Imladris production Le forum français de création de cartes et de mods pour Bataille pour la Terre du Milieu |
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+5andriel ᾊᾑatelfe cdd59554 Pampi Tom 9 participants | |
Auteur | Message |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Date d'inscription : 24/05/2010
| Sujet: Re: Questions diverses Sam 19 Juin - 16:39 | |
| OK pour les aigles Mais mes ents ne sont pas présents ; - Spoiler:
;------------------------------------------------------------------------------ Object RohanEntBase1 ; *** ART Parameters *** ButtonImage = HIEnt SelectPortrait = UPElven_Ent Draw = W3DScriptedModelDraw ModuleTag_01 StaticModelLODMode = Yes WadingParticleSys = EntRipples WadingParticleSys = EntSplash
OkToChangeModelColor = Yes ExtraPublicBone = B_POINT1R ExtraPublicBone = PASSENGER ExtraPublicBone = IMPACT ExtraPublicBone = ROCK
DefaultModelConditionState Model = RUEntFir_SKN Skeleton = RUTreeberd_SKL WeaponLaunchBone = PRIMARY Firepoint WeaponLaunchBone = SECONDARY Firepoint
ParticleSysBone = BAT_SPINE1 TreeBeardIdleLeaves FollowBone: no End
ModelConditionState = AFLAME Model = RUEntFir_SKN Skeleton = RUTreeberd_SKL
ParticleSysBone = BAT_HEAD TreebeardFire FollowBone:yes FXTrigger:NONE Persist:SPAWN ParticleSysBone = BAT_HEAD TreebeardSmoke FollowBone:yes FXTrigger:NONE Persist:SPAWN ParticleSysBone = BAT_SPINE1 TreebeardFire FollowBone:yes FXTrigger:NONE Persist:SPAWN ParticleSysBone = BAT_PELVIS TreebeardFire FollowBone:yes FXTrigger:NONE Persist:SPAWN ParticleSysBone = BAT_PELVIS TreebeardEmbers FollowBone:yes FXTrigger:NONE Persist:SPAWN ParticleSysBone = BAT_PELVIS TreebeardFlare FollowBone:yes FXTrigger:NONE Persist:SPAWN End
;#include "GenericEntAnims.inc"
End
; ***DESIGN parameters *** Side = Elves IsTrainable = No EditorSorting = UNIT ThreatLevel = ENT_INFANTRY_THREAT_LEVEL ThreatBreakdown RohanEntBase_DetailedThreat AIKindOf = SIEGEWEAPON End ThingClass = MEDIUM_MONSTER ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER
WeaponSet Conditions = None Weapon = PRIMARY RohanTreeBeardPunch Weapon = SECONDARY RohanBuildingTeardown OnlyAgainst = SECONDARY STRUCTURE BLOCKING_GATE End
WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = PRIMARY RohanEntRockThrow End
ArmorSet Conditions = None Armor = EntArmor DamageFX = EntDamageFX End
BuildFadeInOnCreateTime = 20 ; Keep JUST_BUILT model condition and be unselectable for this long VisionRange = VISION_ENT ShroudClearingRange = SHROUD_CLEAR_ENT MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% DisplayName = OBJECT:RohanEnt CrusherLevel = 1 UseCrushAttack = No ; Don't attack using crush, just crush when you walk through. CommandSet = RohanEntCommandSet CommandPoints = 50 EquivalentTo = RohanGenericEnt
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Siege AutoResolveCombatChain = AutoResolve_SiegeCombatChain AutoResolveBody = AutoResolve_ElvenEntBody AutoResolveArmor Armor = AutoResolve_ElvenEntArmor End
AutoResolveWeapon Weapon = AutoResolve_ElvenEntWeapon End
; *** AUDIO Parameters ***;
VoiceAttack = EntVoiceSelect VoiceAttackCharge = EntVoiceSelect VoiceAttackMachine = EntVoiceSelect VoiceAttackStructure = EntVoiceSelect VoiceCreated = EntVoiceSelect VoiceFullyCreated = EntVoiceSelect ;VoiceFear = EntPanic VoiceGuard = EntVoiceSelect VoiceMove = EntVoiceSelect VoicePriority = 35 VoiceSelect = EntVoiceSelect VoiceSelectBattle = EntVoiceSelect SoundMoveLoop = EntVoxMoveLoop SoundImpact = ImpactHorse
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Ent Unit Infantry UnitWeight = 2 ; Ents count as 2 infantry when computing group size End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BuildingEntMootCouncil Animation:RUTReeBerd_SKL.RUTreeberd_MOTA Frames:1 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_MOTA Frames:225 253 AnimationSound = Sound:BuildingEntMootCouncil Animation:RUTReeBerd_SKL.RUTreeberd_MOTB Frames:1
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GBA1 Frames:9 13 AnimationSound = Sound:TrollTreeSwingLight Animation:RUTReeBerd_SKL.RUTreeBerd_GBA1 Frames:10 AnimationSound = Sound:EntGrabRock Animation:RUTReeBerd_SKL.RUTreeberd_GBA1 Frames:16 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GBA2 Frames:28 34 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GBB1 Frames:18 AnimationSound = Sound:TrollTreeSwingLight Animation:RUTReeBerd_SKL.RUTreeBerd_GBB1 Frames:16 AnimationSound = Sound:EntGrabRock Animation:RUTReeBerd_SKL.RUTreeBerd_GBB1 Frames:21 AnimationSound = Sound:EntGrabBuildingChunk Animation:RUTReeBerd_SKL.RUTreeberd_GBB1 Frames:37 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GBB2 Frames:24
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GRBC Frames:13 26 117 179 223 AnimationSound = Sound:EntGrabRock Animation:RUTReeBerd_SKL.RUTreeberd_GRBC Frames:48 AnimationSound = Sound:EntVoxEfforts Animation:RUTReeBerd_SKL.RUTreeberd_GRBC Frames:160 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GRBD Frames:13 26 117 179 223 AnimationSound = Sound:EntGrabRock Animation:RUTReeBerd_SKL.RUTreeberd_GRBD Frames:48 AnimationSound = Sound:EntVoxEfforts Animation:RUTReeBerd_SKL.RUTreeberd_GRBD Frames:160 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GRBE Frames:13 26 117 179 223 AnimationSound = Sound:EntGrabRock Animation:RUTReeBerd_SKL.RUTreeberd_GRBE Frames:48 AnimationSound = Sound:EntVoxEfforts Animation:RUTReeBerd_SKL.RUTreeberd_GRBE Frames:160 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GRBF Frames:13 26 117 179 223 AnimationSound = Sound:EntGrabRock Animation:RUTReeBerd_SKL.RUTreeberd_GRBF Frames:48 AnimationSound = Sound:EntVoxEfforts Animation:RUTReeBerd_SKL.RUTreeberd_GRBF Frames:160
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_ATKA Frames:9 78 AnimationSound = Sound:ImpactEntGenericPunch Animation:RUTReeBerd_SKL.RUTreeberd_ATKA Frames:31 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_ATKD Frames:65 AnimationSound = Sound:ImpactEntGenericKick Animation:RUTReeBerd_SKL.RUTreeberd_ATKD Frames:32 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_ATKE Frames:70 AnimationSound = Sound:ImpactEntGenericKick Animation:RUTReeBerd_SKL.RUTreeberd_ATKE Frames:31 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_ATKF Frames:16 82 AnimationSound = Sound:ImpactEntGenericPunch Animation:RUTReeBerd_SKL.RUTreeberd_ATKF Frames:32
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_ACLA Frames:9 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_DCLA Frames:17 42 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_DCLB Frames:17 44 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_DCLC Frames:11 41 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_DCLD Frames:32
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_WLKA Frames:33 76 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_WLKC Frames:22 48 AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_RUNA Frames:4 24
AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_TRNL Frames:12 27 AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_TRNR Frames:12 27 AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_TNL2 Frames:18 38 AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_TNR2 Frames:18 38
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_THRB Frames:12 44 AnimationSound = Sound:TrollTreeSwing Animation:RUTReeBerd_SKL.RUTreeBerd_THRB Frames:36 AnimationSound = Sound:TrollTreeSwingLight Animation:RUTReeBerd_SKL.RUTreeBerd_THRC Frames:29 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_MADA Frames:75 AnimationSound = Sound:EntPanic Animation:RUTReeBerd_SKL.RUTreeBerd_MADA Frames:17 AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_MFDA Frames:2 14
AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_RCTD Frames:5 120 206 AnimationSound = Sound:EntSeeFirePart1 Animation:RUTReeBerd_SKL.RUTreeBerd_RCTD Frames:40 AnimationSound = Sound:EntSeeFirePart2 Animation:RUTReeBerd_SKL.RUTreeBerd_RCTD Frames:70 AnimationSound = Sound:TrollTreeSwing Animation:RUTReeBerd_SKL.RUTreeBerd_RCTD Frames:121 AnimationSound = Sound:EntPanic Animation:RUTReeBerd_SKL.RUTreeBerd_RCTD Frames:150
AnimationSound = Sound:EntSplashWater Animation:RUTReeBerd_SKL.RUTreeBerd_SPLA Frames:0
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_HITA Frames:11 52 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_GTPA Frames:14 24 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_DIEA Frames:7 AnimationSound = Sound:EntDieFall Animation:RUTReeBerd_SKL.RUTreeBerd_DIEA Frames:63 AnimationSound = Sound:EntDieFall Animation:RUTReeBerd_SKL.RUTreeBerd_LNDA Frames:3 AnimationSound = Sound:EntBodyfall Animation:RUTReeBerd_SKL.RUTreeBerd_LNDA Frames:24
;----------- water footsteps below -------------
AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_MOTA Frames:225 253 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GBA1 Frames:9 13 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GBA2 Frames:28 34 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GBB1 Frames:18 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GBB2 Frames:24 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GRBC Frames:13 26 117 179 223 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GRBD Frames:13 26 117 179 223 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GRBE Frames:13 26 117 179 223 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GRBF Frames:13 26 117 179 223 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_ATKA Frames:9 78 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_ATKD Frames:65 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_ATKE Frames:70 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_ATKF Frames:16 82 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_ACLA Frames:9 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_DCLA Frames:17 42 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_DCLB Frames:17 44 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_DCLC Frames:11 41 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_DCLD Frames:32 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_WLKA Frames:33 76 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_WLKC Frames:22 48 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_THRB Frames:12 44 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_MADA Frames:75 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_HITA Frames:11 52 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_GTPA Frames:14 24 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_DIEA Frames:7
AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_RUNA Frames:4 24 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_TRNL Frames:12 27 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_TRNR Frames:12 27 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_TNL2 Frames:18 38 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_TNR2 Frames:18 38 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_MFDA Frames:2 14 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_RCTD Frames:5 120 206 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_INFANTRY CAN_ATTACK_WALLS SCARY BIG_MONSTER HEAVY_MELEE_HITTER ARMY_SUMMARY SIEGEENGINE BuildCost = ROHAN_ENT_BUILDCOST BuildTime = ROHAN_ENT_BUILDTIME
Behavior = FlammableUpdate FlammableModuleTag_15 AflameDuration = 0 ; Burn until expressly put out. Made of wood and all. AflameDamageDelay = 500 ; How often do I take damage from being on fire? AflameDamageAmount = 30 ; How much damage to I take per delay? FlameDamageLimit = #MULTIPLY( ROHAN_ENT_HEALTH ROHAN_ENT_FIRE_THRESHOLD ) ; How much flame damage do I need to take before starting on fire? FlameDamageExpiration = 10000 SetBurnedStatus = No End
Body = ActiveBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ROHAN_ENT_HEALTH BurningDeathBehavior = Yes End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Artillery End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = EntFunctions BurningDeathTime = BURNINGDEATH_DURATION_ENT End
Behavior = FireWeaponWhenDeadBehavior FireDeadTag RequiredStatus = DEATH_1 StartsActive = Yes DelayTime = 2300 DeathWeapon = RohanEntDeath WeaponOffset = X:-48 Y:0 Z:0 ;Fire the death weapon right behind the object. End
LocomotorSet Locomotor = RohanTreeBeardLocomotor Condition = SET_NORMAL Speed = ROHAN_ENT_WALK_SPEED End
LocomotorSet Locomotor = RohanTreeBeardLocomotor Condition = SET_ENRAGED Speed = 50 End
LocomotorSet Locomotor = RohanTreeBeardFastTurnLocomotor Condition = SET_PANIC Speed = 80 End
LocomotorSet Locomotor = BurningDeathLocomotorCavalry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_CAVALRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End
Behavior = SlowDeathBehavior ModuleTag_50 DeathTypes = ALL -KNOCKBACK -FADED DestructionDelay = 20000 SinkDelay = 5000 SinkRate = 0.8 ; in Dist/Sec Sound = INITIAL EntDie DeathFlags = DEATH_1 ; Controls animation and weapon choice. Sets BOTH model condition and object status bits. End
Behavior = SlowDeathBehavior ModuleTag_52 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK DestructionDelay = 20000 SinkDelay = 5000 SinkRate = 0.8 ; in Dist/Sec DeathFlags = DEATH_1 ; Controls animation and weapon choice. Sets BOTH model condition and object status bits. End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED SinkRate = 0.1 ; in Dist/Sec FadeTime = 9500 DestructionDelay = 10000 DeathFlags = DEATH_2 FX = INITIAL FX_UnSummonEntAllies End
Behavior = SquishCollide ModuleTag_06 ;nothing End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End
;----------------------------------------
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2500 HitReactionThreshold1 = 50.0 End
Behavior = AimWeaponBehavior AimWeaponModuleTag AimNearDistance = 40.0 ; If target closer than this, give Near flag. This and IsAimingWeapon combine to give extra model condition flags End
//Toggle CommandSet Based on Weaponset condition flags Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper ModelConditionFlags = ATTACKING_POSITION ModelConditionCommandSet = RohanEntRockCommandSetStopBombard WeaponSetFlags = WEAPONSET_TOGGLE_1 WeaponToggleCommandSet = RohanEntRockCommandSet End
// When created, automatically switch to rock-throwing Behavior = DoCommandUpgrade Module_DoCommandUpgrade TriggeredBy = Upgrade_SwitchToRockThrowing GetUpgradeCommandButtonName = Command_ToggleEntRockThrow 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 ToggleSiegeModeAI CommandButtonName = Command_ToggleEntRockThrow SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_SIEGE End Geometry = CYLINDER GeometryMajorRadius = 17.6 GeometryHeight = 65.0 GeometryIsSmall = No
Shadow =SHADOW_VOLUME_NON_SELF_2; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_2 ShadowSizeX = 36; clamp the angle so shadow isn't as long.
