wr1000 Moddeur
Nombre de messages : 177 Age : 52 Location : la terre du milieu Add-On : évidemment Date d'inscription : 29/02/2008
| Sujet: probléme de lancement de mod (bfme1) Ven 17 Déc - 13:16 | |
| salut à tous je lance le mod elvenalliance sans problème depuis C:\documents and settings\wr\application data\la bataille pour la terre du milieu avec le raccourci modifié -mod elvenalliance.big il fonctionne (tout en laissant le fichier ini.big je précise) quand je veux lancer le mien crash https://i.servimg.com/u/f64/15/94/36/90/sans_t16.jpg pourtant quand le mod est décompressé il part bien depuis le data du répertoire du jeu en retirant le fichier ini.big bien sur fichier elrond - Spoiler:
;------------------------------------------------------------------------------ ; ; Elrond.ini ; ;------------------------------------------------------------------------------
; Elrond Object ElvenElrond
; *** ART Parameters *** SelectPortrait = HPElrond ButtonImage = HIElrond Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = Yes StaticModelLODMode = Yes
; --------- With Bow ------------ DefaultModelConditionState Model = RUElrond2_SKN WeaponLaunchBone = PRIMARY ARROWNOCK WeaponLaunchBone = SECONDARY B_BOWBONE;;ARROWNOCK ; when upgraded to flaming arrow End
; ===================================================== ; ; ================== ANIMATIONS ======================= ; ; ===================================================== ; ; ------ Flying ------- ;
AnimationState = STUNNED_STANDING_UP StateName = GetUp Animation = GetUpBow AnimationName = RUElfWar_SKL.RUElfWar_GTPB AnimationMode = ONCE End Animation = GetUpSword AnimationName = RUElfWar_SKL.RUElfWar_GTPSX1 AnimationMode = ONCE End BeginScript Prev = CurDrawablePrevAnimation() if Prev == "FallWithSword" then return "GetUpSword" elseif Prev == "FallWithBow" then return "GetUpBow" end EndScript End
AnimationState = STUNNED WEAPONSET_TOGGLE_1 Animation = FallWithSword AnimationName = RUElfWar_SKL.RUElfWar_LNDB AnimationMode = ONCE End Animation = FallWithBow AnimationName = RUElfWar_SKL.RUElfWar_LNDA AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES BeginScript CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") Prev = CurDrawablePrevAnimation() if Prev == "FallWithBow" then return Prev else return "FallWithSword" end EndScript End AnimationState = STUNNED Animation = FallWithBow AnimationName = RUElfWar_SKL.RUElfWar_LNDA AnimationMode = ONCE End Animation = FallWithSword AnimationName = RUElfWar_SKL.RUElfWar_LNDB AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES BeginScript Prev = CurDrawablePrevAnimation() if Prev == "FallWithSword" then return Prev else return "FallWithBow" end EndScript End
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 Animation = DieWithSword AnimationName = RUElfWar_SKL.RUElfWar_FLYB AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") EndScript End AnimationState = STUNNED_FLAILING Animation = ElvenWarriorDie AnimationName = RUElfWar_SKL.RUElfWar_FLYA AnimationMode = LOOP End End ; ------ Dying ------- ;
AnimationState = DYING WEAPONSET_TOGGLE_1 Animation = DieWithSword AnimationName = RUElfWar_SKL.RUElfWar_DIESv5 AnimationMode = ONCE End ;Animation = DieWithSword ; AnimationName = RUElfWar_SKL.RUElfWar_DIESV4 ; AnimationMode = ONCE ;End BeginScript CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") EndScript End AnimationState = DYING Animation = ElvenWarriorDie AnimationName = RUElfWar_SKL.RUElfWar_DIEB AnimationMode = ONCE End ;Animation = ElvenWarriorDieV ; AnimationName = RUElfWar_SKL.RUElfWar_DIEBV5 ; AnimationMode = ONCE ;End End ; ------------ Moving ------------- ; AnimationState = MOVING WEAPONSET_TOGGLE_1 StateName = Moving_Sword SimilarRestart = Yes Animation = run_s AnimationName = RUElfWar_SKL.RUElfWar_RUNS AnimationMode = LOOP Distance = 40 End Animation = finishrun_b AnimationName = RUElfWar_SKL.RUElfWar_RUNB AnimationMode = ONCE AnimationBlendTime = 0 Distance = 40 End Animation = runtrans_bs AnimationName = RUElfWar_SKL.RUElfWar_RUNC AnimationMode = ONCE AnimationBlendTime = 0 Distance = 70 End Animation = runtrans_sb_finish AnimationName = RUElfWar_SKL.RUElfWar_RUNT AnimationMode = ONCE AnimationBlendTime = 0 Distance = 70 End Animation = runnoblend_s AnimationName = RUElfWar_SKL.RUElfWar_RUNS AnimationMode = LOOP AnimationBlendTime = 0 Distance = 40 End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE BeginScript PrevAnim = CurDrawablePrevAnimation() PrevState = CurDrawablePrevAnimationState() if PrevState == "GetUp" or PrevAnim == "DrawSwords" then if PrevAnim == "GetUpBow" or PrevAnim == "DrawSwords" then return "runtrans_bs" else return end elseif PrevState == "Moving_Bow" then if PrevAnim == "runtrans_sb" then return "runtrans_sb_finish" elseif PrevAnim == "finishrun_s" then return "runnoblend_s" else return "finishrun_b" end elseif PrevAnim == "finishrun_b" or PrevAnim == "runtrans_sb_finish" then return "runtrans_bs" elseif PrevAnim == "runtrans_bs" or PrevAnim == "run_s" or PrevAnim == "runnoblend_s" then return "runnoblend_s" else return "run_s" end EndScript End AnimationState = MOVING StateName = Moving_Bow SimilarRestart = Yes Animation = run_b AnimationName = RUElfWar_SKL.RUElfWar_RUNB AnimationMode = LOOP Distance = 40 End Animation = finishrun_s AnimationName = RUElfWar_SKL.RUElfWar_RUNS AnimationMode = ONCE AnimationBlendTime = 0 Distance = 40 End Animation = runtrans_sb AnimationName = RUElfWar_SKL.RUElfWar_RUNT AnimationMode = ONCE AnimationBlendTime = 0 Distance = 70 End Animation = runtrans_bs_finish AnimationName = RUElfWar_SKL.RUElfWar_RUNC AnimationMode = ONCE AnimationBlendTime = 0 Distance = 70 End Animation = runnoblend_b AnimationName = RUElfWar_SKL.RUElfWar_RUNB AnimationMode = LOOP AnimationBlendTime = 0 Distance = 40 End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE BeginScript PrevAnim = CurDrawablePrevAnimation() PrevState = CurDrawablePrevAnimationState() if PrevState == "GetUp" or PrevAnim == "DrawBow" then if PrevAnim == "GetUpSword" or PrevAnim == "DrawBow" then return "runtrans_sb" else return end elseif PrevState == "Moving_Sword" then if PrevAnim == "runtrans_bs" then return "runtrans_bs_finish" elseif PrevAnim == "finishrun_b" then return "runnoblend_b" else return "finishrun_s" end elseif PrevAnim == "finishrun_s" or PrevAnim == "runtrans_bs_finish" then return "runtrans_sb" elseif PrevAnim == "runtrans_sb" or PrevAnim == "run_b" or PrevAnim == "runnoblend_b" then return "runnoblend_b" else return "run_b" end EndScript End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; TransitionState = TRANS_SwordToBow_Moving ; Animation = DrawBow ; AnimationName = RUElfWar_SKL.RUElfWar_RUNT ; AnimationMode = ONCE ; End ; ; BeginScript ; CurDrawableAllowToContinue() ; EndScript ; End ; ; TransitionState = TRANS_BowToSword_Moving ; Animation = DrawSword ; AnimationName = RUElfWar_SKL.RUElfWar_RUNC ; AnimationMode = ONCE ; End ; ; BeginScript ; CurDrawableAllowToContinue() ; EndScript ; End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ------ Attacking ------- ; AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 StateName = Ready_Sword Animation = AttackWithSwordA AnimationName = RUElfWar_SKL.RUElfWar_ATKSV2 AnimationMode = ONCE UseWeaponTiming = Yes End Animation = AttackWithSwordB AnimationName = RUElfWar_SKL.RUElfWar_ATKS AnimationMode = ONCE UseWeaponTiming = Yes End Animation = AttackWithSwordD AnimationName = RUElfWar_SKL.RUElfWar_ATKSV4 AnimationMode = ONCE UseWeaponTiming = Yes End BeginScript CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") EndScript End
AnimationState = PREATTACK_A StateName = Ready_Bow Animation = ReadyToDrawn AnimationName = RUElfWar_SKL.RUElfWar_ATKA1 AnimationMode = ONCE AnimationBlendTime = 20 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend! End BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("ArrowNock") EndScript End
