130 Z:0
StartingUnitTacticalWOTR = MordorSauron1 ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = MordorSauron1 IntrinsicSciences = SCIENCE_EVIL IntrinsicSciencesMP = SCIENCE_ISTARI SpellBook = EvilSpellBook SpellBookMp = IstariSpellBook PurchaseScienceCommandSet = EvilSpellStoreCommandSet PurchaseScienceCommandSetMP = IstariSpellStoreCommandSet DisplayName = INI:FactionIstari DefaultPlayerAIType = ArnorSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_ArnorFaction ; Any upgrades this player template is born with. // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero AngmarWitchKing IstariEmperor BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPAngmarArmy LoadScreenMusic = Shell2MusicForLoadScreen End
et le commandset: - Spoiler:
CommandSet IstariFortressCommandSet InitialVisible = 7 //Main Menu 1 = Command_ConstructIstariPorter ; 2 = Command_ConstructMordorBlackRiderHorde 2 = Command_SelectRevivablesMordorFortress 3 = Command_FireWeaponMordorFortressMagmaCauldrons 4 = Command_FireWeaponMordorFortressSpireFireball 5 = Command_SelectUpgradesMordorFortress 6 = Command_Sell
//Upgrades Menu 8 = Command_PurchaseUpgradeMordorFortressDoomPyres 9 = Command_PurchaseUpgradeMordorFortressLavaMoat 10 = Command_PurchaseUpgradeMordorFortressFireArrows 11 = Command_PurchaseUpgradeMordorFortressMagmaCauldrons 12 = Command_PurchaseUpgradeMordorFortressMorgulSorcery 13 = Command_PurchaseUpgradeMordorFortressGorgorothSpire 14 = Command_RadialBack //Hero Menu 15 = Command_RingHeroReviveSlot 16 = Command_CreateAHeroReviveSlot // Note we also need an extra slot for the Create A Hero 17 = Command_GenericReviveSlot1 18 = Command_GenericReviveSlot2 19 = Command_GenericReviveSlot3 20 = Command_GenericReviveSlot4 21 = Command_GenericReviveSlot5 22 = Command_GenericReviveSlot6 23 = Command_GenericReviveSlot7 24 = Command_GenericReviveSlot8 25 = Command_GenericReviveSlot9 26 = Command_RadialBack End
et il y a un autre probleme le batisseur dans la forteresse n'apparait pas comme celui d'ISTARI mais il apparait comme celui du MORDOR ou de l'ISENGARD je voudrais qu'il apparait comme celui d'ISTARI merci beaucoup pour vos reponses | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 19 Fév - 11:29 | |
| T'as peut etre laissé la même image pour le batisseur ? Ou alors le même model ? j'ai pas compris ce que tu voulais dire en fait parce qu'il ressemble à quoi celui d'istari ?
Poste nous le code du batisseur et de la forteresse sinon. | |
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| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs | |
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| NOUVELLE FACTION:ISTARI aide de bon moddeurs | |
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