End
CommandButton: - Spoiler:
CommandButton Command_ConstructEntGeneric1 Command = UNIT_BUILD Object = RohanGenericEnt1 Options = CANCELABLE ButtonImage = BEEntMoot_Ents ButtonBorderType = BUILD TextLabel = CONTROLBAR:ConstructEnt DescriptLabel = CONTROLBAR:ToolTipBuildEnt Radial = Yes InPalantir = Yes ShowProductionCount = Yes End
+ ajout au commandSet: "2 = Command_ConstructEntGeneric1" ( J'ai rajouté ce commandSet à la place de celui de l'amélioration des projectiles enflammés des catapultes qui de toutes facon sont grisées d'origine) - C'est quoi l'object des hobbits pour les rajouter à un bâtiment? PS: Comment faire un screen quand je suis en train de jouer? ( pour te montrer le résultat de la faction une fois terminée ) PS2: J'essaie l'arbre après | |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Sam 19 Juin - 17:04 | |
| Le nom de l'object du commandbutton doit être le même que celui de ton code (puisqu'il s'y rapporte). Pour les hobbits, je pense que ce que tu cherches se trouve dans: object/goodfaction/generic/hobbits.ini/Object RohanHobbitFriendsHorde Pour faire un screen quand tu joues, tu appuies sur la touche "ImprécranSyst" de ton clavier, puis tu vas sur ton bureau pour éditer ta capture avec ton logiciel (mais ça tu sais faire je crois ). |
| | | 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 Sam 19 Juin - 17:49 | |
| OK pour les ents Derniere série de questions sur les unités ( pour toi ) -Pour les hobbits, j'hésite sur leur commandButton, il y en a plusieurs avec les hobbits - Lecommandbutton du geant des montagnes et celui du Wyrm?? - Pour rajouter Sylvebarbe à la forteresse ? - Par exemple dans l'horde.ini , mes Noldor ont 96 de PC même si je met 0, ils sont pris en compte mais peuvent dépasser la limite donc comment les bloquer à la valeur de mon choix? ( En plus, ils ont 3 lignes donc leurs PC est tripler: 288 PC ) - Il y a une limite pour le nombre d'unités dans un bâtiment? | |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Sam 19 Juin - 18:56 | |
| Les Hobbits avec Sam et Frodon, je comprend pas tout, tu veux faire un pouvoir? les mettre dans une horde? les sortir à partir d'un bâtiment? en tant que héros? en tant qu'unité? -Sinon, pour les hobbits tu peux partir de celui-ci: - Spoiler:
CommandButton Command_ConstructInnElvenHobbitShirrif Command = UNIT_BUILD Object = RohanHobbitFriendsHordeInn Options = CANCELABLE TextLabel = CONTROLBAR:ConstructElvenHobbitShirrif ButtonImage = BCInn_Hobbits ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipElvenHobbitShirrif Radial = Yes InPalantir = Yes ShowProductionCount = Yes UnitSpecificSound = GondorArcherVoiceBuy End
- Les Géants - Spoiler:
CommandButton Command_ConstructWildMountainGiant Command = UNIT_BUILD Object = WildMountainGiant Options = CANCELABLE NEED_UPGRADE TextLabel = CONTROLBAR:ConstructWildMountainGiant ButtonImage = BWFissure_Giant ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipBuildWildMountainGiant NeededUpgrade = Upgrade_WildFissureLevel3 Radial = Yes InPalantir = Yes ShowProductionCount = Yes End
- Le Wyrm - Spoiler:
CommandButton Command_SpellBookAwakenWyrm Command = SPELL_BOOK SpecialPower = SpellBookAwakenWyrm Options = NEED_TARGET_POS TextLabel = CONTROLBAR:AwakenWyrm ButtonImage = SBEvil_AwakenWyrm ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipAwakenWyrm RadiusCursorType = WyrmRadiusCursor CursorName = AttackObj InvalidCursorName = GenericInvalid End
- Pour Sylvebarbe, dans la forteresse: copie du code, ajout des modules pour la résurrection dans ce dernier, commandbutton, experiencelevels, playertemplate... - Pour les Noldor, essaie de modifier aussi les PC de l'unité à laquelle ils correspondent. - Oui, il peut y avoir une limite du nombre d'unité dans un bâtiment. C'est la ligne: MaxSimultaneousOfType = (valeur à modifier ou ligne à supprimer) |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Sam 19 Juin - 19:00 | |
| Tu as édité pendant que j'étais au téléphone (j'avais commencé à te répondre... ) |
| | | 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 Sam 19 Juin - 19:22 | |
| - Citation :
- Les Hobbits avec Sam et Frodon, je comprend pas tout, tu veux faire un pouvoir? les mettre dans une horde? les sortir à partir d'un bâtiment? en tant que héros? en tant qu'unité?
Je me suis embrouiller ( sinon j'avais réussis tout seul, j'ai créé le commandButton ) Ce sont des hordes de hobbits normaux mais j'aimerais leurs rajouter une 2e ligne ( ne poste que le code de la 2e ligne, le reste c'est bidon^^) Merci pour les commandButtons ( J'arrive à les créer maintenant mais ca me fait gagner du temps ) Pour les unités, je parlais du nombre maximal de guerriers différents ( les boutons dans le bâtiments) J'avais déja enlevé la limite à tout le monde Pour les PC, pour mes Noldors par exemple,je peux faire une copie du fichier units (noldorWarrior.ini) dans l'units d'arnor ( je sais, c'est pas facile de me comprendre ) EDIT: je viens de me rendre compte que les ents que j'ai, c'est pas les bons, ca doit être celui de la forteresse ou un autre^^ C'est quoi le code des ents comme dans la chambre des ents? ( Ca m'a fait bizarre, je le recrute puis il reste immobile, j'ai cru que le jeu planté ) EDIT2 ( dsl ^^) J'ai réussi à mettre le Wyrm à l'archery d'arnor mais quand je l'invoque, il est sans rien dans ses pouvoirs et ne se déplace pas ( j'ai annulé les childsobjects, c'est peut-être pour ca) | |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Sam 19 Juin - 19:59 | |
| Ok, je prend note... - La 2ème ligne: - Spoiler:
RankInfo = RankNumber:2 UnitType:RohanHobbit Position:X:-20 Y:50 Leader 1 0 Position:X:5 Y:50 Leader 1 1 Position:X:-20 Y:25 Leader 1 2 Position:X:5 Y:25 Leader 1 3 Position:X:-20 Y:0 Leader 1 4
Pour les lignes, observe la 1ère et la deuxième (dans tes codes): c'est très simple à faire... - Concernant les boutons de tes bâtiments, oui, il y a une limite. - Oui, tu peux faire une copie du code de l'unité des Noldor. - le code des Ents: Object RohanGenericEnt - Pour ton Wyrm, c'est comme le Balrog, le Loup....commandset, experiencelevel, modif du code... |
| | | 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 Sam 19 Juin - 21:09 | |
| Ok pour l'ent Pour le wyrm j'ai fais ca mais il bouge pas ( il est soit handicapé ou je l'ai mal "codé") Dans units d'arnor, copie du fichier Wyrm.ini avec: - Spoiler:
;--------------------------------------------------------------------------- Object Wyrm1 SelectPortrait = HPWyrm ButtonImage = HIWyrm Draw = W3DScriptedModelDraw ModuleTag_Draw ExtraPublicBone = B_HEAD DefaultModelConditionState Model = CUWyrm_SKN Skeleton = CUWyrm_SKL End IdleAnimationState Animation AnimationName = CUWyrm_IDLA AnimationMode = ONCE AnimationBlendTime = 5 ; mainly to blend from the turns End ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ;ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes End AnimationState = JUST_BUILT StateName = State_JustBuilt Animation AnimationName = CUWyrm_SMNA AnimationMode = ONCE AnimationBlendTime = 0 End ParticleSysBone = NONE WyrmSplashCloudSpawn FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmDustCloudSpawn FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksSpawn FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes End AnimationState = DYING DEATH_1 SWIMMING ; Killed in deep water Animation AnimationName = CUWyrm_DIEB AnimationMode = ONCE AnimationBlendTime = 15 End
ParticleSysBone = NONE WyrmSplashCloudDie01 FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashDie01 FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_JAW WyrmSplashCloudDie02 FollowBone:Yes OnlyIfOnWater:Yes End AnimationState = DYING DEATH_1 ; Killed Animation AnimationName = CUWyrm_DIEA AnimationMode = ONCE AnimationBlendTime = 15 End ParticleSysBone = NONE WyrmDustCloudDie01 FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksDie01 FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashCloudDie01 FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashDie01 FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_JAW WyrmSplashCloudDie02 FollowBone:Yes OnlyIfOnWater:Yes End AnimationState = DYING DEATH_2 ; Timer runs out Animation AnimationName = CUWyrm_SMNA AnimationMode = ONCE_BACKWARDS AnimationBlendTime = 15 End Flags = START_FRAME_LAST ParticleSysBone = NONE WyrmSplashCloudSpawn FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmDustCloudUnSpawn FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes End
AnimationState = UNPACKING Animation = Dive AnimationName = CUWyrm_DIVA AnimationMode = ONCE End ParticleSysBone = B_TAIL01 WyrmDustCloudDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL03 WyrmDustCloudDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL05 WyrmDustCloudDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL07 WyrmDustCloudDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL09 WyrmDustCloudDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL01 WyrmSplashCloudDive FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_TAIL03 WyrmSplashCloudDive FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_TAIL05 WyrmSplashCloudDive FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_TAIL07 WyrmSplashCloudDive FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_TAIL09 WyrmSplashCloudDive FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_TAIL01 WyrmRocksDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL03 WyrmRocksDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL05 WyrmRocksDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL07 WyrmRocksDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL09 WyrmRocksDive FollowBone:Yes OnlyIfOnLand:Yes
FXEvent = Frame:44 FireWhenSkipped Name:FX_WyrmDiveHoleAtBone ParticleSysBone = NONE WyrmRocksDiveHole FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashDiveHole FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes End
AnimationState = PACKING Animation = Popup AnimationName = CUWyrm_SMNA AnimationMode = ONCE End ParticleSysBone = NONE WyrmDustCloudSpawn FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksSpawn FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashCloudSpawn FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes End
