| Questions diverses | |
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+5andriel ᾊᾑatelfe cdd59554 Pampi Tom 9 participants |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Dim 30 Mai - 22:29 | |
| Merci. C'est quoi le nom du dragon que l'on peut invoquer chez les gobelins?? Je vais essayer de le mettre en héro | |
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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
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Dim 30 Mai - 22:55 | |
| Non je parle du dragon du palantir qui coute 25. Au debut je voulais mettre sauron mais c'est pas pareil je pense pour lui de le mettre en heros dans la forteresse car il n'est pas dans le neutralunits | |
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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: Questions diverses Dim 30 Mai - 23:02 | |
| Je crois que c'est SummonedDragon alors | |
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Wolf8888 Invité
| Sujet: Re: Questions diverses Dim 30 Mai - 23:17 | |
| Oui c'est bien ça:
(object/evilfaction/units/evilbeasts/summoneddragon.ini) |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Dim 30 Mai - 23:21 | |
| Merci les gars | |
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Wolf8888 Invité
| Sujet: Re: Questions diverses Dim 30 Mai - 23:25 | |
| J'avais pas vu...... Sauron se trouve dans object/evilfaction/units/mordor/sauron.ini |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Lun 31 Mai - 18:19 | |
| -Est-ce que" Object GaladrielTornado" C'est galadriel elle même ou son pouvoir?? - L'object de sauron c'est tout ce code ou il s'arrête avant: - Spoiler:
;------------------------------------------------------------------------------ ; Sauron Object MordorSauron
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPSauron
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HISauron
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
;;====================== MODELS =============================================
DefaultModelConditionState Model = MUSauron_SKN ;ParticleSysBone = WEAPON SaronRingSpark FollowBone:Yes End
;;================== ANIMATIONS =================================================================
;;------------------ MOVING & DYING ---------------------------
;;======= DYING
AnimationState = DYING Animation = DIEB AnimationName = MUSauron_SKL.MUSauron_DIEB AnimationMode = ONCE End ParticleSysBone = NONE UltraInitial01 ParticleSysBone = NONE UltraInitial02 ParticleSysBone = NONE UltraInitial03 BeginScript CurDrawableShowSubObject("SHARD01") CurDrawableShowSubObject("SHARD02") CurDrawableShowSubObject("SHARD03") CurDrawableShowSubObject("SHARD04") CurDrawableShowSubObject("SHARD05") CurDrawableShowSubObject("SHARD06") CurDrawableShowSubObject("SHARD07") CurDrawableShowSubObject("SHARD08") CurDrawableShowSubObject("SHARD09") CurDrawableShowSubObject("SHARD10") CurDrawableShowSubObject("SHARD11") CurDrawableShowSubObject("SHARD12") CurDrawableShowSubObject("SHARD13") CurDrawableShowSubObject("SHARD14") CurDrawableShowSubObject("SHARD15") CurDrawableShowSubObject("SHARD16") CurDrawableShowSubObject("SHARD17") CurDrawableShowSubObject("SHARD18") CurDrawableShowSubObject("SHARD19") CurDrawableShowSubObject("SHARD20") EndScript End AnimationState = PARALYZED Animation AnimationName = MUSauron_SKL.MUSauron_IDLA AnimationMode = LOOP End End
;;======= MOVING
AnimationState = MOVING FIRING_OR_PREATTACK_A StateName = STATE_Moving Animation = Moving AnimationName = MUSauron_SKL.MUSauron_WLKB AnimationMode = LOOP Distance = 88 End Flags = MAINTAIN_FRAME_ACROSS_STATES End
AnimationState = MOVING TURN_RIGHT_HIGH_SPEED StateName = STATE_Moving Animation = Moving AnimationName = MUSauron_SKL.MUSauron_WLKA AnimationMode = LOOP Distance = 88 End Animation = Turning AnimationName = MUSauron_SKL.MUSauron_TRNR AnimationMode = LOOP AnimationBlendTime = 0 End Flags = MAINTAIN_FRAME_ACROSS_STATES MAINTAIN_FRAME_ACROSS_STATES2 BeginScript if CurDrawablePrevAnimationState() == "STATE_Turning" then return "Turning" else return "Moving" end EndScript End AnimationState = MOVING TURN_LEFT_HIGH_SPEED StateName = STATE_Moving Animation = Moving AnimationName = MUSauron_SKL.MUSauron_WLKA AnimationMode = LOOP Distance = 88 End Animation = Turning AnimationName = MUSauron_SKL.MUSauron_TRNL AnimationMode = LOOP AnimationBlendTime = 0 End Flags = MAINTAIN_FRAME_ACROSS_STATES MAINTAIN_FRAME_ACROSS_STATES2 BeginScript if CurDrawablePrevAnimationState() == "STATE_Turning" then return "Turning" else return "Moving" end EndScript End
AnimationState = TURN_LEFT StateName = STATE_Turning Animation = Turning AnimationName = MUSauron_SKL.MUSauron_TRNL AnimationMode = LOOP AnimationBlendTime = 5 End Flags = MAINTAIN_FRAME_ACROSS_STATES2 End AnimationState = TURN_RIGHT StateName = STATE_Turning Animation = Turning AnimationName = MUSauron_SKL.MUSauron_TRNR AnimationMode = LOOP AnimationBlendTime = 5 End Flags = MAINTAIN_FRAME_ACROSS_STATES2 End
AnimationState = MOVING StateName = STATE_Moving Animation = Moving AnimationName = MUSauron_SKL.MUSauron_WLKA AnimationMode = LOOP Distance = 88 End Flags = MAINTAIN_FRAME_ACROSS_STATES End ;;------------------ ABILITIES ------------------------------- AnimationState = SPECIAL_WEAPON_ONE ; Fires of doom Animation AnimationName = MUSauron_SKL.MUSauron_ATKD AnimationMode = ONCE End End
;;------------------ ATTACKING -------------------------------
AnimationState = FIRING_OR_PREATTACK_A StateName = STATE_Ready Animation = ATKC AnimationName = MUSauron_SKL.MUSauron_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End
;;-------------------- HIT REACTIONS --------------------------
AnimationState = HIT_REACTION StateName = STATE_Ready Animation AnimationName = MUSauron_SKL.MUSauron_HITA AnimationMode = ONCE End End AnimationState = RAISING_FLAG Animation AnimationName = MUSauron_SKL.MUSauron_ATKC AnimationMode = ONCE End Animation AnimationName = MUSauron_SKL.MUSauron_ATKD AnimationMode = ONCE End Animation AnimationName = MUSauron_SKL.MUSauron_ATKE AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
;;--------------- IDLE STATES ---------------------------------
AnimationState = SELECTED StateName = Idle Animation = IDLA AnimationName = MUSauron_SKL.MUSauron_IDLA AnimationMode = LOOP End End
IdleAnimationState AllowRepeatInRandomPick = Yes StateName = Idle Animation = IDLA AnimationName = MUSauron_SKL.MUSauron_IDLA AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLC AnimationName = MUSauron_SKL.MUSauron_IDLC AnimationMode = ONCE AnimationPriority = 10 AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.7 1.5 End BeginScript Prevs = CurDrawablePrevAnimationState() Preva = CurDrawablePrevAnimation() if Prevs == "STATE_Moving" then CurDrawableSetTransitionAnimState("TRANS_SmoothToIdle") elseif Prevs == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_ReallySmoothToIdle") end if Preva == "IDLC" then CurDrawableSetTransitionAnimState("TRANS_ReallySmoothToIdle") end EndScript End ;;--------------------- TRANSITIONS ----------------------------------------------------
TransitionState = TRANS_SmoothToIdle Animation = IDLA AnimationName = MUSauron_SKL.MUSauron_IDLA AnimationMode = ONCE AnimationBlendTime = 5 End End TransitionState = TRANS_ReallySmoothToIdle Animation = IDLA AnimationName = MUSauron_SKL.MUSauron_IDLA AnimationMode = ONCE AnimationBlendTime = 10 End End ;;--------------------------------------------------------------------------------------- End #include "..\..\..\includes\StunDrawModuleMedium.inc"