AnimationState = FIRING_OR_RELOADING_A StateName = Ready_Bow Animation = OneFrameOfShooting AnimationName = RUElfWar_SKL.RUElfWar_ATKA2 AnimationMode = ONCE AnimationBlendTime = 0 End BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("ArrowNock") EndScript End AnimationState = CONTINUOUS_FIRE_MEAN StateName = Ready_Bow Animation = HangFrameWhileCoasting AnimationName = RUElfWar_SKL.RUElfWar_ATKA2 AnimationMode = MANUAL End Flags = START_FRAME_LAST BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("ARROWNOCK") EndScript End AnimationState = CONTINUOUS_FIRE_SLOW StateName = Ready_Bow Animation = PutAwayArrow AnimationName = RUElfWar_SKL.RUElfWar_ATKA3 AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("ARROWNOCK") EndScript End ; -------- Alert ------- ; AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1 StateName = Ready_Sword Animation = Alert_1 AnimationName = RUElfWar_SKL.RUElfWar_IDLST1 AnimationMode = LOOP End ;Animation = Alert_2 ; AnimationName = RUElfWar_SKL.RUElfWar_IDLE ; AnimationMode = ONCE ;End ;Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() PrevName = CurDrawablePrevAnimation() CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow")
if Prev == "GetUp" then if PrevName == "GetUpBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready") end end if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword") elseif Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SR_Sword") elseif Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready") end EndScript End AnimationState = EMOTION_ALERT StateName = Ready_Bow Animation = IDLB AnimationName = RUElfWar_SKL.RUElfWar_IDLB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() PrevName = CurDrawablePrevAnimation() if Prev == "GetUp" then if PrevName == "GetUpSword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end end if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") elseif Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SR_Bow") elseif Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end EndScript End ; --------- Hit Reactions ---------- ; AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1 StateName = Bored_Sword Animation = Hit_Level_1_a AnimationName = RUElfWar_SKL.RUElfWar_HITSv1 AnimationMode = ONCE AnimationBlendTime = 20 End End
AnimationState = HIT_REACTION HIT_LEVEL_1 StateName = Bored_Bow Animation = Hit_Level_1_a AnimationName = RUElfWar_SKL.RUElfWar_HITB AnimationMode = ONCE AnimationSpeedFactorRange = .9 .9 AnimationBlendTime = 20 End End ; ------ Selected ------ ;
AnimationState = SELECTED WEAPONSET_TOGGLE_1 StateName = Selected_Sword Animation = ATNA AnimationName = RUElfWar_SKL.RUElfWar_ATNS AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("ARROW") CurDrawableHideSubObject("ARROWNOCK") Prev = CurDrawablePrevAnimationState() PrevName = CurDrawablePrevAnimation() if Prev == "GetUp" then if PrevName == "GetUpBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected") end elseif Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BS_Sword") elseif Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RS_Sword") elseif Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected") end EndScript End
AnimationState = SELECTED StateName = Selected_Bow Animation = ATNE AnimationName = RUElfWar_SKL.RUElfWar_ATNE AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() PrevName = CurDrawablePrevAnimation() if Prev == "GetUp" then if PrevName == "GetUpSword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected") end elseif Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BS_Bow") elseif Prev == "Ready_Bow" then CurDrawableSetTransitionAnimState("TRANS_RS_Bow") elseif Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected") end EndScript End ; ------- Bored -------- ; AnimationState = WEAPONSET_TOGGLE_1 StateName = Bored_Sword ;Animation = IDLCX1 ; AnimationName = RUElfWar_SKL.RUElfWar_IDLG ; AnimationMode = LOOP ;End Animation = IDLCT1 AnimationName = RUElfWar_SKL.RUElfWar_IDLCT1 AnimationMode = LOOP End Animation = IDLCt3 AnimationName = RUElfWar_SKL.RUElfWar_IDLCT3 AnimationMode = LOOP End
BeginScript CurDrawableHideSubObject("ARROW") CurDrawableHideSubObject("ARROWNOCK")