AnimationState = FIRING_OR_PREATTACK_A Animation AnimationName = CUWyrm_ATKB AnimationMode = ONCE AnimationBlendTime = 10 UseWeaponTiming = Yes End ParticleSysBone = B_JAW WyrmFireBreath FollowBone:Yes ParticleSysBone = B_JAW WyrmBreathSmoke FollowBone:Yes ParticleSysBone = B_JAW WyrmFireProxy FollowBone:Yes ;ParticleSysBone = B_JAW balrogBreathProxy FollowBone:Yes ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes End AnimationState = HIT_REACTION Animation AnimationName = CUWyrm_HITA AnimationMode = ONCE AnimationBlendTime = 10 End ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes End AnimationState = TURN_LEFT Animation AnimationName = CUWyrm_TRNL AnimationMode = LOOP AnimationBlendTime = 10 End ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes End AnimationState = TURN_RIGHT Animation AnimationName = CUWyrm_TRNR AnimationMode = LOOP AnimationBlendTime = 10 End ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes End End Side = EvilBeasts EditorSorting = UNIT CommandSet = WyrmCommandSet ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS ShroudClearingRange = 300 VisionRange = 200 TransportSlotCount = TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE KindOf = SELECTABLE MONSTER CAN_ATTACK SCARY SCORE CLEANUP_HAZARD ; read CLEANUP_HAZARD think USER_1 CrushableLevel = 1 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 DisplayName = Object:Wyrm WeaponSet Conditions = None Weapon = PRIMARY WyrmFireBreath End ArmorSet Conditions = None Armor = SummonedWyrmArmor End Body = RespawnBody ModuleTag_RespawnBody MaxHealth = 10000 ;WYRM_HEALTH End ThreatLevel = WYRM_THREAT_LEVEL ; *** AUDIO Parameters ***;
VoiceAttack = WyrmVoxSelect VoiceMove = WyrmVoxSelect VoicePriority = 1 VoiceSelect = WyrmVoxSelect
SoundAmbient = WyrmAmbientLoopMS
#include "..\..\..\Includes\StandardUnitEvaEvents.inc"
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: WyrmMove Animation:CUWyrm_SKL.CUWyrm_ATKA Frames: 1 AnimationSound = Sound: WyrmAttackMS Animation:CUWyrm_SKL.CUWyrm_ATKA Frames: 15 AnimationSound = Sound: WyrmMove Animation:CUWyrm_SKL.CUWyrm_ATKB Frames: 1 25 AnimationSound = Sound: WyrmVoxHiss Animation:CUWyrm_SKL.CUWyrm_ATKB Frames: 3 AnimationSound = Sound: WyrmFireExhaleMS Animation:CUWyrm_SKL.CUWyrm_ATKB Frames: 50 AnimationSound = Sound: WyrmVoxHiss Animation:CUWyrm_SKL.CUWyrm_DIVA Frames: 10 AnimationSound = Sound: WyrmDiveMS Animation:CUWyrm_SKL.CUWyrm_DIVA Frames: 35 AnimationSound = Sound: WyrmVoxGeneric50Percent Animation:CUWyrm_SKL.CUWyrm_DIVA Frames: 5 AnimationSound = Sound: WyrmMove Animation:CUWyrm_SKL.CUWyrm_DIVA Frames: 15 AnimationSound = Sound: WyrmVoxHurt Animation:CUWyrm_SKL.CUWyrm_HITA Frames: 1 AnimationSound = Sound: WyrmMove Animation:CUWyrm_SKL.CUWyrm_HITA Frames: 2 29 55 AnimationSound = Sound: WyrmVoxAttack50Percent Animation:CUWyrm_SKL.CUWyrm_SMNA Frames: 5 AnimationSound = Sound: WyrmDiveMS Animation:CUWyrm_SKL.CUWyrm_SMNA Frames: 1 AnimationSound = Sound: WyrmVoxAttack50Percent Animation:CUWyrm_SKL.CUWyrm_ATKA Frames: 10 AnimationSound = Sound: WyrmVoxAttack50Percent Animation:CUWyrm_SKL.CUWyrm_ATKB Frames: 24 AnimationSound = Sound: WyrmMove Animation:CUWyrm_SKL.CUWyrm_DIEA Frames: 2 25 50 121 AnimationSound = Sound: WyrmVoxDie Animation:CUWyrm_SKL.CUWyrm_DIEA Frames: 1 125 AnimationSound = Sound: WyrmBodyfallHeavy Animation:CUWyrm_SKL.CUWyrm_DIEA Frames: 134 AnimationSound = Sound: WyrmBodyfallLight Animation:CUWyrm_SKL.CUWyrm_DIEA Frames: 20 66 End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:TURN_LEFT Sound:WyrmVoxTurn ModelCondition = Required:TURN_RIGHT Sound:WyrmVoxTurn End
;----------------------------
BuildCost = 1000 BuildTime = 1 ;Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate ;MinLifetime = 60000 ;MaxLifetime = 60000 ;DeathType = FADED ;End
Behavior = SlowDeathBehavior ModuleTag_NormalDeath ; Nuked DeathTypes = ALL -FADED DeathFlags = DEATH_1 DestructionDelay = 35000 SinkDelay = 5000 SinkRate = 0.64 ; in Dist/Sec ;Sound = INITIAL WyrmVoxDie End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath ; Timed out DeathTypes = NONE +FADED DestructionDelay = 3000 DeathFlags = DEATH_2 Sound = INITIAL WyrmUnsummonMS End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_DeathWeapon1 RequiredStatus = DEATH_1 StartsActive = Yes DelayTime = 2500 DeathWeapon = WyrmDeathWeapon WeaponOffset = X:25 Y:25 Z:0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_DeathWeapon2 RequiredStatus = DEATH_1 StartsActive = Yes DelayTime = 4500 DeathWeapon = WyrmDeathWeapon WeaponOffset = X:-70 Y:-30 Z:0 End Behavior = AIUpdateInterface ModuleTag_AI AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End
;------- TELPORT ------------------------------------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_TeleportStarter SpecialPowerTemplate = SpecialAbilityWyrmReposition UpdateModuleStartsAttack = Yes End Behavior = TeleportSpecialAbilityUpdate ModuleTag_TeleportUpdate SpecialPowerTemplate = SpecialAbilityWyrmReposition UnpackTime = 3200 ; diving underground PackTime = 2100 ; errupting out of the ground ApproachRequiresLOS = No DestinationWeaponName = WyrmAppearWeapon ; Fires at point of teleport to push people away and down. SourceWeaponName = WyrmDisappearWeapon End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior SpecialAbility = SpecialAbilityWyrmReposition ; Use this ability StartsActive = Yes ; Active immediately. BaseMaxRangeFromStartPos = Yes ; Use the starting position rather than the current. AdjustAttackMeleePosition = Yes ; Offset attacking position away from large objects. MaxScanRange = 500 ; Target must be within this range. MinScanRange = 50 ; Target must be further away than this. AllowSelf = No IdleTimeSeconds = 4 ; Must be idle for this long to consider the ability, stops attacks being interrupted. Query = 1 ANY ENEMIES +INFANTRY -HORDE -SWARM_DOZER ; Infantry first please. Query = 1 ALL ENEMIES NOT_FLYING_UNITS -SWARM_DOZER ; Then any other enemy. End
;------- Hit reactions for large amounts of damage-------------------------------------------------------------- Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2500 // level 1 (light damage) hit reaction animations in ms HitReactionThreshold1 = 400.0 // level 1 (light damage) threshold trigger FastHitsResetReaction = No // If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) End
LocomotorSet Locomotor = WyrmLocomotor Condition = SET_NORMAL Speed = 0 End
Geometry = CYLINDER GeometryMajorRadius = 25 GeometryHeight = 70 GeometryIsSmall = No Shadow = SHADOW_VOLUME End
;------------------------------------------------------------------------------ ;Object WyrmEgg ;Draw = W3DScriptedModelDraw ModuleTag_Draw ;DefaultModelConditionState ;Model = None ;End ;ModelConditionState = WORLD_BUILDER ;Model = CUWyrm_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 = 1000 ; this is in miliseconds ;OCL = FINAL OCL_HatchWyrm ;Weapon = FINAL WyrmAppearWeapon ;End ;End
-CommandButton: - Spoiler:
CommandButton Command_SpellBookAwakenWyrm1 Command = UNIT_BUILD Object = Wyrm1 Options = CANCELABLE TextLabel = CONTROLBAR:AwakenWyrm ButtonImage = HIWyrm ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:TooltipAwakenWyrm Radial = Yes InPalantir = Yes ShowProductionCount = Yes End
-Ajout au commandSet. Pour Sylvebarbe: Copie du fichier(renommé treeberd02) avec ceci à l'intérieur ( je met en rouge les modifications pour t'aider à y voir plus clair ): - Spoiler:
;------------------------------------------------------------------------------ ; ; TreeBerd.ini ; ;------------------------------------------------------------------------------
;------------------------------------------------------------------------------ ; aka TreeBerd, Treebeard Object TreeBerd02
; *** ART Parameters *** ButtonImage = HITreebeard SelectPortrait = HPTreeBeard
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HITreebeard Draw = W3DScriptedModelDraw ModuleTag_01 StaticModelLODMode = Yes WadingParticleSys = EntRipples WadingParticleSys = EntSplash
OkToChangeModelColor = Yes ExtraPublicBone = B_POINT1R ExtraPublicBone = PASSENGER ExtraPublicBone = IMPACT ExtraPublicBone = ROCK
DefaultModelConditionState Model = RUTreeberd_SKN Skeleton = RUTreeberd_SKL WeaponLaunchBone = PRIMARY Firepoint WeaponLaunchBone = SECONDARY Firepoint
ParticleSysBone = BAT_SPINE1 TreeBeardIdleLeaves FollowBone: no End
ModelConditionState = AFLAME Model = RUTreeberd_SKN Skeleton = RUTreeberd_SKL
ParticleSysBone = BAT_HEAD TreebeardFire FollowBone:yes FXTrigger:NONE Persist:SPAWN ParticleSysBone = BAT_HEAD TreebeardSmoke FollowBone:yes FXTrigger:NONE Persist:SPAWN ParticleSysBone = BAT_SPINE1 TreebeardFire FollowBone:yes FXTrigger:NONE Persist:SPAWN ParticleSysBone = BAT_PELVIS TreebeardFire FollowBone:yes FXTrigger:NONE Persist:SPAWN ParticleSysBone = BAT_PELVIS TreebeardEmbers FollowBone:yes FXTrigger:NONE Persist:SPAWN ParticleSysBone = BAT_PELVIS TreebeardFlare FollowBone:yes FXTrigger:NONE Persist:SPAWN End
#include "GenericEntAnims.inc"
End
; ***DESIGN parameters *** Side = Elves EditorSorting = UNIT ThreatLevel = TREEBEARD_THREAT_LEVEL ThingClass = MEDIUM_MONSTER MaxSimultaneousOfType = 1 TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER CommandPoints = 50 WeaponSet Conditions = None Weapon = PRIMARY RohanTreeBeardPunch Weapon = SECONDARY RohanBuildingTeardown OnlyAgainst = SECONDARY STRUCTURE BLOCKING_GATE End
WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = PRIMARY RohanEntRockThrow End
ArmorSet Conditions = None Armor = EntArmor DamageFX = EntDamageFX End ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE BuildFadeInOnCreateTime = 20 VisionRange = VISION_ENT ShroudClearingRange = SHROUD_CLEAR_ENT MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% BountyValue = ROHAN_TREEBEARD_BOUNTY_VALUE DisplayName = OBJECT:RohanTreeBeard ;//DisplayMeleeDamage = ROHAN_TREEBEARD_PUNCH_DAMAGE ;//DisplayRangedDamage = ROHAN_TREEBEARD_ROCK_DAMAGE CrusherLevel = 1 UseCrushAttack = No ; Don't attack using crush, just crush when you walk through. CommandSet = RohanTreeBeardCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = TreebeardVoiceAttackMS ;EntVoiceSelect VoiceAttackCharge = TreebeardVoiceAttackChargeMS VoiceAttackMachine = TreebeardVoiceAttackMS VoiceAttackStructure = TreebeardVoiceAttackBuildingMS VoiceCreated = TreebeardVoiceSaluteMS VoiceFullyCreated = TreebeardVoiceSalute VoiceFear = TreebeardVoiceHelpMeMS VoiceGuard = TreebeardVoiceMove VoiceMove = TreebeardVoiceMoveMS ;EntVoiceSelect VoicePriority = 72 VoiceSelect = TreebeardVoiceSelectMS ;EntVoiceSelect VoiceSelectBattle = TreebeardVoiceSelectBattleMS
SoundMoveLoop = EntVoxMoveLoop SoundImpact = ImpactHorse
;TreebeardVoiceDropHobbit ;TreebeardVoiceJoinHobbit ;TreebeardVoiceJoinOrc ;TreebeardVoiceJoinRock ;TreebeardVoiceRespawn
UnitSpecificSounds VoiceInitiateCaptureBuilding = TreebeardVoiceMoveMS End
#include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = TreebeardDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BuildingEntMootCouncil Animation:RUTReeBerd_SKL.RUTreeberd_MOTA Frames:1 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_MOTA Frames:225 253 AnimationSound = Sound:BuildingEntMootCouncil Animation:RUTReeBerd_SKL.RUTreeberd_MOTB Frames:1