; ***DESIGN parameters *** Side = Mordor EditorSorting = UNIT ThreatLevel = SAURON_THREAT_LEVEL ThingClass = CHARACTER_UNIT TransportSlotCount = TRANSPORTSLOTCOUNT_HERO BuildCost = SAURON_BUILDCOST BuildTime = SAURON_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS VisionRange = VISION_STANDARD_MELEE ShroudClearingRange = SHROUD_CLEAR_HERO BountyValue = SAURON_BOUNTY_VALUE RecruitText = CONTROLBAR:SauronRecruit ReviveText = CONTROLBAR:SauronRevive Hotkey = CONTROLBAR:SauronHotkey DisplayName = OBJECT:MordorSauron ; CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ; What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushAllies = yes RamPower = 25 CommandSet = SauronCommandSet CommandPoints = 0
WeaponSet Conditions = None Weapon = PRIMARY SauronMace AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
ArmorSet Conditions = None Armor = SauronArmor DamageFX = NormalDamageFX End ; *** AUTO-RESOLVE data *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveBody = AutoResolve_HeroBody
; *** AUDIO Parameters ***;
VoiceAttack = SauronVoiceAttackMS VoiceFear = EVA:SauronHelpMe VoiceCreated = EVA:SauronCreated VoiceCreated = +SOUND:CampOrcCreateSauronGlobal VoiceFullyCreated = EVA:SauronCreated VoiceFullyCreated = +SOUND:CampOrcCreateSauronGlobal VoiceMove = SauronVoiceMoveMS VoicePriority = 94 VoiceSelect = SauronVoiceSelectMS VoiceGuard = SauronVoiceMoveMS UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = SauronVoiceMoveMS VoiceEnterUnitMordorMumakil = SauronVoiceMoveMS VoiceEnterUnitSlaughterHouse = SauronVoiceMoveMS VoiceGarrison = SauronVoiceMoveMS VoiceInitiateCaptureBuilding = SauronVoiceMoveMS End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:SauronFootstep Animation:MUSauron_SKL.MUSauron_ATKE Frames:47 AnimationSound = Sound:SauronFootstep Animation:MUSauron_SKL.MUSauron_DIEB Frames:29 AnimationSound = Sound:BodyFallSoldier Animation:MUSAURON_SKL.MUSAURON_LNDA Frames:4 30 AnimationSound = Sound:SauronFootstep Animation:MUSAURON_SKL.MUSAURON_WLKA Frames:8 26 44 62 80 98 AnimationSound = Sound:SauronFootstep Animation:MUSAURON_SKL.MUSAURON_WLKB Frames:25 44 64 84 End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = SauronDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ;For deaths you can respawn from, use the DeathFX
; Warn the player when the enemy gets Sauron. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = EnemySauronSeen
ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = EnemySauronSeen 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 Sauron's position CreateFakeRadarEvent = Yes ; Allow player to jump to Sauron after hearing annoucement End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MONSTER SCORE PATH_THROUGH_INFANTRY SCARY HEAVY_MELEE_HITTER PathfindDiameter = 40.0
; Note - Not a RespawnBody, as we do not want to put them back in the respawnable hero list when dead. Body = ActiveBody ModuleTag_Body MaxHealth = SAURON_HEALTH End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End Behavior = AnnounceBirthAndDeathBehavior ModuleTag_AnnounceBirthAndDeathBehavior End
Behavior = AIUpdateInterface ModuleTag_AI AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = SauronFunctions End LocomotorSet Locomotor = BasicSauronLocomotor Condition = SET_NORMAL Speed = 32 End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 3333 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionThreshold1 = 100.0 ; level 1 (light damage) threshold trigger End Behavior = PhysicsBehavior ModuleTag_Physics GravityMult = 1.0 End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath DeathTypes = ALL SinkDelay = 5000 SinkRate = 10.0 ; in Dist/Sec - fast! DestructionDelay = 1800 Weapon = FINAL RingHeroDeathShockwave End Behavior = SpecialPowerModule ModuleTag_SauronTerribleFury SpecialPowerTemplate = SpecialAbilityScreech UpdateModuleStartsAttack = Yes TriggerFX = FX_FearBlast End
Behavior = SpecialAbilityUpdate ModuleTag_SauronTerribleFuryUpdate SpecialPowerTemplate = SpecialAbilityScreech AwardXPForTriggering = 0 TriggerSound = SauronTerribleFury EffectRange = 200 UnpackTime = 1000 PreparationTime = 1 PackTime = 7000 End
Behavior = SquishCollide ModuleTag_Squish End
;------------------FIRES OF DOOM------------------------------------------------------------------ Behavior = SpecialPowerModule ModuleTag_FiresOfDoom SpecialPowerTemplate = FiresOfDoomSpecialPower UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = SauronVoxBlackspeechFiresOfDoom End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FiresOfDoomUpdate SpecialPowerTemplate = FiresOfDoomSpecialPower WhichSpecialWeapon = 1 ; use MODELCONDITION_SPECIAL_WEAPON_ONE SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 FreezeAfterTriggerDuration = 2500 ; make sure we can't move immediately after.
AwardXPForTriggering = 0 StartAbilityRange = 300.0 MustFinishAbility = Yes SpecialWeapon = SauronFiresOfDoomWeapon ;TriggerSound = SpellRainOfFireMS End
;---------------------------------------------------------------------------------------------------- Behavior = AttributeModifierAuraUpdate ModuleTag_FearMe StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = SauronFear RefreshDelay = 5000 Range = 250.0 ObjectFilter = ANY +INFANTRY +CAVALRY TargetEnemy = Yes MaxActiveRank = 1 ;Only affects level 1 rank units End
;----------------------------------------------------------------------------------------------------
Behavior = AutoAbilityBehavior ModuleTag_FiresOfDoomAutoAbility SpecialAbility = FiresOfDoomSpecialPower Query = 10 ANY ENEMIES +INFANTRY +CAVALRY ; try a group of guys Query = 1 ALL ENEMIES ; then anything End
Behavior = AutoHealBehavior ModuleTag_AutoHeal StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End ;/////////////////// ; AISpecialPowers ;/////////////////// 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
Behavior = AISpecialPowerUpdate FiresOfDoomAI CommandButtonName = Command_FiresOfDoom SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 300.0 End Behavior = AISpecialPowerUpdate TerribleFuryAI CommandButtonName = Command_SpecialAbilityTerribleFury SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End
Geometry = CYLINDER GeometryMajorRadius = 11 GeometryHeight = 32 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 22 ShadowSizeY = 22 ShadowTexture = ShadowI End
;----------------------------------------------------
ChildObject MordorSauron_RingHero MordorSauron
; Player no longer has the ring hero upgrade when the hero is created. Behavior = RemoveUpgradeUpgrade ModuleTag_RemoveRing TriggeredBy = Upgrade_WildFaction Upgrade_IsengardFaction Upgrade_MordorFaction Upgrade_GoblinFaction Upgrade_AngmarFaction UpgradeToRemove = Upgrade_RingHero Upgrade_FortressRingHero RemoveFromAllPlayerObjects = Yes SuppressEvaEventForRemoval = Yes ; Hack -- this is to avoid the Eva event about 'Gollum stole our ring' ; when we are actually losing the upgrade because we built the ring hero End
; Spawn a dropped ring object. Behavior = CreateObjectDie ModuleTag_DropTheRing CreationList = OCL_TheOneRing End
Behavior = ExperienceLevelCreate ModuleTag_LevelBonus LevelToGrant = 10 MPOnly = No End End
Pour le dragon y a un truc que je comprends pas le loup et le balrog était tout deux dans neutralunits mais le dragon lui est dans: L'Avènement du Roi-sorcier\data\ini\object\evilfaction\units\evilbeasts Car je comptais faire comme toi wolf, la technique que tu as utilises pour le loup. Est-ce que c'est ca l'object que je dois mettre dans neutral? : - Spoiler:
;--------------------------------------------------------------------------- Object SummonedDragon SelectPortrait = HPSummonedDragon ButtonImage = HISummonedDragon Draw = W3DScriptedModelDraw ModuleTag_01 StaticModelLODMode = Yes RandomTextureFixedRandomIndex = Yes ;// this set of replacements correspond (in number and in order) to ... RandomTexture = SumnDragon_C.tga 0 SumnDragon_C.tga RandomTexture = SumnDragonB_C.tga 0 SumnDragon_C.tga RandomTexture = SumnDragonC_C.tga 0 SumnDragon_C.tga RandomTexture = SumnDragonD_C.tga 0 SumnDragon_C.tga RandomTexture = SumnDragonE_C.tga 0 SumnDragon_C.tga ;// ... this set RandomTexture = SumnDragon2_C.tga 0 SumnDragon2_C.tga RandomTexture = SumnDragonB2_C.tga 0 SumnDragon2_C.tga RandomTexture = SumnDragonC2_C.tga 0 SumnDragon2_C.tga RandomTexture = SumnDragonD2_C.tga 0 SumnDragon2_C.tga RandomTexture = SumnDragonE2_C.tga 0 SumnDragon2_C.tga DefaultModelConditionState Model = SumnDrag_SKN Skeleton = SumnDrag_SKL ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes End IdleAnimationState StateName = STATE_Idle Animation = Breathe AnimationName = SumnDrag_IDLA AnimationMode = ONCE AnimationPriority = 5 End ParticleSysBone = BAT_HEAD SummonedDragonFireSnort FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonSnortEmbers FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") return end EndScript End
AnimationState = USER_2 StateName = State_JustBuilt Animation AnimationName = SumnDrag_LNDB AnimationMode = ONCE AnimationBlendTime = 0 AnimationSpeedFactorRange = 0.5 0.5 End ParticleSysBone = NONE SummonedDragonDust FollowBone:Yes End AnimationState = DYING DEATH_1 Animation = Dying AnimationName = SumnDrag_DIEA AnimationMode = ONCE AnimationBlendTime = 15 End ParticleSysBone = BAT_HEAD SummonedDragonDeathEmbers FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonDeathSmoke FollowBone:Yes ParticleSysBone = NONE SummonedDragonDeathDust FollowBone:Yes End
AnimationState = DYING DEATH_2 Animation = JumpingAwayAtTimeUp AnimationName = SumnDrag_JMPB AnimationMode = ONCE AnimationBlendTime = 15 End ParticleSysBone = BAT_HEAD SummonedDragonDeathEmbers FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonDeathSmoke FollowBone:Yes End
AnimationState = FIRING_OR_PREATTACK_A MOVING ; Need this, otherwise we slide between attacks. Animation AnimationName = SumnDrag_WLKA AnimationMode = LOOP AnimationSpeedFactorRange = 1.3 1.3 End ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes End
AnimationState = FIRING_OR_PREATTACK_A Animation = Burninate AnimationName = SumnDrag_ATKA AnimationMode = ONCE End ParticleSysBone = BAT_HEAD SummonedDragonFireBreath2 FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonHeat FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonEmbers FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonSmoke FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonFireProxy2 FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes End
AnimationState = HIT_REACTION HIT_LEVEL_1 Animation AnimationName = SumnDrag_HITA AnimationMode = ONCE End End
AnimationState = MOVING TURN_RIGHT_HIGH_SPEED Animation AnimationName = SumnDrag_WLKA AnimationMode = LOOP AnimationSpeedFactorRange = 1.8 1.8 AnimationBlendTime = 15 End End AnimationState = MOVING TURN_LEFT_HIGH_SPEED Animation AnimationName = SumnDrag_WLKA AnimationMode = LOOP AnimationSpeedFactorRange = 1.8 1.8 AnimationBlendTime = 15 End End AnimationState = TURN_LEFT Animation = Left AnimationName = SumnDrag_TRNL AnimationMode = LOOP AnimationSpeedFactorRange = 0.85 0.85 AnimationBlendTime = 15 End End
AnimationState = TURN_RIGHT Animation = YourOtherLeft AnimationName = SumnDrag_TRNR AnimationMode = LOOP AnimationSpeedFactorRange = 0.85 0.85 AnimationBlendTime = 15 End End
AnimationState = MOVING ACCELERATE Animation AnimationName = SumnDrag_ACCL AnimationMode = ONCE AnimationSpeedFactorRange = 2.0 2.0 AnimationBlendTime = 15 End End
AnimationState = MOVING DECELERATE Animation AnimationName = SumnDrag_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 0.9 End
End AnimationState = UNPACKING StateName = STATE_TakeOff Animation AnimationName = SumnDrag_JMPB AnimationMode = ONCE End ParticleSysBone = NONE SummonedDragonDust FollowBone:Yes End
;// There is one frame between the unpacking and packing in which neither are set and ;// the IDLA is played. It causes all sorts of badness with the animation. Use PREPARING ;// to intercept and preempt IDLA. AnimationState = PREPARING Animation AnimationName = SumnDrag_JMPB AnimationMode = ONCE End Flags = START_FRAME_LAST End
AnimationState = PACKING StateName = STATE_Land Animation AnimationName = SumnDrag_LNDB AnimationMode = ONCE AnimationBlendTime = 0 AnimationSpeedFactorRange = 0.5 0.5 End ParticleSysBone = NONE SummonedDragonDust FollowBone:Yes End
AnimationState = MOVING Animation AnimationName = SumnDrag_WLKA AnimationMode = LOOP AnimationSpeedFactorRange = 1.4 1.4 End End
AnimationState = SELECTED Animation AnimationName = SumnDrag_IDLA AnimationMode = LOOP AnimationSpeedFactorRange = 1.3 1.3 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") return end EndScript End
TransitionState = TRANS_Idle_to_Selected Animation = Salute AnimationName = SumnDrag_RORA AnimationMode = ONCE End ParticleSysBone = BAT_HEAD SummonedDragonFireRoar FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonSmokeRoar FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes End TransitionState = TRANS_Selected_to_Idle Animation = ATNC AnimationName = SumnDrag_IDLA AnimationMode = ONCE End End
TransitionState = TRANS_JustBuilt_To_Idle Animation = BeingSummoned AnimationName = SumnDrag_LNDA AnimationMode = ONCE End End End Side = EvilBeasts EditorSorting = UNIT CommandSet = SummonedDragonCommandSet ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS ShroudClearingRange = SHROUD_CLEAR_GIANT VisionRange = 200 TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER KindOf = SELECTABLE MONSTER CAN_ATTACK SCARY HERO SCORE ThreatLevel = SUMMONEDDRAGON_THREAT_LEVEL RadarPriority = UNIT DisplayName = OBJECT:SummonedDragon WeaponSet Conditions = None Weapon = PRIMARY SummonedDragonFireBreath End Body = ActiveBody ModuleTag_Body MaxHealth = 20000 End
; *** AUDIO Parameters ***;
VoiceAttack = DragonAllyVoxAttack VoiceMove = DragonAllyVoxMove VoicePriority = 70 VoiceSelect = DragonAllyVoxSelect
;SoundAmbient = DragonAllyVoxAmbientLoop SoundImpact = ImpactHorse
#include "..\..\..\includes\StandardUnitEvaEvents.inc" ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:FIRING_OR_PREATTACK_A Excluded:DYING Sound:DragonAllyFirebreathMS End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_WLKA Frames: 19 40 AnimationSound = Sound: BalrogLand Animation:SumnDrag_SKL.SumnDrag_LNDA Frames: 27 AnimationSound = Sound: FellBeastWingFlaps Animation:SumnDrag_SKL.SumnDrag_LNDA Frames: 27 AnimationSound = Sound: FellBeastWingFlaps Animation:SumnDrag_SKL.SumnDrag_JMPB Frames: 24 51 83 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_JMPB Frames: 10 AnimationSound = Sound: DragonAllyVoxRoar Animation:SumnDrag_SKL.SumnDrag_JMPB Frames: 28 AnimationSound = Sound: DragonAllyVoxHurt Animation:SumnDrag_SKL.SumnDrag_HITA Frames: 14 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_TRNL Frames: 11 22 33 44 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_TRNR Frames: 11 22 33 44 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_ACCL Frames: 18 23 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_DECL Frames: 17 25 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_JMPB Frames: 11 21 AnimationSound = Sound: FellBeastWingFlaps Animation:SumnDrag_SKL.SumnDrag_JMPB Frames: 19 55 85 AnimationSound = Sound: DragonAllyVoxRoar Animation:SumnDrag_SKL.SumnDrag_JMPB Frames: 31 AnimationSound = Sound: FellBeastWingFlaps Animation:SumnDrag_SKL.SumnDrag_LNDB Frames: 1 AnimationSound = Sound: BalrogLand Animation:SumnDrag_SKL.SumnDrag_LNDB Frames: 26 AnimationSound = Sound: DragonAllyVoxRoarBig Animation:SumnDrag_SKL.SumnDrag_RORA Frames: 14 End
; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = DiscoveredEnemyDragon
ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = DiscoveredEnemyDragon 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
;------------------------------------- Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2000 HitReactionThreshold1 = 200 End ArmorSet Conditions = None Armor = SummonedDragonArmor DamageFX = FellBeastDamageFX End
;-------------------------------------
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = 60000 MaxLifetime = 60000 DeathType = FADED End
Behavior = SlowDeathBehavior ModuleTag_NormalDeath DeathTypes = ALL -FADED DestructionDelay = 20000 DecayBeginTime = 3000 SinkDelay = 5000 SinkRate = 2.0 DeathFlags = DEATH_1 Sound = INITIAL DragonAllyVoxDie OCL = INITIAL OCL_SummonedDragonDeathCrush End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED DeathFlags = DEATH_2 FadeDelay = 0 FadeTime = 5000 DestructionDelay = 5000 Sound = INITIAL DragonAllyUnsummon End Behavior = AIUpdateInterface ModuleTag_AI AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End Behavior = SpecialPowerModule ModuleTag_TeleportStarter SpecialPowerTemplate = SpecialAbilitySummonedDragonReposition UpdateModuleStartsAttack = Yes InitiateSound = DragonAllyVoxTeleport End
Behavior = TeleportSpecialAbilityUpdate ModuleTag_TeleportUpdate SpecialPowerTemplate = SpecialAbilitySummonedDragonReposition UnpackTime = 3800 PreparationTime = 1 PackTime = 1666 ApproachRequiresLOS = No BusyForDuration = 5000 ; don't accept any AI for this long... ai commands will be queued (should be at least PackTime) DestinationWeaponName = SummonDragonBlowBack ; Fires at point of teleport to push people away and down. End
Behavior = GrantUpgradeCreate ModuleTag_BuildHackUpgrade UpgradeToGrant = Upgrade_TestBuilding GiveOnBuildComplete = Yes ; The ExemptStatus UnderConstruction hack doesn't work on foundation buildings. End
Behavior = ModelConditionUpgrade ModuleTag_BuildHackUserFlag TriggeredBy = Upgrade_TestBuilding RequiresAllTriggers = Yes ;AddConditionFlags = UPGRADE_IVORY_TOWER AddTempConditionFlag = ModelConditionState:USER_2 //For buildup TempConditionTime = 4.0 //try to match buildup anim time ;Permanent = Yes End
LocomotorSet Locomotor = SummonedDragonLocomotor Condition = SET_NORMAL Speed = 60 End
Geometry = CYLINDER GeometryMajorRadius = 50 GeometryHeight = 25.0 GeometryOffset = X:-10 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End
;------------------------------------------------------------------------------ Object SummonedDragonEgg Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = JHDrag_SKN End End
Side = EvilBeasts EditorSorting = UNIT
KindOf = INERT IMMOBILE UNATTACKABLE Body = ActiveBody ModuleTag_MakesKillWork MaxHealth = 1 End Behavior = LifetimeUpdate ModuleTag_HatchTrigger MinLifetime = 0.0 MaxLifetime = 0.0 End Behavior = SlowDeathBehavior ModuleTag_HatchProcess DestructionDelay = 2000 ; ms OCL = INITIAL OCL_HatchSummonedDragon Weapon = FINAL SummonDragonAppear End End
;------------------------------------------------------------------------------ Object SummonedDragonEggPlaceHolder Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = None End End
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE Body = ActiveBody ModuleTag_MakesKillWork MaxHealth = 1 End Behavior = LifetimeUpdate ModuleTag_HatchTrigger MinLifetime = 3000 MaxLifetime = 3000 End
Geometry = CYLINDER GeometryMajorRadius = 50 GeometryHeight = 25.0 GeometryOffset = X:-10 Y:0 Z:0 End
;------------------------------------------------------------------------------ Object SummonedDragonCrusher Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = None End End
Side = EvilBeasts EditorSorting = UNIT KindOf = INERT IMMOBILE UNATTACKABLE Body = ActiveBody ModuleTag_MakesKillWork MaxHealth = 1 End Behavior = LifetimeUpdate ModuleTag_HatchTrigger MinLifetime = 2000.0 MaxLifetime = 2000.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_FireWeapon StartsActive = Yes DelayTime = 0 DeathWeapon = SummonedDragonDeathCrush End Behavior = SlowDeathBehavior ModuleTag_Die End End
;------------------------------------------------------------------------------ ChildObject SummonedDragonJH1 SummonedDragon
SelectPortrait = HPBlueSummonedDragon ButtonImage = HISummonedDragonBlue
Draw = W3DScriptedModelDraw ModuleTag_01 StaticModelLODMode = Yes RandomTextureFixedRandomIndex = Yes ;// this set of replacements correspond (in number and in order) to ... RandomTexture = JHDragon_Dark.tga 0 JHDragon_Dark.tga RandomTexture = JHDragon_Light.tga 0 JHDragon_Dark.tga ;// ... this set RandomTexture = JHDragonWings.tga 0 JHDragonWings.tga RandomTexture = JHDragonWingsBlue.tga 0 JHDragonWings.tga DefaultModelConditionState Model = JHDrag_SKN Skeleton = JHDrag_SKL End IdleAnimationState StateName = STATE_Idle Animation = Breathe AnimationName = JHDrag_IDLA AnimationMode = ONCE AnimationPriority = 20 End ParticleSysBone = BAT_HEAD SummonedDragonFireSnort FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonSnortEmbers FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") return end EndScript AllowRepeatInRandomPick = Yes End
AnimationState = USER_2 StateName = State_JustBuilt Animation AnimationName = JHDrag_LNDA AnimationMode = ONCE AnimationBlendTime = 0 End ParticleSysBone = NONE SummonedDragonDust FollowBone:Yes End
AnimationState = DYING DEATH_1 Animation = Dying AnimationName = JHDrag_DIEA AnimationMode = ONCE AnimationBlendTime = 15 End ParticleSysBone = BAT_HEAD SummonedDragonDeathEmbers FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonDeathSmoke FollowBone:Yes ParticleSysBone = NONE SummonedDragonDeathDust End
AnimationState = DYING DEATH_2 Animation = JumpingAwayAtTimeUp AnimationName = JHDrag_JMPA AnimationMode = ONCE AnimationBlendTime = 15 End ParticleSysBone = BAT_HEAD SummonedDragonDeathEmbers FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonDeathSmoke FollowBone:Yes End
AnimationState = FIRING_OR_PREATTACK_A MOVING ; Need this, otherwise we slide between attacks. Animation AnimationName = JHDrag_WLKA AnimationMode = LOOP AnimationSpeedFactorRange = 1.3 1.3 End ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes End
AnimationState = FIRING_OR_PREATTACK_A Animation = Burninate AnimationName = JHDrag_ATKA AnimationMode = ONCE AnimationSpeedFactorRange = 0.83 0.83 End ParticleSysBone = BAT_HEAD SummonedDragonFireBreath FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonHeat FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonEmbers FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonSmoke FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonFireProxy FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes End
AnimationState = HIT_REACTION HIT_LEVEL_1 Animation AnimationName = JHDrag_HITA AnimationMode = ONCE End End AnimationState = TURN_LEFT_HIGH_SPEED MOVING Animation = Left AnimationName = JHDrag_WLKA AnimationMode = LOOP AnimationBlendTime = 15 End End