Prev = CurDrawablePrevAnimationState() PrevName = CurDrawablePrevAnimation() if Prev == "GetUp" then if PrevName == "GetUpBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected") end elseif Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SB_Sword") elseif Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RB_Sword") elseif Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected") end EndScript End IdleAnimationState StateName = Bored_Bow Animation = IdleBowB AnimationName = RUElfWar_SKL.RUElfWar_IDLDX1 AnimationMode = ONCE End Animation = IdleBowD AnimationName = RUElfWar_SKL.RUElfWar_IDLD AnimationMode = ONCE End BeginScript CurDrawableHideSubObject("Forged_Blade") CurDrawableHideSubObject("ArrowNock") CurDrawableShowSubObject("arrow") Prev = CurDrawablePrevAnimationState() PrevName = CurDrawablePrevAnimation() if Prev == "GetUp" then if PrevName == "GetUpSword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected") end elseif Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SB_Bow") elseif Prev == "Ready_Bow" then CurDrawableSetTransitionAnimState("TRANS_RB_Bow") elseif Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected") end EndScript End
;----------------- Bow Transitions -------------------------;
TransitionState = TRANS_BS_Bow Animation = TRANS_BS_Bow AnimationName = RUElfWar_SKL.RUElfWar_ATND AnimationMode = ONCE End End TransitionState = TRANS_SR_Bow Animation = TRANS_SR_Bow AnimationName = RUElfWar_SKL.RUElfWar_ATNF AnimationMode = ONCE End End TransitionState = TRANS_SB_Bow Animation = TRANS_SB_Bow AnimationName = RUElfWar_SKL.RUElfWar_ATND AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_RS_Bow Animation = TRANS_RS_Bow AnimationName = RUElfWar_SKL.RUElfWar_ATNF AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_BR_Bow Animation = TRANS_BR_Bow AnimationName = RUElfWar_SKL.RUElfWar_IDLB AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_RB_Bow Animation = TRANS_RB_Bow AnimationName = RUElfWar_SKL.RUElfWar_IDLD AnimationMode = ONCE AnimationBlendTime = 20 End End ;----------------- Sword Transitions -------------------------; TransitionState = TRANS_BS_Sword Animation = TRANS_BS_Sword AnimationName = RUElfWar_SKL.RUElfWar_ATNA AnimationMode = ONCE End Animation = ATNAX1 AnimationName = RUElfWar_SKL.RUElfWar_ATNX1 AnimationMode = ONCE End End TransitionState = TRANS_SR_Sword Animation = TRANS_SR_Sword AnimationName = RUElfWar_SKL.RUElfWar_ATNC AnimationMode = ONCE End End TransitionState = TRANS_SB_Sword Animation = TRANS_SB_Sword AnimationName = RUElfWar_SKL.RUElfWar_ATNA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_RS_Sword Animation = TRANS_RS_Sword AnimationName = RUElfWar_SKL.RUElfWar_ATNC AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_BR_Sword Animation = TRANS_BR_Sword AnimationName = RUElfWar_SKL.RUElfWar_ATNS AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_RB_Sword Animation = TRANS_RB_Sword AnimationName = RUElfWar_SKL.RUElfWar_IDLG AnimationMode = ONCE AnimationBlendTime = 20 End End
;-------------- Weapon Change Transitions --------------------------;
TransitionState = TRANS_BowToSword_Ready Animation = DrawSwords AnimationName = RUElfWar_SKL.RUElfWar_STHA AnimationMode = ONCE End End
TransitionState = TRANS_SwordToBow_Ready Animation = DrawBow AnimationName = RUElfWar_SKL.RUElfWar_STHB AnimationMode = ONCE End End TransitionState = TRANS_BowToSword_Selected Animation = DrawSwords AnimationName = RUElfWar_SKL.RUElfWar_STHC AnimationMode = ONCE End End
TransitionState = TRANS_SwordToBow_Selected Animation = DrawBow AnimationName = RUElfWar_SKL.RUElfWar_STHD AnimationMode = ONCE End End End
; ***DESIGN parameters *** Side = Gondor EditorSorting = UNIT ThreatLevel = 5.0 ThingClass = CHARACTER_UNIT BuildCost = 100 ;7500 BuildTime = 5 ;80 TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY LegolasBow Weapon = SECONDARY LegolasSword AutoChooseSources = SECONDARY NONE End
ArmorSet Conditions = None Armor = HeroLightArmor DamageFX = NormalDamageFX End VisionRange = VISION_HERO_RANGED ShroudClearingRange = SHROUD_CLEAR_RANGED_HERO BountyValue = ELVEN_ELROND_BOUNTY_VALUE DisplayName = OBJECT:ElvenElrond ;RecruitText = CONTROLBAR:ElvenElrondRecruit ;ReviveText = CONTROLBAR:ElvenElrondRevive ;Hotkey = CONTROLBAR:ElvenElronHotkey CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ElrondCommandSet CommandPoints = 0 DisplayMeleeDamage = LEGOLAS_KNIFE_DAMAGE; DisplayRangedDamage = LEGOLAS_BOW_DAMAGE;