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GBA1 Frames:9 13 AnimationSound = Sound:TrollTreeSwingLight Animation:RUTReeBerd_SKL.RUTreeBerd_GBA1 Frames:10 AnimationSound = Sound:EntGrabRock Animation:RUTReeBerd_SKL.RUTreeberd_GBA1 Frames:16 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GBA2 Frames:28 34 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GBB1 Frames:18 AnimationSound = Sound:TrollTreeSwingLight Animation:RUTReeBerd_SKL.RUTreeBerd_GBB1 Frames:16 AnimationSound = Sound:EntGrabRock Animation:RUTReeBerd_SKL.RUTreeBerd_GBB1 Frames:21 AnimationSound = Sound:EntGrabBuildingChunk Animation:RUTReeBerd_SKL.RUTreeberd_GBB1 Frames:37 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GBB2 Frames:24
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GRBC Frames:13 26 117 179 223 AnimationSound = Sound:EntGrabRock Animation:RUTReeBerd_SKL.RUTreeberd_GRBC Frames:48 AnimationSound = Sound:EntVoxEfforts Animation:RUTReeBerd_SKL.RUTreeberd_GRBC Frames:160 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GRBD Frames:13 26 117 179 223 AnimationSound = Sound:EntGrabRock Animation:RUTReeBerd_SKL.RUTreeberd_GRBD Frames:48 AnimationSound = Sound:EntVoxEfforts Animation:RUTReeBerd_SKL.RUTreeberd_GRBD Frames:160 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GRBE Frames:13 26 117 179 223 AnimationSound = Sound:EntGrabRock Animation:RUTReeBerd_SKL.RUTreeberd_GRBE Frames:48 AnimationSound = Sound:EntVoxEfforts Animation:RUTReeBerd_SKL.RUTreeberd_GRBE Frames:160 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_GRBF Frames:13 26 117 179 223 AnimationSound = Sound:EntGrabRock Animation:RUTReeBerd_SKL.RUTreeberd_GRBF Frames:48 AnimationSound = Sound:EntVoxEfforts Animation:RUTReeBerd_SKL.RUTreeberd_GRBF Frames:160
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_ATKA Frames:9 78 AnimationSound = Sound:ImpactEntGenericPunch Animation:RUTReeBerd_SKL.RUTreeberd_ATKA Frames:31 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_ATKD Frames:65 AnimationSound = Sound:ImpactEntGenericKick Animation:RUTReeBerd_SKL.RUTreeberd_ATKD Frames:32 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_ATKE Frames:70 AnimationSound = Sound:ImpactEntGenericKick Animation:RUTReeBerd_SKL.RUTreeberd_ATKE Frames:31 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_ATKF Frames:16 82 AnimationSound = Sound:ImpactEntGenericPunch Animation:RUTReeBerd_SKL.RUTreeberd_ATKF Frames:32
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_ACLA Frames:9 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_DCLA Frames:17 42 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_DCLB Frames:17 44 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_DCLC Frames:11 41 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_DCLD Frames:32
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_WLKA Frames:33 76 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_WLKC Frames:22 48 AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_RUNA Frames:4 24
AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_TRNL Frames:12 27 AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_TRNR Frames:12 27 AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_TNL2 Frames:18 38 AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_TNR2 Frames:18 38
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_THRB Frames:12 44 AnimationSound = Sound:TrollTreeSwing Animation:RUTReeBerd_SKL.RUTreeBerd_THRB Frames:36 AnimationSound = Sound:TrollTreeSwingLight Animation:RUTReeBerd_SKL.RUTreeBerd_THRC Frames:29 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_MADA Frames:75 AnimationSound = Sound:EntPanic Animation:RUTReeBerd_SKL.RUTreeBerd_MADA Frames:17 AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_MFDA Frames:2 14
AnimationSound = Sound:EntRunStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeBerd_RCTD Frames:5 120 206 AnimationSound = Sound:EntSeeFirePart1 Animation:RUTReeBerd_SKL.RUTreeBerd_RCTD Frames:40 AnimationSound = Sound:EntSeeFirePart2 Animation:RUTReeBerd_SKL.RUTreeBerd_RCTD Frames:70 AnimationSound = Sound:TrollTreeSwing Animation:RUTReeBerd_SKL.RUTreeBerd_RCTD Frames:121 AnimationSound = Sound:EntPanic Animation:RUTReeBerd_SKL.RUTreeBerd_RCTD Frames:150
AnimationSound = Sound:EntSplashWater Animation:RUTReeBerd_SKL.RUTreeBerd_SPLA Frames:0
AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_HITA Frames:11 52 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_GTPA Frames:14 24 AnimationSound = Sound:EntFootStep ExcludedMC:WADING Animation:RUTReeBerd_SKL.RUTreeberd_DIEA Frames:7 AnimationSound = Sound:EntDieFall Animation:RUTReeBerd_SKL.RUTreeBerd_DIEA Frames:63 AnimationSound = Sound:EntDieFall Animation:RUTReeBerd_SKL.RUTreeBerd_LNDA Frames:3 AnimationSound = Sound:EntBodyfall Animation:RUTReeBerd_SKL.RUTreeBerd_LNDA Frames:24
;----------- water footsteps below -------------
AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_MOTA Frames:225 253 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GBA1 Frames:9 13 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GBA2 Frames:28 34 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GBB1 Frames:18 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GBB2 Frames:24 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GRBC Frames:13 26 117 179 223 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GRBD Frames:13 26 117 179 223 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GRBE Frames:13 26 117 179 223 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_GRBF Frames:13 26 117 179 223 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_ATKA Frames:9 78 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_ATKD Frames:65 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_ATKE Frames:70 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_ATKF Frames:16 82 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_ACLA Frames:9 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_DCLA Frames:17 42 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_DCLB Frames:17 44 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_DCLC Frames:11 41 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_DCLD Frames:32 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_WLKA Frames:33 76 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_WLKC Frames:22 48 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_THRB Frames:12 44 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_MADA Frames:75 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_HITA Frames:11 52 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_GTPA Frames:14 24 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeberd_DIEA Frames:7
AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_RUNA Frames:4 24 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_TRNL Frames:12 27 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_TRNR Frames:12 27 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_TNL2 Frames:18 38 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_TNR2 Frames:18 38 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_MFDA Frames:2 14 AnimationSound = Sound:EntFootstepWater RequiredMC:WADING Animation:RUTreeberd_SKL.RUTreeBerd_RCTD Frames:5 120 206 End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Ent Unit Infantry UnitWeight = 2 ; Ents count as 2 infantry when computing group size End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_INFANTRY CAN_ATTACK_WALLS SCARY HERO BIG_MONSTER HEAVY_MELEE_HITTER SIEGEENGINE BuildCost = 2000 BuildTime = 1 Behavior = FlammableUpdate FlammableModuleTag_15 AflameDuration = 0 ; Burn until expressly put out. Made of wood and all. AflameDamageDelay = 500 ; How often do I take damage from being on fire? AflameDamageAmount = 30 ; How much damage to I take per delay? FlameDamageLimit = #MULTIPLY( ROHAN_TREEBEARD_HEALTH ROHAN_ENT_FIRE_THRESHOLD ) ; How much flame damage do I need to take before starting on fire? FlameDamageExpiration = 10000 SetBurnedStatus = No End
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ROHAN_TREEBEARD_HEALTH BurningDeathBehavior = Yes End
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 = HITreebeard
RespawnRules = AutoSpawn:No Cost:5500 Time:60000 Health:100% ;DEFAULT VALUES
End
Behavior = AutoHealBehavior ModuleTag_EntHealing StartsActive = Yes HealingAmount = 50 HealingDelay = 1000 StartHealingDelay = 15000 HealOnlyIfNotInCombat = Yes End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = EntFunctions BurningDeathTime = BURNINGDEATH_DURATION_ENT End Behavior = FireWeaponWhenDeadBehavior FireDeadTag RequiredStatus = DEATH_1 StartsActive = Yes DelayTime = 2300 DeathWeapon = RohanEntDeath WeaponOffset = X:-48 Y:0 Z:0 ;Fire the death weapon right behind the object. End
LocomotorSet Locomotor = RohanTreeBeardLocomotor Condition = SET_NORMAL Speed = ROHAN_ENT_WALK_SPEED End
LocomotorSet Locomotor = RohanTreeBeardLocomotor Condition = SET_ENRAGED Speed = 50 End LocomotorSet Locomotor = RohanTreeBeardFastTurnLocomotor Condition = SET_PANIC Speed = 80 End
LocomotorSet Locomotor = BurningDeathLocomotorCavalry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_CAVALRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End
Behavior = SlowDeathBehavior ModuleTag_50 DeathTypes = ALL -KNOCKBACK DestructionDelay = 20000 SinkDelay = 5000 SinkRate = 0.8 ; in Dist/Sec Sound = INITIAL EntDie DeathFlags = DEATH_1 ; Controls animation and weapon choice. Sets BOTH model condition and object status bits. End
Behavior = SlowDeathBehavior ModuleTag_52 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK DestructionDelay = 20000 SinkDelay = 5000 SinkRate = 0.8 ; in Dist/Sec DeathFlags = DEATH_1 ; Controls animation and weapon choice. Sets BOTH model condition and object status bits. End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED SinkRate = 0.8 ; in Dist/Sec DestructionDelay = 10000 DeathFlags = DEATH_2 FX = INITIAL FX_UnSummonEntAllies End
Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2500 ; level 1 (light damage) hit reaction animations in ms HitReactionThreshold1 = 50.0 ; level 1 (light damage) threshold trigger End
Behavior = AimWeaponBehavior AimWeaponModuleTag AimNearDistance = 40.0 ; If target closer than this, give Near flag. This and IsAimingWeapon combine to give extra model condition flags End
//Toggle CommandSet Based on Weaponset condition flags Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper ModelConditionFlags = ATTACKING_POSITION ModelConditionCommandSet = RohanTreeBeardRockCommandSetStopBombard WeaponSetFlags = WEAPONSET_TOGGLE_1 WeaponToggleCommandSet = RohanTreeBeardRockCommandSet End
// When created, automatically switch to rock-throwing Behavior = DoCommandUpgrade Module_DoCommandUpgrade TriggeredBy = Upgrade_SwitchToRockThrowing GetUpgradeCommandButtonName = Command_ToggleTreebeardRockThrow End Geometry = CYLINDER GeometryMajorRadius = 17.6 GeometryHeight = 56.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME_NON_SELF_2 ; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_2 ShadowSizeX = 36 ; clamp the angle so shadow isn't as long.