AnimationState = TURN_RIGHT_HIGH_SPEED MOVING Animation = YourOtherLeft AnimationName = JHDrag_WLKA AnimationMode = LOOP AnimationBlendTime = 15 End End
AnimationState = TURN_LEFT Animation = Left AnimationName = JHDrag_TRNL AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 AnimationBlendTime = 15 End End
AnimationState = TURN_RIGHT Animation = YourOtherLeft AnimationName = JHDrag_TRNR AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 AnimationBlendTime = 15 End End
AnimationState = MOVING DECELERATE Animation AnimationName = JHDrag_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.76 0.76 End End
AnimationState = MOVING DECELERATE Animation AnimationName = JHDrag_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 0.9 End End AnimationState = MOVING Animation AnimationName = JHDrag_WLKA AnimationMode = LOOP AnimationSpeedFactorRange = 1.2 1.2 End End
AnimationState = UNPACKING StateName = STATE_TakeOff Animation AnimationName = JHDrag_JMPA AnimationMode = ONCE End End
AnimationState = PACKING StateName = STATE_Land Animation AnimationName = JHDrag_LNDA AnimationMode = ONCE ;AnimationBlendTime = 0 End End
;// There is one frame between the unpacking and packing in which neither are set and ;// the IDLA is played. It causes all sorts of badness with the animation. Use PREPARING ;// to intercept and preempt IDLA. AnimationState = PREPARING Animation AnimationName = JHDrag_JMPA AnimationMode = ONCE End Flags = START_FRAME_LAST End
AnimationState = SELECTED StateName = STATE_Selected Animation AnimationName = JHDrag_IDLA AnimationMode = LOOP AnimationSpeedFactorRange = 1.3 1.3 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") return end EndScript End
TransitionState = TRANS_Idle_to_Selected Animation = Salute AnimationName = JHDrag_RORA AnimationMode = ONCE End ParticleSysBone = BAT_HEAD SummonedDragonFireRoar FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonSmokeRoar FollowBone:Yes End End
;--- AUDIO PARAMETERS ---
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: DragonAllyVoxRoarBig Animation:JHDrag_SKL.JHDrag_RORA Frames: 9 AnimationSound = Sound: DragonAllyFireExhale Animation:JHDrag_SKL.JHDrag_RORA Frames: 10 AnimationSound = Sound: DragonAllyLand Animation:JHDrag_SKL.JHDrag_LNDA Frames: 50 AnimationSound = Sound: FellBeastWingFlaps Animation:JHDrag_SKL.JHDrag_LNDA Frames: 8 33 60 AnimationSound = Sound: FellBeastWingFlaps Animation:JHDrag_SKL.JHDrag_ATKA Frames: 20 AnimationSound = Sound: DragonAllyVoxRoarBig Animation:JHDrag_SKL.JHDrag_LNDA Frames: 74 AnimationSound = Sound: DragonAllyBodyfall Animation:JHDrag_SKL.JHDrag_DIEA Frames: 35 AnimationSound = Sound: FellBeastWingFlaps Animation:JHDrag_SKL.JHDrag_DIEA Frames: 12 AnimationSound = Sound: DragonAllyFootstep Animation:JHDrag_SKL.JHDrag_JMPA Frames: 11 AnimationSound = Sound: BalrogJump_Part2 Animation:JHDrag_SKL.JHDrag_JMPA Frames: 29 AnimationSound = Sound: FellBeastWingFlaps Animation:JHDrag_SKL.JHDrag_JMPA Frames: 35 62 89 AnimationSound = Sound: DragonAllyVoxHurt Animation:JHDrag_SKL.JHDrag_HITA Frames: 1 AnimationSound = Sound: DragonAllyFootstep Animation:JHDrag_SKL.JHDrag_HITA Frames: 21 24 AnimationSound = Sound: DragonAllyFootstep Animation:JHDrag_SKL.JHDrag_WLKA Frames: 19 40 AnimationSound = Sound: DragonAllyFootstep Animation:JHDrag_SKL.JHDrag_TRNL Frames: 20 43 AnimationSound = Sound: DragonAllyFootstep Animation:JHDrag_SKL.JHDrag_TRNR Frames: 20 43 AnimationSound = Sound: DragonAllyFootstep Animation:JHDrag_SKL.JHDrag_DECL Frames: 7 28 AnimationSound = Sound: DragonAllyVoxRoarSmall Animation:JHDrag_SKL.JHDrag_DECL Frames: 2 End
;--------------------
Behavior = TeleportSpecialAbilityUpdate ModuleTag_TeleportUpdate SpecialPowerTemplate = SpecialAbilitySummonedDragonReposition UnpackTime = 3800 PackTime = 3500 PreparationTime = 1 ApproachRequiresLOS = No BusyForDuration = 5000 ; don't accept any AI for this long... ai commands will be queued (should be at least PackTime) DestinationWeaponName = SummonDragonBlowBack ; Fires at point of teleport to push people away and down. End Behavior = AIUpdateInterface ModuleTag_AI AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS End End
Car on dirait que c'est pas pareil que le loup ya pas" DESIGN parameters"par exemple | |
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Wolf8888 Invité
| Sujet: Re: Questions diverses Lun 31 Mai - 19:36 | |
| L'object GaladrielTornado c'est son pouvoir. Galadriel se trouve dans object/goodfaction/units/Elven/galadriel.ini
Le code de Sauron s'arrête juste avant: ChildObject MordorSauron_RingHero MordorSauron
Le DESIGN parameters dans summoneddragon.ini n’est pas marqué (tu peux le rajouter) mais est bien présent:
- il se trouve après les animations et commence par Side = EvilBeasts
En faisant un nouveau héros à partir de ce dragon, tu peux mettre le code que tu vas lui faire dans la faction à laquelle tu veux qu'il appartienne. |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Lun 31 Mai - 20:09 | |
| C'est quoi le truc comme ca mais de sauron : - 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]
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Wolf8888 Invité
| Sujet: Re: Questions diverses Lun 31 Mai - 20:19 | |
| Hum... dans gamedata.ini tu fais Ctrl+F, tu tapes Sauron et tu auras ce que tu veux sous cette ligne: ;-----------------------Sauron------------------ |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Lun 31 Mai - 21:00 | |
| J'avais mal utuliser la fonction Rechercher dsl | |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Lun 31 Mai - 21:20 | |
| Je vais mettre ici ce que je pense être bon pour ajouter sauron en héro Il y aura surement des erreurs donc Wolf tu devras surement me rattraper Etape1 : - je prends un fichier. ini que je renomme MordorSauron02 que je mets dans neutral avec ceci à l'intérieur : - Spoiler:
;------------------------------------------------------------------------------ ; Sauron Object MordorSauron02
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPSauron
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HISauron
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
;;====================== MODELS =============================================
DefaultModelConditionState Model = MUSauron_SKN ;ParticleSysBone = WEAPON SaronRingSpark FollowBone:Yes End
;;================== ANIMATIONS =================================================================
;;------------------ MOVING & DYING ---------------------------
;;======= DYING
AnimationState = DYING Animation = DIEB AnimationName = MUSauron_SKL.MUSauron_DIEB AnimationMode = ONCE End ParticleSysBone = NONE UltraInitial01 ParticleSysBone = NONE UltraInitial02 ParticleSysBone = NONE UltraInitial03 BeginScript CurDrawableShowSubObject("SHARD01") CurDrawableShowSubObject("SHARD02") CurDrawableShowSubObject("SHARD03") CurDrawableShowSubObject("SHARD04") CurDrawableShowSubObject("SHARD05") CurDrawableShowSubObject("SHARD06") CurDrawableShowSubObject("SHARD07") CurDrawableShowSubObject("SHARD08") CurDrawableShowSubObject("SHARD09") CurDrawableShowSubObject("SHARD10") CurDrawableShowSubObject("SHARD11") CurDrawableShowSubObject("SHARD12") CurDrawableShowSubObject("SHARD13") CurDrawableShowSubObject("SHARD14") CurDrawableShowSubObject("SHARD15") CurDrawableShowSubObject("SHARD16") CurDrawableShowSubObject("SHARD17") CurDrawableShowSubObject("SHARD18") CurDrawableShowSubObject("SHARD19") CurDrawableShowSubObject("SHARD20") EndScript End AnimationState = PARALYZED Animation AnimationName = MUSauron_SKL.MUSauron_IDLA AnimationMode = LOOP End End