End
Experienlevel.ini: - Spoiler:
;----------- Sylvebarbe=D ------------------ ExperienceLevel TreeBerd02Level10 TargetNames = TreeBerd02 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
CommandButton: - Spoiler:
CommandButton Command_ConstructSylvebarbe02 ; là, je mets ce que je veux en faites? Command = UNIT_BUILD Object = TreeBerd02 Options = CANCELABLE TextLabel =; Là, tu dois m'aider^^ ButtonImage = HITreebeard ButtonBorderType = BUILD DescriptLabel = ;Ici aussi XD Radial = Yes InPalantir = Yes ShowProductionCount = Yes UnitSpecificSound = GondorArcherVoiceBuy End
- Ajout au PlayerTemplate =D J'ai détailler car apperemment ce qu'on dit interesse les gens^^ ( plus de 2000 vues je crois ) et que je suis sympa ( ) donc ca pourra aider d'autres personnes PS: C'est toujours pas bon pour les hobbits, tu vois que c'est pas si simple EDIT: j'ai rajouté Frodon,Sam,Merry,Pippin sans probleme à mon archerie mais pour leur commandButton( je l'ai créé ) je sais pas quoi mettre à -Texte Label -DescriptLabel - Je viens donc de me rendre compte que je pourrais rajouter sauron( ou autres) sans problemes à un bâtiment et en créer à L'infini | |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Dim 20 Juin - 17:26 | |
| Salut Tom, Je ne sais pas si ce que l’on dit intéresse les gens, mais ce dont je suis sûr, c’est que tu attises la curiosité avec un topic sur le Loup d’Angmar qui comptabilise 256 réponses. D’ailleurs, si tu faisais payer 1 € la visite, ça te rapporterait beaucoup plus que tes games crash, non? Bon, pour en revenir à tes codes, je te confirme que ton Wyrm est handicapé, et je vois 2 solutions pour y remédier: 1. Tu t’exerces à la 3d et tu lui codes un fauteuil roulant 2. Dans son locomotor, tu augmentes légèrement la valeur Speed (en attendant d’avoir mieux avec les animations) Concernant Sylverbarbe, le principe est bon, mais je pense qu’avec ton code tu vas avoir un game crash, et que la ligne que tu vas enlever, vas faire de lui un handicapé d’un autre genre… (Remarque, vu la puissance de ta faction tu peux te permettre d’avoir quelques paralysés ) Dans ton code de Sylverbarbe: - tu enlèves la ligne: #include "GenericEntAnims.inc" - exactement à la place de la ligne enlevée (donc entre les 2 "end"), tu ajoutes ceci: - Spoiler:
IdleAnimationState StateName = Idle Animation = IDLA AnimationName = RUTreeberd_IDLA ; Stand and breathe AnimationBlendTime = 5 End BeginScript CurDrawableHideSubObjectPermanently("ROCK") Prev = CurDrawablePrevAnimationState() if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.875 then CurDrawableSetTransitionAnimState("TRANS_Stop00") return end if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.625 then CurDrawableSetTransitionAnimState("TRANS_Stop75") return end if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.375 then CurDrawableSetTransitionAnimState("TRANS_Stop50") return end if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.125 then CurDrawableSetTransitionAnimState("TRANS_Stop25") return end if Prev == "Moving" then CurDrawableSetTransitionAnimState("TRANS_Stop00") return end if Prev == "STATE_JustBuilt" then CurDrawableSetTransitionAnimState("TRANS_Sprout") end EndScript ParticleSysBone = BAT_SPINE1 TreeBeardIdleLeaves FollowBone: no End
AnimationState = DYING BURNINGDEATH Animation AnimationName = RUTreeberd_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = RUTreeberd_DIE AnimationMode = ONCE AnimationBlendTime = 20 End End
AnimationState = DYING DEATH_2 ; fading out. Animation = Die AnimationName = RUTreeberd_IDLA AnimationMode = ONCE End End
AnimationState = DYING WEAPONSET_TOGGLE_1 Animation = Die AnimationName = RUTreeberd_DIEB AnimationMode = ONCE End ParticleSysBone = BAT_SPINE1 TreebeardSplatDust FollowBone:Yes End
AnimationState = DYING Animation = Die AnimationName = RUTreeberd_DIEA AnimationMode = ONCE End ParticleSysBone = BAT_SPINE1 TreebeardSplatDust FollowBone:Yes End
AnimationState = BURNINGDEATH Animation AnimationName = RUTreeberd_MFDA AnimationMode = LOOP Distance = 100 End BeginScript CurDrawableHideSubObjectPermanently("ROCK") EndScript End
; -------- DEBATE ANIMS --------------- AnimationState = JUST_BUILT StateName = STATE_JustBuilt Animation = Sprout AnimationName = RUTreeberd_MOTC ;sprout animation AnimationMode = ONCE ;MANUAL ;; hold first frame AnimationBlendTime = 0 AnimationSpeedFactorRange = 0.5 0.5 End BeginScript CurDrawableShowSubObjectPermanently("ROCK") EndScript FXEvent = Frame:25 Name:FX_EntSprout FXEvent = Frame:25 Name:FX_EntSproutButterflies End
;------ Stunned anims
AnimationState = STUNNED_FLAILING Animation = StunFlail AnimationName = RUTreeberd_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED Animation = Stun AnimationName = RUTreeberd_LNDA AnimationMode = ONCE End ParticleSysBone = BAT_SPINE1 TreebeardSplatDust1 FollowBone:Yes End
AnimationState = STUNNED_STANDING_UP Animation = Stun AnimationName = RUTreeberd_GTPA AnimationMode = ONCE End End
;-------------------------------------- AFLAME states AnimationState = AFLAME DYING SPLATTED Animation = DieSplat AnimationName = RUTreeberd_LNDA AnimationMode = ONCE End ParticleSysBone = BAT_SPINE1 TreebeardSplatDust1 FollowBone:Yes End
AnimationState = AFLAME DYING Animation = Die AnimationName = RUTreeberd_DIEA AnimationMode = ONCE End ParticleSysBone = BAT_SPINE1 TreebeardSplatDust FollowBone:Yes End AnimationState = USER_3 ;Panic prior to run. Used by FlammableUpdate Animation = OnFire AnimationName = RUTreeberd_RCTD AnimationMode = ONCE AnimationBlendTime = 20 End FXEvent = Frame:54 Name:FX_EntRightFootStep End
;-------------------------------------------------- ; ; ROCK THROWING; WEAPONSET_TOGGLE_1 ; ;-------------------------------------------------- AnimationState = RELOADING_A WEAPONSET_TOGGLE_1 Animation AnimationName = RUTreeberd_GRBA AnimationMode = ONCE AnimationBlendTime = 0 ; Need this so the rock doesn't blend and slide. End FXEvent = Frame:20 Name: FX_EntRockGrab FXEvent = Frame:24 Name: FX_EntRockYank BeginScript CurDrawableShowSubObjectPermanently("ROCK") EndScript End AnimationState = FIRING_OR_PREATTACK_A AIM_NEAR WEAPONSET_TOGGLE_1 ; Throw rock at feet Animation = CloseRock AnimationName = RUTreeberd_THRC AnimationMode = ONCE UseWeaponTiming = Yes ;AnimationBlendTime = 0 End
FrameForPristineBonePositions = 39 End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 ; Throw rock at far target Animation = FarRock AnimationName = RUTreeberd_THRB AnimationMode = ONCE UseWeaponTiming = Yes ;AnimationBlendTime = 0 End
FrameForPristineBonePositions = 40 End
;-------------------------------------------------- ; ; HAND ATTACKS ; ;--------------------------------------------------
AnimationState = MOVING FIRING_OR_PREATTACK_A WEAPONSET_ENRAGED Animation = RunAndFire AnimationName = RUTreeberd_ATRB AnimationMode = LOOP End End
AnimationState = MOVING FIRING_OR_PREATTACK_A Animation = RunAndFire AnimationName = RUTreeberd_ATRA AnimationMode = LOOP End End AnimationState = FIRING_OR_PREATTACK_A Animation = Punch AnimationName = RUTreeberd_ATKA AnimationMode = ONCE AnimationBlendTime = 5 UseWeaponTiming = Yes End Animation = Punt AnimationName = RUTreeberd_ATKD AnimationMode = ONCE AnimationBlendTime = 5 UseWeaponTiming = Yes End Animation = FrontKick AnimationName = RUTreeberd_ATKE AnimationMode = ONCE AnimationBlendTime = 5 UseWeaponTiming = Yes End Animation = KirkPunch AnimationName = RUTreeberd_ATKF AnimationMode = ONCE AnimationBlendTime = 5 UseWeaponTiming = Yes End BeginScript if CurDrawableIsCurrentTargetKindof("MONSTER") then if GetClientRandomNumberReal(0,1) > 0.50 then return ("FrontKick") else return ("KirkPunch") end else if GetClientRandomNumberReal(0,1) > 0.50 then return ("Punch") else return ("Punt") end end EndScript End AnimationState = FIRING_OR_PREATTACK_B Animation = FrontKickOnBuilding AnimationName = RUTreeberd_ATKE AnimationMode = ONCE AnimationBlendTime = 5 UseWeaponTiming = Yes End Animation = KirkPunchOnBuilding AnimationName = RUTreeberd_ATKF AnimationMode = ONCE AnimationBlendTime = 5 UseWeaponTiming = Yes End End
AnimationState = INITIAL_ENRAGED StateName = Enraged Animation = RUTreeBerd_MADA AnimationName = RUTreeBerd_MADA AnimationMode = ONCE End End
;----------------------- ; Enraged movement is before Aflame, because if he can't find water to run too, he gets pissed instead of panicky. AnimationState = WEAPONSET_ENRAGED TURN_LEFT Animation = Walk AnimationName = RUTreeberd_TNL2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End End
AnimationState = WEAPONSET_ENRAGED TURN_RIGHT Animation = Walk AnimationName = RUTreeberd_TNR2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End End
AnimationState = WEAPONSET_ENRAGED MOVING Animation = AngryStompWalk AnimationName = RUTreeberd_WLKC AnimationMode = LOOP AnimationBlendTime = 5 Distance = 50 End Flags = MAINTAIN_FRAME_ACROSS_STATES FXEvent = Frame:0 Name:FX_EntLeftFootStep FXEvent = Frame:26 Name:FX_EntRightFootStep End ;----------------------- AnimationState = DYING SPLATTED Animation = DieSplat AnimationName = RUTreeberd_LNDA AnimationMode = ONCE End ParticleSysBone = BAT_SPINE1 TreebeardSplatDust1 FollowBone:Yes End
AnimationState = DYING SPLATTED Animation = DieSplat AnimationName = RUTreeberd_LNDA AnimationMode = ONCE End ParticleSysBone = BAT_SPINE1 TreebeardSplatDust1 FollowBone:Yes End
AnimationState = PACKING GRAB_BUILDING_CHUNK Animation = Pack AnimationName = RUTreeberd_GBB2 AnimationMode = ONCE AnimationBlendTime = 0 ;We need to go instantly from unpacking to packing. End End
AnimationState = UNPACKING GRAB_BUILDING_CHUNK Animation = Pack AnimationName = RUTreeberd_GBB1 AnimationMode = ONCE AnimationBlendTime = 20 End ParticleSysBone = ParticleNode01 TreeBeardAttackLeavesFir End
AnimationState = PACKING Animation = Pack AnimationName = RUTreeberd_GBA2 AnimationMode = ONCE End End
AnimationState = UNPACKING Animation = Pack AnimationName = RUTreeberd_GBA1 AnimationMode = ONCE End End
; --------- Moving anims. AnimationState = TURN_RIGHT WEAPONSET_TOGGLE_1 StateName = Turn Animation AnimationName = RUTreeberd_TNR2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End End
AnimationState = TURN_LEFT WEAPONSET_TOGGLE_1 StateName = Turn Animation AnimationName = RUTreeberd_TNL2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End End
AnimationState = MOVING WEAPONSET_TOGGLE_1 StateName = Moving Animation AnimationName = RUTreeberd_WLKE Distance = 50 AnimationMode = LOOP AnimationBlendTime = 5 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_AccelerateR") end if Prev == "Turn" then CurDrawableSetTransitionAnimState("TRANS_AccelerateR") end EndScript Flags = MAINTAIN_FRAME_ACROSS_STATES FXEvent = Frame:0 Name:FX_EntLeftFootStep FXEvent = Frame:26 Name:FX_EntRightFootStep End
AnimationState = TURN_RIGHT StateName = Turn Animation = Walk AnimationName = RUTreeberd_TRNR AnimationMode = LOOP End End AnimationState = TURN_LEFT StateName = Turn Animation = Walk AnimationName = RUTreeberd_TRNL AnimationMode = LOOP End End AnimationState = MOVING PANICKING Animation = Jump AnimationName = RUTreeberd_MFDA AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 AnimationBlendTime = 5 Distance = 50 End BeginScript CurDrawableHideSubObjectPermanently("ROCK") EndScript FXEvent = Frame:4 Name:FX_EntLeftFootStep FXEvent = Frame:18 Name:FX_EntRightFootStep End AnimationState = MOVING StateName = Moving Animation = Walk AnimationName = RUTreeberd_WLKC Distance = 50 AnimationMode = LOOP AnimationBlendTime = 5 End BeginScript CurDrawableHideSubObjectPermanently("ROCK") Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Accelerate") end if Prev == "Turn" then CurDrawableSetTransitionAnimState("TRANS_Accelerate") end EndScript Flags = MAINTAIN_FRAME_ACROSS_STATES FXEvent = Frame:0 Name:FX_EntLeftFootStep FXEvent = Frame:39 Name:FX_EntRightFootStep FXEvent = Frame:79 Name:FX_EntLeftFootStep FXEvent = Frame:129 Name:FX_EntRightFootStep End
AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1 Animation = Hit_Level_1_a AnimationName = RUTreeberd_HITB AnimationMode = ONCE End End AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = RUTreeberd_HITA AnimationMode = ONCE End End AnimationState = WEAPONSET_TOGGLE_1 ; Idle, holding rock. StateName = Idle Animation AnimationName = RUTreeberd_IDLB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_JustBuilt" then CurDrawableShowSubObjectPermanently("ROCK") return end ; This is for the initial rock turn on. if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.875 then CurDrawableSetTransitionAnimState("TRANS_Stop00R") return end if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.625 then CurDrawableSetTransitionAnimState("TRANS_Stop75R") return end if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.375 then CurDrawableSetTransitionAnimState("TRANS_Stop50R") return end if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.125 then CurDrawableSetTransitionAnimState("TRANS_Stop25R") return end if Prev == "Moving" then CurDrawableSetTransitionAnimState("TRANS_Stop00R") return end EndScript ParticleSysBone = BAT_SPINE1 TreeBeardIdleLeaves FollowBone: no End AnimationState = WEAPONSET_ENRAGED Animation = AngryIdle AnimationName = RUTreeberd_IDLC AnimationMode = LOOP End End
TransitionState = TRANS_Accelerate Animation = Transition AnimationName = RUTreeberd_ACLA AnimationMode = ONCE AnimationBlendTime = 5 ; AnimationSpeedFactorRange 0.75 0.75 End End
TransitionState = TRANS_Stop75 Animation = Transition AnimationName = RUTreeberd_DCLC AnimationMode = ONCE AnimationBlendTime = 5 ; AnimationSpeedFactorRange 0.66 0.66 End End
TransitionState = TRANS_Stop50 Animation = Transition AnimationName = RUTreeberd_DCLB AnimationMode = ONCE AnimationBlendTime = 5 ; AnimationSpeedFactorRange 0.66 0.66 End End
TransitionState = TRANS_Stop25 Animation = Transition AnimationName = RUTreeberd_DCLD AnimationMode = ONCE AnimationBlendTime = 5 ; AnimationSpeedFactorRange 0.66 0.66 End End
TransitionState = TRANS_Stop00 Animation = Transition AnimationName = RUTreeberd_DCLA AnimationMode = ONCE AnimationBlendTime = 5 ; AnimationSpeedFactorRange 0.66 0.66 End End ; Rock holding versions------------------------------- TransitionState = TRANS_AccelerateR Animation = Transition AnimationName = RUTreeberd_ACLB AnimationMode = ONCE AnimationBlendTime = 5 ;AnimationSpeedFactorRange 0.75 0.75 End End TransitionState = TRANS_Stop75R Animation AnimationName = RUTreeberd_DCLG AnimationMode = ONCE AnimationBlendTime = 5 ;AnimationSpeedFactorRange 0.66 0.66 End End
TransitionState = TRANS_Stop50R Animation AnimationName = RUTreeberd_DCLF AnimationMode = ONCE AnimationBlendTime = 5 ;AnimationSpeedFactorRange 0.66 0.66 End End
TransitionState = TRANS_Stop25R Animation AnimationName = RUTreeberd_DCLH AnimationMode = ONCE AnimationBlendTime = 5 ;AnimationSpeedFactorRange 0.66 0.66 End End
TransitionState = TRANS_Stop00R Animation AnimationName = RUTreeberd_DCLE AnimationMode = ONCE AnimationBlendTime = 5 ;AnimationSpeedFactorRange 0.66 0.66 End End
Oui, tu peux nommer un commandbutton comme tu veux, et celui que tu as fait pour Sylverbarbe est inutile (ce dernier étant recrutable via ta forteresse). Qu'est ce qui n'est pas bon pour la 2 ème ligne de hobbits? (en dehors du fait qu'elle soit pas très linéaire...) En attendant que tu édites les textes, tu vas dans le code de tes hobbits pour prendre les lignes DisplayName et RecruitText. Ce qui donnerait pour ton commandbutton de Frodon: Texte Label = OBJECT:RohanFrodo DescriptLabel = CONTROLBAR:FrodoRecruit PS: Tant que j'y suis, je te réponds ici pour tes cavaliers, tout était bon avec l'Angmar..., la seul chose que tu avais à faire pour les avoir avec l'Arnor, c'était de mettre leur bouton de construction dans le commandset de ton bâtiment d'Arnor. (Je te rappelle que copier le code d'une horde sert uniquement à modifer la nouvelle sans affecter l'initiale.) |
| | | 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 20 Juin - 17:42 | |
| - Citation :
- Je ne sais pas si ce que l’on dit intéresse les gens, mais ce dont je suis sûr, c’est que tu attises la curiosité avec un topic sur le Loup d’Angmar qui comptabilise 256 réponses.
C'est vrai qu'il faudrait peut-être revoir le nom du topic - Citation :
- D’ailleurs, si tu faisais payer 1 € la visite, ça te rapporterait beaucoup plus que tes games crash, non?
- Pourquoi mon wyrm est handicapé?? ( le fauteuil roulant est une exellente idée ) - les hobbits ont bien le bon nombre mais ne sont pas bien rangés. ( Soucis de perfection ) -Pour sylvebarbe, je testerais après mais tu es sur qu'il sera handicapé aussi? Sur ce j'en viens à mon plus gros problème du moment: les cavaliers undeads - Citation :
- tout était bon avec l'Angmar..., la seul chose que tu avais à faire pour les avoir avec l'Arnor, c'était de mettre leur bouton de construction dans le commandset de ton bâtiment d'Arnor.
J'avais desinstaller/reinstaller le jeu donc je devais repartir de 0 et mon probleme c'est toujours le même, le jeu ne démarre plus A quoi ca peut être du?? Au patch? PS: j'ai des idées de bâtiments mais je vais attendre de régler ce problème de lancement . | |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Dim 20 Juin - 18:06 | |
| Il faudrait peut être penser à faire des copies de tes fichiers au fur et à mesure de tes modifications concluantes... - Pour le Wyrm, je suis pas certain de la cause, mais en tout cas, son Speed = 0 (tu l'augmentes et tu pourras le "déplacer") - Je le sais bien que les hobbits ne sont pas en rang, je comptais sur toi pour le faire (copie sur les hordes de zélotes par exemple) - Sylverbarbe sera normal si tu suis ce que je t'ai dit. - Je ne pense pas que ton jeu ne démarre plus à cause d'un patch. Tu as ces problèmes lorsque tu utilises ton raccourci et/ou lorsque tu insères ton cd? |
| | | 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 20 Juin - 18:51 | |
| - Citation :
- Il faudrait peut être penser à faire des copies de tes fichiers au fur et à mesure de tes modifications concluantes...
Faut pas m'en vouloir, je commencais seulement à comprendre comment modifier le coût,... - Pour le wyrm, je peux le déplacer mais il en fait qu'à sa tête ( Il attaque ce qu'il veut mais pas moi donc ca va, il est gentil ) - pour le cd, je le laisse toujours dans l'ordinateur et même par autorun, ca ne change rien, je comprends vraiment pas Et si toi, tu ne sais pas le résoudre, à mon avis il n'y a que cdd qui le pourra( tu dois le prendre comme un compliment ) d'ou mon nouveau topic, mais apart un gros vent, il est vide EDIT: Game crash pour sylvebarbe: - Code:
-
IdleAnimationState StateName = Idle Animation = IDLA AnimationName = RUTreeberd_IDLA ; Stand and breathe AnimationBlendTime = 5 End Beginscript; ce mot apperemment CurDrawableHideSubObjectPermanently("ROCK") | |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Dim 20 Juin - 19:42 | |
| Merci du compliment... En ce qui concerne ton jeu, si: - tu crées ton ini.big à partir de ton fichier data où tu fais tes modifications - tu places cet ini.big dans le repertoire de l'add-on à la place de celui d'origine - tu lances ton jeu via ton raccourci d'origine Alors, je ne vois pas la solution à ton problème... Pour ton game crash, tu as bien le "end " au dessus de IdleAnimationState? Si oui, poste ton game crash stp. PS: Au lieu de laisser en permance le cd dans ton pc, tu peux utiliser un lecteur virtuel et une image iso |
| | | 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 20 Juin - 19:50 | |
| - Spoiler:
Comment on fait pour ton" lecteur virtue"l ? | |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Dim 20 Juin - 20:04 | |
| Pour ton game crash, tu as "eginScript" dans ton code, rajoute le "B" manquant (BeginScript).
Pour un lecteur virtuel, il te faut télécharger un émulateur de cd rom (le plus utilisé doit être "DAEMON Tools"). |
| | | 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 20 Juin - 20:13 | |
| Non, j'ai Bien Beginscript à chaque fois. Par contre, il est dans le bâtiment ou j'ai mis mes hobbits et pas dans la forteresse. - c'est quoi le nom du fichier des mumakills? J'ai eu 2 nouvelles idées pour améliorer ma faction ( basée sur l'undeads Mod) - J'aimerais avoir les mêmes bâtisseur que l'undeads mode ( un soldat-mort donc ) mais si je me souviens bien il y a 2 morts qui ne forment qu'un bâtisseur et je n'en voudrais qu'un ( jamais compris pourquoi il y en a 2 ) -La même tour de guerre ( elle est en décombre ) en utilisant la même technique que pour l'antre des spectres ( sinon mon jeu va encore ne pas démarrer ) | |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Lun 21 Juin - 23:02 | |
| Salut Tom, Pour Sylverbarbe, comme tu le mets plus dans ta forteresse, oublie ce que je t'ai dit. Pour le mûmak (tu as peut être trouver depuis hier...), c'est dans: object/evilfaction/units/evilmen/mumakil.ini - Le bâtisseur undeads (par contre, il y en aura toujours 3): - Spoiler:
;------------------------------------------------------------------------------ ; ; Men Porter.ini ; ;------------------------------------------------------------------------------
; aka Gondor Porter Object ArnorPorter ; *** ART Parameters *** SelectPortrait = UPIsenguard_OrcLaborer ButtonImage = BMFortress_Porter Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes ; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = RUOath3A_SKN Skeleton = MUOrcPrtr_SKL End
IdleAnimationState Animation = IDLA AnimationName = MUOrcPrtr_IDLA AnimationMode = ONCE AnimationPriority = 10 End Animation = IDLB ; fidget. Search animation AnimationName = MUOrcPrtr_IDLB AnimationMode = ONCE AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = MOVING WANDER Animation = WLKA AnimationName = MUOrcPrtr_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING Animation = RUNNING AnimationName = MUOrcPrtr_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = DYING DEATH_2 Animation AnimationName = MUOrcPrtr_IDLA AnimationMode = LOOP End End
AnimationState = DYING Animation = DIEA AnimationName = MUOrcPrtr_DIEA AnimationMode = ONCE End End AnimationState = PARALYZED Animation AnimationName = MUOrcPrtr_IDLA AnimationMode = LOOP End End
AnimationState = UNPACKING PACKING_TYPE_1 Animation AnimationName = MUOrcPrtr_FIRA AnimationMode = ONCE End ParticleSysBone = BUCKET PorterFireWater FollowBone:YES BeginScript CurDrawablePlaySound("MenBuilderFireExtinguish") EndScript End
LeftFrontTireBone = Wheel_L01 RightFrontTireBone = Wheel_R01 ;LeftRearTireBone = WHEEL_L01 ;RightRearTireBone = WHEEL_R01 TireRotationMultiplier = 0.2 End
#include "..\..\..\includes\StunDrawModuleMedium.inc"
; ***DESIGN parameters *** Side = Arnor EditorSorting = UNIT ThingClass = HORDE_UNIT CommandPoints = 0
TransportSlotCount = TRANSPORTSLOTCOUNT_DOZER ArmorSet Conditions = None Armor = PorterArmor DamageFX = NormalDamageFX End BuildCost = ANGMAR_PORTER_BUILDCOST BuildTime = ANGMAR_PORTER_BUILDTIME VisionRange = ANGMAR_PORTER_VISION_RANGE BountyValue = ANGMAR_PORTER_BOUNTY_VALUE ShroudClearingRange = ANGMAR_PORTER_SHROUD_RANGE DisplayName = OBJECT:AngmarPorter CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE IsTrainable = Yes
CommandSet = ArnorPorterCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = BarrowWightVoxAttack VoiceGuard = BarrowWightVoxAttack VoiceCreated = EVA:BarrowWightCreated VoiceCreated = +SOUND:BarrowWightVoxCreated VoiceFullyCreated = EVA:BarrowWightCreated VoiceFullyCreated = +SOUND:BarrowWightVoxCreated VoiceMove = BarrowWightVoxSelect VoicePriority = 15 VoiceSelect = BarrowWightVoxSelect
SoundAmbient = BarrowWightAmbienceMS SoundImpact = ImpactHorse ;SoundMoveStart = BarrowWightMoveStart
UnitSpecificSounds VoiceGarrison = BarrowWightVoxSelect VoiceEnterUnitElvenTransportShip = BarrowWightVoxSelect VoiceEnterUnitEvilMenTransportShip = BarrowWightVoxSelect VoiceEnterUnitMordorMumakil = BarrowWightVoxSelect VoiceEnterUnitSlaughterHouse = BarrowWightVoxSelect VoiceInitiateCaptureBuilding = BarrowWightVoxSelect End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ;ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound: ;MOVING ATTACKING ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionOrcVoxTauntLoop ;MOVING ATTACKING End
#include "..\..\..\Includes\StandardUnitEvaEvents.inc" EvaEventDamagedOwner = PorterUnderAttack ;Eva event to trigger when unit is damaged
; Moved to FX_PorterDie so that we avoid annoucing FADED deaths ;EvaEventDieOwner = PorterDie ;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
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT PORTER IGNORES_SELECT_ALL DOZER //SelectionPriority = SELECTION_PRIORITY_PORTER
BuildCost = ISENGARD_PORTER_BUILDCOST BuildTime = ISENGARD_PORTER_BUILDTIME BountyValue = ISENGARD_PORTER_BOUNTY_VALUE Body = ActiveBody ModuleTag_02 MaxHealth = ISENGARD_PORTER_HEALTH ;BALANCE Townsman Health MaxHealthDamaged = ISENGARD_PORTER_HEALTH_DAMAGED RecoveryTime = ISENGARD_PORTER_HEALTH_RECOVERY_TIME End Behavior = DozerAIUpdate ModuleTag_03 AILuaEventsList = EvilPorterFunctions RepairHealthPercentPerSecond = 2% ; % of max health to repair each second BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something AutoAcquireEnemiesWhenIdle = No ; no mine-disarming in the design at the moment SpecialContactPoints = Repair End
LocomotorSet Locomotor = PorterLocomotor Condition = SET_NORMAL Speed = NORMAL_INGAME_PORTER_SPEED End
LocomotorSet Locomotor = PorterLocomotor Condition = SET_WANDER Speed = NORMAL_INGAME_PORTER_SPEED End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_1 DeathTypes = ALL -CRUSHED -EXPLODED -KNOCKBACK -DETONATED -SPLATTED -FADED -SLAUGHTERED SinkDelay = 3000 SinkRate = 1.40 ; in Dist/Sec DestructionDelay = 13000 Sound = INITIAL OrcVoiceDie ;MordorBannerOrcVoiceDie FX = INITIAL FX_PorterDie End
Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_2 DeathTypes = NONE +CRUSHED +EXPLODED +KNOCKBACK +DETONATED +SPLATTED SinkDelay = 3000 SinkRate = 1.4 ; in Dist/Sec DestructionDelay = 13000 DeathFlags = DEATH_1 FX = INITIAL FX_PorterDieExplosion Sound = INITIAL OrcVoiceDie ;MordorBannerOrcVoiceDie End Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath DeathTypes = NONE +FADED DeathFlags = DEATH_2 FadeDelay = 500 FadeTime = 3500 DestructionDelay = 4000 End ; Send porter back into fortress, don't announce or scream Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_Decommissioned DeathTypes = NONE +SLAUGHTERED SinkDelay = 1000 SinkRate = 1.40 ; in Dist/Sec DestructionDelay = 5000 End
Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown. ; 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 = 16 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 16 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End
Behavior = ProductionUpdate ModuleTag_WhateverThisDoesNothing ; yep - nothing End
;-------------------------------------------------------------------- ; Emotion Tracker ;-------------------------------------------------------------------- Behavior = EmotionTrackerUpdate Module_EmotionTracker AfraidOf = NONE +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil;Must be SCARY kindof as well. AlwaysAfraidOf = NONE +MordorWitchKing +MordorWitchKingOnFellBeast +MordorBalrog +RohanOathbreaker
FearScanDistance = 250
AddEmotion = BraceForBeingCrushed_Base AddEmotion = Terror_Base End
#include "..\..\..\Includes\PorterExtinguishFire.inc"