;;======= MOVING
AnimationState = MOVING FIRING_OR_PREATTACK_A StateName = STATE_Moving Animation = Moving AnimationName = MUSauron_SKL.MUSauron_WLKB AnimationMode = LOOP Distance = 88 End Flags = MAINTAIN_FRAME_ACROSS_STATES End
AnimationState = MOVING TURN_RIGHT_HIGH_SPEED StateName = STATE_Moving Animation = Moving AnimationName = MUSauron_SKL.MUSauron_WLKA AnimationMode = LOOP Distance = 88 End Animation = Turning AnimationName = MUSauron_SKL.MUSauron_TRNR AnimationMode = LOOP AnimationBlendTime = 0 End Flags = MAINTAIN_FRAME_ACROSS_STATES MAINTAIN_FRAME_ACROSS_STATES2 BeginScript if CurDrawablePrevAnimationState() == "STATE_Turning" then return "Turning" else return "Moving" end EndScript End AnimationState = MOVING TURN_LEFT_HIGH_SPEED StateName = STATE_Moving Animation = Moving AnimationName = MUSauron_SKL.MUSauron_WLKA AnimationMode = LOOP Distance = 88 End Animation = Turning AnimationName = MUSauron_SKL.MUSauron_TRNL AnimationMode = LOOP AnimationBlendTime = 0 End Flags = MAINTAIN_FRAME_ACROSS_STATES MAINTAIN_FRAME_ACROSS_STATES2 BeginScript if CurDrawablePrevAnimationState() == "STATE_Turning" then return "Turning" else return "Moving" end EndScript End
AnimationState = TURN_LEFT StateName = STATE_Turning Animation = Turning AnimationName = MUSauron_SKL.MUSauron_TRNL AnimationMode = LOOP AnimationBlendTime = 5 End Flags = MAINTAIN_FRAME_ACROSS_STATES2 End AnimationState = TURN_RIGHT StateName = STATE_Turning Animation = Turning AnimationName = MUSauron_SKL.MUSauron_TRNR AnimationMode = LOOP AnimationBlendTime = 5 End Flags = MAINTAIN_FRAME_ACROSS_STATES2 End
AnimationState = MOVING StateName = STATE_Moving Animation = Moving AnimationName = MUSauron_SKL.MUSauron_WLKA AnimationMode = LOOP Distance = 88 End Flags = MAINTAIN_FRAME_ACROSS_STATES End ;;------------------ ABILITIES ------------------------------- AnimationState = SPECIAL_WEAPON_ONE ; Fires of doom Animation AnimationName = MUSauron_SKL.MUSauron_ATKD AnimationMode = ONCE End End
;;------------------ ATTACKING -------------------------------
AnimationState = FIRING_OR_PREATTACK_A StateName = STATE_Ready Animation = ATKC AnimationName = MUSauron_SKL.MUSauron_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End
;;-------------------- HIT REACTIONS --------------------------
AnimationState = HIT_REACTION StateName = STATE_Ready Animation AnimationName = MUSauron_SKL.MUSauron_HITA AnimationMode = ONCE End End AnimationState = RAISING_FLAG Animation AnimationName = MUSauron_SKL.MUSauron_ATKC AnimationMode = ONCE End Animation AnimationName = MUSauron_SKL.MUSauron_ATKD AnimationMode = ONCE End Animation AnimationName = MUSauron_SKL.MUSauron_ATKE AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
;;--------------- IDLE STATES ---------------------------------
AnimationState = SELECTED StateName = Idle Animation = IDLA AnimationName = MUSauron_SKL.MUSauron_IDLA AnimationMode = LOOP End End
IdleAnimationState AllowRepeatInRandomPick = Yes StateName = Idle Animation = IDLA AnimationName = MUSauron_SKL.MUSauron_IDLA AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLC AnimationName = MUSauron_SKL.MUSauron_IDLC AnimationMode = ONCE AnimationPriority = 10 AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.7 1.5 End BeginScript Prevs = CurDrawablePrevAnimationState() Preva = CurDrawablePrevAnimation() if Prevs == "STATE_Moving" then CurDrawableSetTransitionAnimState("TRANS_SmoothToIdle") elseif Prevs == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_ReallySmoothToIdle") end if Preva == "IDLC" then CurDrawableSetTransitionAnimState("TRANS_ReallySmoothToIdle") end EndScript End ;;--------------------- TRANSITIONS ----------------------------------------------------
TransitionState = TRANS_SmoothToIdle Animation = IDLA AnimationName = MUSauron_SKL.MUSauron_IDLA AnimationMode = ONCE AnimationBlendTime = 5 End End TransitionState = TRANS_ReallySmoothToIdle Animation = IDLA AnimationName = MUSauron_SKL.MUSauron_IDLA AnimationMode = ONCE AnimationBlendTime = 10 End End ;;--------------------------------------------------------------------------------------- End #include "..\..\..\includes\StunDrawModuleMedium.inc"
; ***DESIGN parameters *** Side = Mordor EditorSorting = UNIT ThreatLevel = SAURON_THREAT_LEVEL ThingClass = CHARACTER_UNIT TransportSlotCount = TRANSPORTSLOTCOUNT_HERO BuildCost = SAURON02_BUILDCOST BuildTime = SAURON02_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS VisionRange = VISION_STANDARD_MELEE ShroudClearingRange = SHROUD_CLEAR_HERO BountyValue = SAURON_BOUNTY_VALUE RecruitText = CONTROLBAR:SauronRecruit ReviveText = CONTROLBAR:SauronRevive Hotkey = CONTROLBAR:SauronHotkey DisplayName = OBJECT:MordorSauron ; CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ; What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushAllies = yes RamPower = 25 CommandSet = SauronCommandSet CommandPoints = 0
WeaponSet Conditions = None Weapon = PRIMARY SauronMace AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
ArmorSet Conditions = None Armor = SauronArmor DamageFX = NormalDamageFX End ; *** AUTO-RESOLVE data *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveBody = AutoResolve_HeroBody
; *** AUDIO Parameters ***;
VoiceAttack = SauronVoiceAttackMS VoiceFear = EVA:SauronHelpMe VoiceCreated = EVA:SauronCreated VoiceCreated = +SOUND:CampOrcCreateSauronGlobal VoiceFullyCreated = EVA:SauronCreated VoiceFullyCreated = +SOUND:CampOrcCreateSauronGlobal VoiceMove = SauronVoiceMoveMS VoicePriority = 94 VoiceSelect = SauronVoiceSelectMS VoiceGuard = SauronVoiceMoveMS UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = SauronVoiceMoveMS VoiceEnterUnitMordorMumakil = SauronVoiceMoveMS VoiceEnterUnitSlaughterHouse = SauronVoiceMoveMS VoiceGarrison = SauronVoiceMoveMS VoiceInitiateCaptureBuilding = SauronVoiceMoveMS End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:SauronFootstep Animation:MUSauron_SKL.MUSauron_ATKE Frames:47 AnimationSound = Sound:SauronFootstep Animation:MUSauron_SKL.MUSauron_DIEB Frames:29 AnimationSound = Sound:BodyFallSoldier Animation:MUSAURON_SKL.MUSAURON_LNDA Frames:4 30 AnimationSound = Sound:SauronFootstep Animation:MUSAURON_SKL.MUSAURON_WLKA Frames:8 26 44 62 80 98 AnimationSound = Sound:SauronFootstep Animation:MUSAURON_SKL.MUSAURON_WLKB Frames:25 44 64 84 End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = SauronDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ;For deaths you can respawn from, use the DeathFX
; Warn the player when the enemy gets Sauron. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = EnemySauronSeen
ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = EnemySauronSeen 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 Sauron's position CreateFakeRadarEvent = Yes ; Allow player to jump to Sauron after hearing annoucement End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MONSTER SCORE PATH_THROUGH_INFANTRY SCARY HEAVY_MELEE_HITTER PathfindDiameter = 40.0
; Note - Not a RespawnBody, as we do not want to put them back in the respawnable hero list when dead. Body = ActiveBody ModuleTag_Body MaxHealth = SAURON_HEALTH End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End Behavior = AnnounceBirthAndDeathBehavior ModuleTag_AnnounceBirthAndDeathBehavior End