;-------------------------------------------------------------------- ; Don't make it any bigger or try making it a box or this unit will not make it up onto walls to deliver it's goods. Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 16.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 27; ShadowSizeY = 27; ShadowTexture = ShadowI; End
;-------------------------------------------------------------------- ChildObject ArnorPorterNoSelect ArnorPorter KindOf = PRELOAD CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER DOZER SWARM_DOZER NOT_AUTOACQUIRABLE MOVE_FOR_NOONE ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE End
- La tour de guerre: - Spoiler:
;------------------------------------------------------------------------------------------ Object ArnorKeep
SelectPortrait = BPGBattleTower ; *** ART Parameters *** ButtonImage = BGBattleTower Draw = W3DScriptedModelDraw ModuleTag_Draw ExtraPublicBone = ARROW_01 ExtraPublicBone = ARROW_02 ExtraPublicBone = ARROW_03 ExtraPublicBone = ARROW_04 ExtraPublicBone = ARROW_05 ExtraPublicBone = ARROW_06 ExtraPublicBone = ARROW_07 ExtraPublicBone = ARROW_08 ExtraPublicBone = ARROW_09 ExtraPublicBone = ARROW_10 ExtraPublicBone = ARROW_11 ExtraPublicBone = ARROW_12 OkToChangeModelColor = Yes UseStandardModelNames = Yes
DefaultModelConditionState Model = RuinTwr WeaponLaunchBone = PRIMARY ARROW_ End
;IdleAnimationState ; Animation = IDLE ; AnimationName = GBBtlTwrS.GBBtlTwrS ; AnimationMode = LOOP ; End ; ;BeginScript ; ; CurDrawableHideSubObject("B_FLAGBASE") ; ;EndScript ;End ;---------------damage states-- garrisoned--------------- ;--damaged building ModelConditionState = GARRISONED DESTROYED_FRONT Model = RuinTwr_D ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = GARRISONED DESTROYED_FRONT Animation = RuinTwr_D.RuinTwr_D AnimationName = RuinTwr_D.RuinTwr_D AnimationMode = LOOP End End ModelConditionState = GARRISONED DESTROYED_RIGHT Model = RuinTwr_D ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = GARRISONED DESTROYED_RIGHT Animation = RuinTwr_D.RuinTwr_D AnimationName = RuinTwr_D.RuinTwr_D AnimationMode = LOOP End End
ModelConditionState = GARRISONED DESTROYED_BACK Model = RuinTwr_D ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = GARRISONED DESTROYED_BACK Animation = RuinTwr_D.RuinTwr_D AnimationName = RuinTwr_D.RuinTwr_D AnimationMode = LOOP End End
ModelConditionState = GARRISONED DESTROYED_LEFT Model = RuinTwr_D ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = GARRISONED DESTROYED_LEFT Animation = RuinTwr_D.RuinTwr_D AnimationName = RuinTwr_D.RuinTwr_D AnimationMode = LOOP End End
AnimationState = GARRISONED DAMAGED StateName = GarrisonedDamaged Animation = RuinTwr_D AnimationName = RuinTwr_D.RuinTwr_D AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev ~= "Damaged" and Prev ~= "GarrisonedReallyDamaged" and Prev ~= "TRANS_Damaged" then CurDrawableSetTransitionAnimState("TRANS_Damaged") end EndScript End
AnimationState = GARRISONED REALLYDAMAGED StateName = GarrisonedReallyDamaged Animation = RuinTwr_D.RuinTwr_D AnimationName = RuinTwr_D.RuinTwr_D AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev ~= "ReallyDamaged" and Prev ~= "TRANS_ReallyDamaged" then CurDrawableSetTransitionAnimState("TRANS_ReallyDamaged") end EndScript End AnimationState = GARRISONED RUBBLE Animation = RuinTwr_D.RuinTwr_D2 AnimationName = RuinTwr_D.RuinTwr_D AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("D2A") CurDrawableHideSubObject("D2B") CurDrawableHideSubObject("D2C") CurDrawableHideSubObject("D2D") EndScript End
AnimationState = GARRISONED CONSTRUCTION_COMPLETE Animation = RuinTwr AnimationName = RuinTwr.RuinTwr AnimationMode = LOOP End End
AnimationState = GARRISONED Animation = RuinTwr AnimationName = RuinTwr.RuinTwr AnimationMode = LOOP End End
;---------------damage states- non-garrisoned---------------- ;--damaged building ModelConditionState = DESTROYED_FRONT Model = RuinTwr_D ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("D2A") EndScript End ModelConditionState = DESTROYED_RIGHT Model = RuinTwr_D ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("D2B") EndScript End
ModelConditionState = DESTROYED_BACK Model = RuinTwr_D ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("D2C") EndScript End
ModelConditionState = DESTROYED_LEFT Model = RuinTwr_D ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("D2D") EndScript End ModelConditionState = DAMAGED Model = RuinTwr_D End AnimationState = DAMAGED StateName = Damaged BeginScript Prev = CurDrawablePrevAnimationState() if Prev ~= "GarrisonedDamaged" and Prev ~= "ReallyDamaged" and Prev ~= "TRANS_Damaged" then CurDrawableSetTransitionAnimState("TRANS_Damaged") end EndScript End
AnimationState = REALLYDAMAGED StateName = ReallyDamaged BeginScript Prev = CurDrawablePrevAnimationState() if Prev ~= "GarrisonedReallyDamaged" and Prev ~= "TRANS_ReallyDamaged" then CurDrawableSetTransitionAnimState("TRANS_ReallyDamaged") end EndScript End
ModelConditionState = REALLYDAMAGED Model = RuinTwr_D2 ParticleSysBone None FireBuildingLarge ParticleSysBone None SmokeBuildingLarge End
ModelConditionState = RUBBLE Model = RuinTwr_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End
AnimationState = RUBBLE BeginScript CurDrawableHideSubObject("D2A") CurDrawableHideSubObject("D2B") CurDrawableHideSubObject("D2C") CurDrawableHideSubObject("D2D") EndScript End
ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End AnimationState = POST_RUBBLE End
ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End AnimationState = POST_COLLAPSE End TransitionState = TRANS_Damaged StateName = TRANS_Damaged EnteringStateFX = FX_BuildingDamaged End TransitionState = TRANS_ReallyDamaged StateName = TRANS_ReallyDamaged EnteringStateFX = FX_BuildingReallyDamaged End
End ; draw PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:GondorKeep Description = OBJECT:GondorBattleTowerDescription Side = Men EditorSorting = STRUCTURE ThreatLevel = 1.0 BuildCost = GONDOR_BATTLETOWER_BUILDCOST BuildTime = GONDOR_KEEP_BUILDTIME VisionRange = VISION_BASE_DEFENSE ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE BountyValue = GONDOR_KEEP_BOUNTY_VALUE CommandSet = GenericSentryTowerCommandSet
ArmorSet Conditions = None Armor = FortressExpansionArmor End WeaponSet Weapon = PRIMARY SentryTowerBow Conditions = None AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GondorBattleTowerSelect
SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction VoiceFullyCreated = EVA:GenericBuildingComplete-Builder
UnitSpecificSounds UnderConstruction = BuildingConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???) End CampnessValue = CAMPNESS_DEFENSIVE_TOWER
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK GARRISONABLE_UNTIL_DESTROYED GARRISON AUTO_RALLYPOINT CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY ThreatBreakdown ModuleTag_ThreatBreakdown AIKindOf = BATTLE_TOWER End Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 AILuaEventsList = GarrisonableFunctions End Behavior = GettingBuiltBehavior ModuleTag_04 WorkerName = GondorWorkerNoSelect SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY End Body = StructureBody ModuleTag_05 MaxHealth = GONDOR_KEEP_HEALTH MaxHealthDamaged = GONDOR_KEEP_HEALTH_DAMAGED MaxHealthReallyDamaged = GONDOR_KEEP_HEALTH_REALLY_DAMAGED DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_GBBtlTwrSD2_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_GBBtlTwrSD2_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_GBBtlTwrSD2_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_GBBtlTwrSD2_Chunk4 CATAPULT_ROCK LEFT_DESTROYED End
Flammability ; should be after the 'Body' statement Fuel = MEN_BATTLETOWER_FIRE_FUEL MaxBurnRate = MEN_BATTLETOWER_FIRE_MAX_BURN_RATE Decay = MEN_BATTLETOWER_FIRE_DECAY Resistance = MEN_BATTLETOWER_FIRE_RESISTANCE End
Behavior = BuildingBehavior BuildingModuleTag NightWindowName = N_Window ; FireWindowName = WINDOW_F01 ; GlowWindowName = WINDOW_G01 ; FireName = FIRE01 End Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble DestructionDelay = 5000 End Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse CollapseHeight = 140 End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = 30 ; How far we try to claim ground MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = 999999 ; How often (in msec) we give that much money HighPriority = Yes ; A high priority claim gets to pretend it was there first. Visible = No ;// Don't show decal when a resource building is selected. End
;Behavior = CastleMemberBehavior ModuleTag_CMB ;End GBGoBat_selecta
Behavior = EvacuateDamage ModuleTag_evacuateDamage WeaponThatCausesEvacuation = MordorCatapultHumanHeads End
Behavior = RefundDie ModuleTag_refund UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance BuildingRequired = ANY +GondorMarketPlace RefundPercent = 50% End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced TriggeredBy = Upgrade_NumenorStonework AttributeModifier = NumenorStoneworkKeep_Bonus End Behavior = WeaponSetUpgrade ModuleTag_FireArrows TriggeredBy = Upgrade_SentryTowerFireArrows End Behavior = ProductionUpdate ModuleTag_UpgradeProducer End
Behavior = HordeGarrisonContain ModuleTag_HordeGarrison ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ENCLOSED ContainMax = 2 DamagePercentToUnits = 0% PassengerFilter = GENERIC_FACTION_GARRISONABLE AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn PassengerBonePrefix = PassengerBone:ARROW_ KindOf:INFANTRY EntryPosition = X:0.0 Y:0.0 Z:0.0 EntryOffset = X:50.0 Y:0.0 Z:0.0 ExitOffset = X:50.0 Y:0.0 Z:0.0 EnterSound = RuinedTowerEnterSound ShowPips = No End
Geometry = CYLINDER GeometryMajorRadius = 20.4 GeometryMinorRadius = 20.4 GeometryHeight = 112.0 GeometryIsSmall = No GeometryContactPoint = X:-20 Y:20 Z:0 Repair GeometryContactPoint = X:-20 Y:-20 Z:0 Repair GeometryContactPoint = X:0 Y:0 Z:5 GeometryContactPoint = X:0 Y:0 Z:112 Swoop Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End
;------------------------------------------------------------ ; ; GondorBattleTower is now exactly the same as the keep ; ChildObject ArnorBattleTower ArnorKeep End
Ces 2 codes sont à mettre directement à la place de ceux qui se trouvent dans arnorporter.ini et arnorbattletower.ini. Pour info, la "technique" de l'antre des spectres est la même que celle de l'arbre elfique. PS: J'ai vu dans ton autre topic que tu as vraiment un problème concernant les modifications du module Draw. Je voudrai t'aider, mais j'avoue ne rien comprendre... si tu veux bien, je te demande de m'expliquer, le plus précisement possible, tout ce que tu fais quand tu as fini tes modifs. |
| | | 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 21 Juin - 23:34 | |
| Salut Wolf -Pour Sylvebarbe , il est jouable mais n'a pas d'animations ( en gros c'est une statue qui lance des rochers ) , pourquoi est-il comme ca alors que c'est le même code que celui présent dans la chambre des ents? C'est irrémédiable? - Pour le bâtisseur, j'ai un game crash ( je préfère ca à un arrêt de lancement mais bon... ) - Spoiler:
- Pour la tour, pas de lancement '( ca devient vraiment gênant ) - Citation :
- Pour info, la "technique" de l'antre des spectres est la même que celle de l'arbre elfique.
Je sais mais j'en peux rien si à moi ca crash - Citation :
- PS: J'ai vu dans ton autre topic que tu as vraiment un problème concernant les modifications du module Draw.
Je voudrai t'aider, mais j'avoue ne rien comprendre... si tu veux bien, je te demande de m'expliquer, le plus précisement possible, tout ce que tu fais quand tu as fini tes modifs. J'utilise la technique avec FinalBig C-à-d : File,New,Big archive,edit,add directory,data modifier, file, save, renomme en INI. PS: j'en suis à modifier/rajouter les pouvoirs de mes unités: -Comment faire pour ajouter un pouvoir du palantir à une horde,( comme le darkness du sauron de morgoth ) , j'ai bien esayer d'adapter mais tu as créés le module du code toi même non? Tu pourrais détailler pour par exemple ajouter à mes Noldor le pouvoir de la brume ( EnshroudingMist ) , je demande de détailler car après j'adapte et je comprends en même temps EDIT: si ca t'embête pas , j'essaie sans succes de rajouter le pouvoir des degats de poisons aux noldors?? | |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Mar 22 Juin - 0:14 | |
| Sylvebarbe est bien devenu handicapé Et c'est parce que tu as dû enlever la ligne: #include "GenericEntAnims.inc", donc il n'a plus d'animations. Malheureusement, oui, c'est irrémédiable...sauf si tu lui mets des animations (ce que je t'ai posté hier en fait). - Pour ton crash, essaie de désactiver à la ligne 83: BeginScript CurDrawablePlaySound("MenBuilderFireExtinguish") EndScript - Après avoir renommé ton ini, tu fais quoi? - Pour rajouter un pouvoir du palantir à une horde, va jeter un oeil dans le topic: "SarumanFireBall" (d'Anatelfe), dans lequel je l'explique pour le pouvoir de guérison (c'est le même principe pour les autres). - Peux tu me faire voir ce que tu as fait pour ajouter les dégâts de poison aux Noldor? |
| | | 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 22 Juin - 0:36 | |
| Oui ca marche pour les bâtisseurs, merci Wolf - Citation :
- Après avoir renommé ton ini, tu fais quoi?
Eeeuh... Rien ( je lance le jeu et ca bug mdr) mais si tu parles de l'ini du data, je ne le renomme pas. J'avais un game crash pour le code que tu m'as donnés hier de sylvebarbe ( ) J'eesaierais demain pour les pouvoirs EDIT: j'ai rajouté le guetteur à un bâtiment et je lui est mis une valeur au speed mais ce fainéant bouge toujours pas Bon, je vais , à demain Wolf | |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Mar 22 Juin - 2:25 | |
| - Tom a écrit:
- si tu parles de l'ini du data, je ne le renomme pas
C'est qui celui là? Pour moi comprendre toi, moi avoir besoin explications claires J'ai vraiment besoin de vraies précisions: - l'ini renommé est sauvegardé où? - l'ini du data........plaît il......? - différence entre data modifié et l'ini du data? Explique moi comme si j'étais neuneu: qui vient d'où? pour aller où? comment? pourquoi? heinnnn? Pour le game crash de Sylvebarbe j'en saurai pas plus sans voir tout ton code. Sinon, la ligne enlevée (#include "GenericEntAnims.inc") correspond au fichier genericentanims.inc qui se trouve à côté de treeberd.ini (celui d'origine). Tu peux copier tout le fichier.inc là où je te l'ai indiqué (entre les "end"). Le guetteur est peut être pas fait pour se déplacer... Bon ok, à demain. |
| | | 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 22 Juin - 13:22 | |
| - Citation :
- C'est qui celui là?
Un pote à moi... C:\Program Files (x86)\Electronic Arts\L'Avènement du Roi-sorcier\data\ini - Citation :
- Pour moi comprendre toi, moi avoir besoin explications claires
Moi expliquer tout toi - Citation :
- l'ini renommé est sauvegardé où?
Donc avec Finalbig quand j'en arrive à file,save je renomme en "ini" ici : C:\Program Files (x86)\Electronic Arts\L'Avènement du Roi-sorcier - Citation :
- différence entre data modifié et l'ini du data?
Aucune, c'est le même - Citation :
- Le guetteur est peut être pas fait pour se déplacer...
Je vais lui mettre le pouvoir de creuser un tunnel, moi je veux qui bouge EDIT je lui est rajouté le pouvoir du tunnel mais quand il attaque il a qu'une tentacule et il mange 1 ennemi à la fois... (Handicapé et ralentit du cerveau,quel monstre!! ) - Pour les pc des Noldors, j'ai compris que le CommandPoints de l'horde sert à indiquer le nombre voulu dans le texte des noldors. Pour celui de l'units, il ne change rien,j'ai mis 0 et y a aucune difference ( les Noldors me coutent 288pc ), j'aimerais qu'il ne coutent que 30 PS: j'ai réussi pour Sylvebarbe mais pour lui rajouter des FX je fais comment( pour d'autres aussi)? Par exemple Tom Bombabil à une espèce de lumière qui flotte autour de lui | |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Mar 22 Juin - 19:25 | |
| Salut Tom, - Pour tes explications tu me dis: - Citation :
- J'utilise la technique avec FinalBig C-à-d :
File,New,Big archive,edit,add directory,data modifier, file, save, renomme en INI - Citation :
- mais si tu parles de l'ini du data, je ne le renomme pas
Et là il y a pas de différence? Je fais comment pour comprendre? - Pour les pc de tes Noldor, il faut que ta horde fasse référence à l'unité que tu as copié, donc, dans le code de ta horde: InitialPayload = le nom donné à l'unité copiée UnitType: IDEM - Pour les fx, celui de Tom Bombadil c'est ParticleSysBone = BAT_HEAD BombaFX FollowBone:Yes (à mettre dans le "DefaultModelConditionState" de Sylvebarbe). La liste des fx se trouve dans fxparticlesystem.ini. |
| | | 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 22 Juin - 20:09 | |
| | |
| | | Wolf8888 Invité
| Sujet: Re: Questions diverses Mar 22 Juin - 21:10 | |
| Là c'est clair Mais maintenant c'est l'origine de ton problème de lancement de jeu que je comprend pas Pour les pc, tu as bien fait une copie de l'unité de base? Comment se nomme l'object: Object NoldorWarrior1? Si c'est bien ça tu mets: - dans Object NoldorWarrior1 (l'unité donc) CommandPoints = ce que tu veux - dans ta horde Noldor d'Arnor: InitialPayload = NoldorWarrior1 UnitType: NoldorWarrior1 CommandPoints = ce que tu veux |
| | | 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 22 Juin - 21:42 | |
| - Citation :
- Là c'est clair
Pour les pc j'ai essayé et ils me coûtent 540 pc maintenant Je comprends pas trop pourquoi on modifie ce que tu me dis mais je te crois^^: Dans l'hordes: - Spoiler:
;////////////////////////////////////////////////////////////////////////////////
Object NoldorWarriorHorde1
; This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_NoldorWarrior SelectPortrait = UPNoldorWarriorPortrait
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR DefaultModelConditionState Model = None ;InvisHrdeTmp5x2 End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeTemp_5By2 End End Side = Elves EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:HordeNoldorWarrior DisplayNameStrategic = CONTROLBAR:LW_Unit_ElvenNoldorWarriorHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_ElvenNoldorWarriorHorde
;MaxSimultaneousOfType = 3
WeaponSet Conditions = None Weapon = PRIMARY MirkwoodArcherMissileHordeRangefinder Weapon = TERTIARY MirkwoodArcherMissileHordeRangefinderBombard AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT End WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = PRIMARY NormalMeleeHordeRangefinder Weapon = TERTIARY MirkwoodArcherMissileHordeRangefinderBombard AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT End
CommandSet = NoldorWarriorHordeCommandSet ; CHANGE THIS WHEN ElvenNoldorWarriorHordeCommandSet IS CREATED
; *** AUDIO Parameters *** ; Note: Don't put voice parameters here -- they will be ignored. Voice play requests ; are always passed through to members
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0
BuildCost = ELVEN_NOLDORWARRIOR_BUILDCOST BuildTime = 1 VisionRange = ELVEN_NOLDORWARRIOR_HORDE_VISION_RANGE ShroudClearingRange = 161 CommandPoints = 30 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.
TransportSlotCount = TRANSPORTSLOTCOUNT_LARGE_HORDE ; 1 KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARCHER MELEE_HORDE ;UNATTACKABLE Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = FighterHorde End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED MoodAttackCheckRate = 500 MaxCowerTime = 5000 MinCowerTime = 3000 CanAttackWhileContained = Yes ; Can fire out of garrisoned building AILuaEventsList = InfantryFunctions AttackPriority = AttackPriority_Archer End
Behavior = HordeContain ModuleTag_HordeContain ObjectStatusOfContained = InitialPayload = NoldorWarrior1 Slots = 18 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 End
; Positions for 6 RankInfo = RankNumber:1 UnitType:NoldorWarrior1 Position:X:50 Y:7.5 Position:X:50 Y:-7.5 Position:X:50 Y:25 Position:X:50 Y:-25 Position:X:50 Y:42.5 Position:X:50 Y:-42.5 RankInfo = RankNumber:2 UnitType:NoldorWarrior1 Position:X:30 Y:7.5 Position:X:30 Y:-7.5 Position:X:30 Y:25 Position:X:30 Y:-25 Position:X:30 Y:42.5 Position:X:30 Y:-42.5 RankInfo = RankNumber:3 UnitType:NoldorWarrior1 Position:X:10 Y:7.5 Leader 1 0 Position:X:10 Y:-7.5 Leader 1 1 Position:X:10 Y:25 Leader 1 2 Position:X:10 Y:-25 Leader 1 3 Position:X:10 Y:42.5 Leader 1 4 Position:X:10 Y:-42.5 Leader 1 5
RanksToReleaseWhenAttacking = 1 2 3 End Behavior = StealthUpdate StealthUpdateModuleTag StealthDelay = 500 ; msec FriendlyOpacityMin = STEALTH_FRIENDLY_OPACITY_MIN FriendlyOpacityMax = STEALTH_FRIENDLY_OPACITY_MAX PulseFrequency = 750 ; msec StealthForbiddenConditions = AWAY_FROM_TREES ATTACKING OrderIdleEnemiesToAttackMeUponReveal = Yes DetectedByAnyoneRange = 120 RevealWeaponSets = CLOSE_RANGE CONTESTING_BUILDING 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 = NONE +GondorGwaihir +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorWitchKingOnFellBeast +MordorMumakil;Must be SCARY kindof as well. ; AlwaysAfraidOf = NONE +MordorBalrog +RohanOathbreaker +MordorSauron ;+MordorWitchKing +MordorWitchKingOnFellBeast PointAt = NONE +MordorFellBeast +MordorWitchKingOnFellBeast +GondorGwaihir HeroScanDistance = 150 FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base AddEmotion = Doom_Base AddEmotion = BraceForBeingCrushed_Base AddEmotion = UncontrollableFear_Base AddEmotion = FearIdle_Base AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base AddEmotion = HeroCheerIdle_Base AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base End
Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_ElvenForgedBlades End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3 TriggeredBy = Upgrade_ElvenSilverthornArrows End
; ========================== Weapon Song ================================== Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GlorfindelBladeOfPurityEnabler SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity TriggeredBy = Upgrade_MiniHordeLvl7 End Behavior = SpecialPowerModule ModuleTag_GlorfindelBladeOfPurityStarter SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 2.0 End Behavior = SpecialAbilityUpdate ModuleTag_GlorfindelBladeOfPurityUpdate SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity TriggerAttributeModifier = NoldorWeaponSong AttributeModifierDuration = 30000 End Behavior = AutoAbilityBehavior ModuleTag_BladeOfPurityAutoAbility SpecialAbility = SpecialAbilityGlorfindelBladeOfPurity MaxScanRange = 200 Query = 1 ALL ENEMIES End
LocomotorSet Locomotor = NormalMeleeHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_FAST_HORDE_SPEED End
#include "..\..\..\includes\CaptureBuilding.inc"
;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate ElvenLorienWarriorHordeCaptureBuildingAI 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
Behavior = AISpecialPowerUpdate NoldorWeaponSongAI CommandButtonName = Command_SpecialAbilityNoldorWeaponSong SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End
Behavior = AISpecialPowerUpdate LindonWarriorHordeToggleWeapon CommandButtonName = Command_ToggleElvenWarriorWeapon SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MELEE_AND_RANGE End
Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 50.0 GeometryHeight = 20.0 GeometryIsSmall = No End
- Pour ajouter des pouvoirs du palantir, je comprends pas trop : par exemple pour ajouter l'Eruption solaire aux Noldors : J'adapte comment ce module? - Spoiler:
Behavior = OCLSpecialPower ModuleTag_Sunflare SpecialPowerTemplate = SpellBookSunflare OCL = OCL_SpecialPowerSunflare CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER -HERO ENEMIES ReEnableAntiCategory = Yes AttributeModifierWeatherBased = Yes WeatherDuration = SPELL_SUNFLARE_DURATION ChangeWeather = SUNNY RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
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