Behavior = AIUpdateInterface ModuleTag_AI AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = SauronFunctions End LocomotorSet Locomotor = BasicSauronLocomotor Condition = SET_NORMAL Speed = 32 End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 3333 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionThreshold1 = 100.0 ; level 1 (light damage) threshold trigger End Behavior = PhysicsBehavior ModuleTag_Physics GravityMult = 1.0 End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath DeathTypes = ALL SinkDelay = 5000 SinkRate = 10.0 ; in Dist/Sec - fast! DestructionDelay = 1800 Weapon = FINAL RingHeroDeathShockwave End Behavior = SpecialPowerModule ModuleTag_SauronTerribleFury SpecialPowerTemplate = SpecialAbilityScreech UpdateModuleStartsAttack = Yes TriggerFX = FX_FearBlast End
Behavior = SpecialAbilityUpdate ModuleTag_SauronTerribleFuryUpdate SpecialPowerTemplate = SpecialAbilityScreech AwardXPForTriggering = 0 TriggerSound = SauronTerribleFury EffectRange = 200 UnpackTime = 1000 PreparationTime = 1 PackTime = 7000 End
Behavior = SquishCollide ModuleTag_Squish End
;------------------FIRES OF DOOM------------------------------------------------------------------ Behavior = SpecialPowerModule ModuleTag_FiresOfDoom SpecialPowerTemplate = FiresOfDoomSpecialPower UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = SauronVoxBlackspeechFiresOfDoom End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FiresOfDoomUpdate SpecialPowerTemplate = FiresOfDoomSpecialPower WhichSpecialWeapon = 1 ; use MODELCONDITION_SPECIAL_WEAPON_ONE SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 FreezeAfterTriggerDuration = 2500 ; make sure we can't move immediately after.
AwardXPForTriggering = 0 StartAbilityRange = 300.0 MustFinishAbility = Yes SpecialWeapon = SauronFiresOfDoomWeapon ;TriggerSound = SpellRainOfFireMS End
;---------------------------------------------------------------------------------------------------- Behavior = AttributeModifierAuraUpdate ModuleTag_FearMe StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = SauronFear RefreshDelay = 5000 Range = 250.0 ObjectFilter = ANY +INFANTRY +CAVALRY TargetEnemy = Yes MaxActiveRank = 1 ;Only affects level 1 rank units End
;----------------------------------------------------------------------------------------------------
Behavior = AutoAbilityBehavior ModuleTag_FiresOfDoomAutoAbility SpecialAbility = FiresOfDoomSpecialPower Query = 10 ANY ENEMIES +INFANTRY +CAVALRY ; try a group of guys Query = 1 ALL ENEMIES ; then anything End
Behavior = AutoHealBehavior ModuleTag_AutoHeal StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End ;/////////////////// ; AISpecialPowers ;/////////////////// 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
Behavior = AISpecialPowerUpdate FiresOfDoomAI CommandButtonName = Command_FiresOfDoom SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 300.0 End Behavior = AISpecialPowerUpdate TerribleFuryAI CommandButtonName = Command_SpecialAbilityTerribleFury SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End
Geometry = CYLINDER GeometryMajorRadius = 11 GeometryHeight = 32 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 22 ShadowSizeY = 22 ShadowTexture = ShadowI End
Etape 2- je cole ceci dans experiencelevel.ini: - Spoiler:
;------------------------sauron02------------------------- ExperienceLevel SAURON02Level1 TargetNames = MordorSauron02 RequiredExperience = 1 ExperienceAward = SAURON02_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 SAURON02Level2 TargetNames = MordorSauron02 RequiredExperience = SAURON02_LVL2_EXP_NEEDED ExperienceAward = SAURON02_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 SAURON02Level3 TargetNames = MordorSauron02 RequiredExperience = SAURON02_LVL3_EXP_NEEDED ExperienceAward = SAURON02_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 SAURON02Level4 TargetNames = MordorSauron02 RequiredExperience = SAURON02_LVL4_EXP_NEEDED ExperienceAward = SAURON02_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 SAURON02Level5 TargetNames = MordorSauron02 RequiredExperience = SAURON02_LVL5_EXP_NEEDED ExperienceAward = SAURON02_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 SAURON02Level6 TargetNames = MordorSauron02 RequiredExperience = SAURON02_LVL6_EXP_NEEDED ExperienceAward = SAURON02_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 SAURON02Level7 TargetNames = MordorSauron02 RequiredExperience = SAURON02_LVL7_EXP_NEEDED ExperienceAward = SAURON02_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 SAURON02Level8 TargetNames = MordorSauron02 RequiredExperience = SAURON02_LVL8_EXP_NEEDED ExperienceAward = SAURON02_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 SAURON02Level9 TargetNames = MordorSauron02 RequiredExperience = SAURON02_LVL9_EXP_NEEDED ExperienceAward = SAURON02_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 SAURON02Level10 TargetNames = MordorSauron02 RequiredExperience = SAURON02_LVL10_EXP_NEEDED ExperienceAward = SAURON02_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 Etape 3Je cole ceci sous ------------Sauron------------- dans le gamedata.ini - Spoiler:
;-----------------------mordorsauron02----------- #define SAURON02_BUILDCOST 650 #define SAURON02_BUILDTIME 60 #define SAURON02_HEALTH 4000
#define SAURON02_LVL1_EXP_AWARD 20 #define SAURON02_LVL2_EXP_AWARD 25 #define SAURON02_LVL3_EXP_AWARD 30 #define SAURON02_LVL4_EXP_AWARD 35 #define SAURON02_LVL5_EXP_AWARD 40 #define SAURON02_LVL6_EXP_AWARD 45 #define SAURON02_LVL7_EXP_AWARD 50 #define SAURON02_LVL8_EXP_AWARD 60 #define SAURON02_LVL9_EXP_AWARD 75 #define SAURON02_LVL10_EXP_AWARD 100
#define SAURON02_LVL2_EXP_NEEDED 50 ;100 #define SAURON02_LVL3_EXP_NEEDED 100 ;200 #define SAURON02_LVL4_EXP_NEEDED 200 ;400 #define SAURON02_LVL5_EXP_NEEDED 300 ;600 #define SAURON02_LVL6_EXP_NEEDED 400 ;800 #define SAURON02_LVL7_EXP_NEEDED 500 ;1000 #define SAURON02_LVL8_EXP_NEEDED 700 ;1200 #define SAURON02_LVL9_EXP_NEEDED 900 ; 1600 #define SAURON02_LVL10_EXP_NEEDED 1100 ;2000 Etape 4J'ajoute au playertemplate | |
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Pampi Moddeur
Nombre de messages : 158 Age : 26 Location : Belgique Add-On : Non Date d'inscription : 19/12/2009
| Sujet: Re: Questions diverses Lun 31 Mai - 22:11 | |
| je peu pas vraiment te dire si c'est bon mais je pense que oui sauf que ta oublié que si tu veu le recruté dans un batiment tu doi ajouté le nom de l'objet dans le commandset du batiment donc command puis tiret (je pense mais pas sur de toute facon tu verra) constructMordorSauron2 fin le nom de ton objet et normalement c'est bon . sinon si c'est du copi coller du sauron original sa doit etre bon mais de toute façon pour le reste wolf te le dira . | |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Lun 31 Mai - 22:45 | |
| Merci Pampi et je vais attendre la confirmation de Wolf | |
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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: Questions diverses Lun 31 Mai - 22:49 | |
| - Pampi a écrit:
- je peu pas vraiment te dire si c'est bon mais je pense que oui sauf que ta oublié que si tu veu le recruté dans un batiment tu doi ajouté le nom de l'objet dans le commandset du batiment donc command puis tiret (je pense mais pas sur de toute facon tu verra) constructMordorSauron2 fin le nom de ton objet et normalement c'est bon . sinon si c'est du copi coller du sauron original sa doit etre bon mais de toute façon pour le reste wolf te le dira .
pour un héro pas besoin il suffit de mettre le code dans le playertemplate a la bonne faction mais faut rajouter un slot a la forteresse dans le commandset par contre de plus ta technique du command_construct est bonne sauf qu'il faut créer le bouton avant dans le commandbutton s'il n'existe pas mais pour les héros le playertemplate + le slot en plus dans le commandset sa suffit | |
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Wolf8888 Invité
| Sujet: Re: Questions diverses Lun 31 Mai - 23:30 | |
| Ton étape 1:
- Ton fichier MordorSauron02 tu peux le mettre avec les autres héros de sa faction.
- Tu as oublié 3 choses dans le code, je pourrai te le dire précisément mais ça ne va pas t’aider à progresser. Reprends ce que je t’ai expliqué pour le Loup et tu trouveras très facilement ce qui manque.
Pour que ça fasse plus héros, quand tu auras mis le module de résurrection (1/3...) remplace ButtonImage = HIWerewolf_res par ButtonImage = HISauron_res
Change aussi les FX (c’est les effets) si tu veux.
Ton étape 2:
L’ExperienceLevel que tu as fait, qui contient 10 niveaux, est utile que si Sauron acquière de nouveaux pouvoirs ou autres via des upgrades. Comme ce n’est pas le cas (tu n’as pas mis de nouveau pouvoir dans son code…), un experiencelevel comme celui du Loup suffit.
Ton étape 3:
Cdd t’as démontré qu’il était préférable de ne pas utiliser le gamedata.ini, et de mettre directement les valeurs (ce que je t’ai expliqué). Ton gamedata mordorsauron02 est inutile.
Ton étape 4:
Ok.
PS: Quand tu as plusieurs méthodes pour atteindre un objectif, choisis la plus simple car c’est souvent la plus fiable et ça diminue le risque d’erreur, ce qui fait gagner du temps. |
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Wolf8888 Invité
| Sujet: Re: Questions diverses Mar 1 Juin - 16:17 | |
| (Désolé du double post mais je ne vois pas de bouton éditer)
Tom_Sorcier, Petites précisions sur ce que te dit Anatelfe:
Quand tu ajoutes un certain nombre d’héros, le bouton permettant leur recrutement dans la forteresse n’apparaît pas pour tous et tu te retrouves obligé d’en sortir un (ça libère une place) pour en voir un autre apparaître.
Pour pallier à cela, tu dois ajouter des slots à la forteresse, et pour ce faire:
- tu te rends dans commandset.ini (on va prendre le mordor pour l’exemple mais c’est la même manip pour les autres factions),
-tu cherches CommandSet MordorFortressCommandSet,
- tu te rends dans: //Hero Menu 15 = Command_RingHeroReviveSlot (héros que tu fais avec l’anneau) 16 = Command_CreateAHeroReviveSlot (héros personnalisé créé via le jeu) 17 = Command_GenericReviveSlot1 (héros de ta faction) 18 = Command_GenericReviveSlot2 (idem etc.) 19 = Command_GenericReviveSlot3 20 = Command_GenericReviveSlot4 21 = Command_GenericReviveSlot5 22 = Command_GenericReviveSlot6 23 = Command_GenericReviveSlot7 24 = Command_RadialBack (retour au menu précédent) End
- tu ajoutes ton (ou tes) slot:
23 = Command_GenericReviveSlot7 24 = Command_GenericReviveSlot8 (slot ajouté) 25 = Command_RadialBack
- ensuite, tu vas dans ton commandbutton.ini et tu cherches: Command_SelectRevivablesMordorFortress
- tu augmentes la valeur de la ligne CommandRangeCount en proportion du nombre de slot que tu as ajouté.
D’origine, il y a: CommandRangeCount = 11
Dans l’exemple ci dessus, j’ai ajouté 1 slot dans le commandset ce qui fait: CommandRangeCount = 12
Pour en revenir à Sauron, ton code va marcher, mais tu verras s’il meurt… Si tu m’as bien lu, tu n’as plus qu’une des 3 (en fait 2 car j’ai séparé 2 éléments qui se regroupaient dans 1 module) choses à trouver.
Bon un petit bonus: si tu voir l’anneau au doigt de Sauron, dans ton code, tu enlèves le point virgule devant la ligne: ;ParticleSysBone = WEAPON SaronRingSpark FollowBone:Yes (juste sous model) |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Mar 1 Juin - 18:11 | |
| Je pense avoir trouver je dois rajouter : - Spoiler:
Behavior = AutoHealBehavior ModuleTag_Healing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes 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_SoWolf_SummonPack_wolfdeath ;FXList to play when killed-to-respawn DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_SoWolfUnsummon RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_SoWolfUnsummon ;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 = HIWerewolf_res
RespawnRules = AutoSpawn:No Cost:5500 Time:60000 Health:100% ;DEFAULT VALUES
End
et : - Spoiler:
Dans « DESIGN parameters », (par exemple après Scale = 1.6) tu mets un coût et un temps de construction avec ces lignes: BuildCost = une valeur de ton choix (10000 c’est celle de Sauron) BuildTime = une valeur de ton choix (300 toujours pour Sauron)
Et ceci dans l'experienlevel : - Spoiler:
;----------- MordorSauron02 ------------------ ExperienceLevel SAURON02Level10 TargetNames = MordorSauron02 RequiredExperience = 1 ExperienceAward = 500 Rank = 10 ExperienceAwardOwnGuysDie = 0 SelectionDecal Texture = HC_decal_Hero_Evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 100 MaxRadius = 100 MaxSelectedUnits = 1 End End
Merci de l'astuce PS: je dois rien changer dans le gamedata alors? | |
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Wolf8888 Invité
| Sujet: Re: Questions diverses Mar 1 Juin - 18:42 | |
| Oui, comme ça c'est mieux.
Remplace aussi la ligne body dans le code.
Je te confirme qu'en mettant les valeurs du coût et du temps de recrutement directement dans le code, tu n'as pas besoin de toucher au gamedata.ini. |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Mar 1 Juin - 18:55 | |
| T'as vus je m'améliore Je rajoute le BuildCost et BuildTime ou par exemple?? ca à une importance?
Dernière édition par Tom_Sorcier le Mar 1 Juin - 19:02, édité 1 fois | |
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Wolf8888 Invité
| Sujet: Re: Questions diverses Mar 1 Juin - 18:59 | |
| Oui, je vois ça.... |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Mar 1 Juin - 19:06 | |
| Mouaii j'ai peut-etre encore du chemin XD
-Je rajoute le BuildCost et BuildTime ou par exemple?? ca à une importance? - Je remplace cette ligne par quoi? Body = ActiveBody ModuleTag_Body ( et comment tu le sais ) | |
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Wolf8888 Invité
| Sujet: Re: Questions diverses Mar 1 Juin - 19:17 | |
| Dans ton code, tu as mis:
BuildCost = SAURON02_BUILDCOST BuildTime = SAURON02_BUILDTIME
Mets = tes valeurs
Tu remplaces ta ligne Body = ActiveBody ModuleTag_Body par: Body = RespawnBody ModuleTag_RespawnBody
Comment je sais quoi? |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Mar 1 Juin - 19:25 | |
| De remplacer la ligne Body | |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Mar 1 Juin - 19:29 | |
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