HeroSortOrder = 30
; *** AUDIO Parameters ***;
VoiceAttack = ElrondVoiceAttack VoiceAttackCharge = ElrondVoiceAttackCharge VoiceAttackMachine = ElrondVoiceAttack VoiceAttackStructure = ElrondVoiceAttack VoiceCreated = ElrondVoiceSalute VoiceFullyCreated = ElrondVoiceSalute VoiceFear = ElrondVoiceHelpMe VoiceMove = ElrondVoiceMove VoiceMoveToCamp = ElrondVoiceMove VoiceMoveWhileAttacking = ElrondVoiceDisengage VoicePriority = 78 VoiceGuard = ElrondVoiceMove VoiceSelect = ElrondVoiceSelect VoiceSelect2 = HeroVoiceSelect2 VoiceSelectBattle = ElrondVoiceSelectBattle
SoundImpact = ImpactHorse
;UnitSpecificSounds ;VoiceGarrison = LegolasVoiceGarrison ;End
EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged EvaEventDieOwner = ElrondDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Elf Unit Infantry Hero End
;ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior ;MaxUpdateRangeCap = 800 ;AnimationSound = Sound:FootstepDirtA Animation:RULegolas_SKL.RULegolas_RUNA Frames:9 19 ;AnimationSound = Sound:FootstepDirtA Animation:RULegolas_SKL.RULegolas_RUNB Frames:9 19 ;AnimationSound = Sound:FootstepDirtA Animation:RULegolas_SKL.RULegolas_RUND Frames:9 20 ;AnimationSound = Sound:FootstepDirtA Animation:RULegolas_SKL.RULegolas_RUNE Frames:8 19
;AnimationSound = Sound:WeaponSwitchBowForLegolas Animation:RULegolas_SKL.RULegolas_ATKB Frames:0 ;AnimationSound = Sound:WeaponSwitchBowForLegolas Animation:RULegolas_SKL.RULegolas_ATKA1 Frames:0
;AnimationSound = Sound:BodyFallSoldier Animation:RULegolas_SKL.RULegolas_LNDA Frames:0 ;AnimationSound = Sound:BodyFallSoldier Animation:RULegolas_SKL.RULegolas_LNDB Frames:0
;AnimationSound = Sound:BodyFallGenericNoArmor Animation:RULegolas_SKL.RULegolas_DIEA Frames:48 ;AnimationSound = Sound:BodyFallGenericNoArmor Animation:RULegolas_SKL.RULegolas_DIEB Frames:89 ;AnimationSound = Sound:BodyFallGenericNoArmor Animation:RULegolas_SKL.RULegolas_DIEC Frames:64 ;End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT PathfindDiameter = 40.0 Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ELROND_HEALTH ;BALANCE Legola Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_ElrondDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3000 ;How long DeathAnim will take. InitialSpawnFX = FX_ElrondInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_ElrondRespawn ;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 = HIElrond ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:1200 Time:90000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:1400 Time:90000 ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:1600 Time:90000 RespawnEntry = Level:4 Cost:1800 Time:90000 RespawnEntry = Level:5 Cost:2000 Time:120000 RespawnEntry = Level:6 Cost:2200 Time:120000 RespawnEntry = Level:7 Cost:2400 Time:120000 RespawnEntry = Level:8 Cost:2600 Time:120000 RespawnEntry = Level:9 Cost:2800 Time:120000 RespawnEntry = Level:10 Cost:3000 Time:120000 RespawnEntry = Level:11 Cost:3000 Time:120000 RespawnEntry = Level:12 Cost:3000 Time:120000 RespawnEntry = Level:13 Cost:3000 Time:120000 RespawnEntry = Level:14 Cost:3000 Time:120000 RespawnEntry = Level:15 Cost:3000 Time:120000 RespawnEntry = Level:16 Cost:3000 Time:120000 RespawnEntry = Level:17 Cost:3000 Time:120000 RespawnEntry = Level:18 Cost:3000 Time:120000 RespawnEntry = Level:19 Cost:3000 Time:120000 RespawnEntry = Level:20 Cost:3000 End
Behavior = SpecialPowerModule ModuleTag_AragornAthelas SpecialPowerTemplate = SpecialAbilityAragornAthelas UpdateModuleStartsAttack = Yes TriggerFX = FX_AragornAthelas SetModelCondition = ModelConditionState:USER_2 SetModelConditionTime = 2.1 End Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate SpecialPowerTemplate = SpecialAbilityAragornAthelas StartAbilityRange = 1.6 UnpackTime = 1 ; Nothing to touching it PreparationTime = 3 ; touching it to grabbing it PackTime = 2096 ; whacking it to holding it nice AwardXPForTriggering = 0 End
Behavior = AutoHealBehavior ModuleTag_AthelasHealing StartsActive = Yes ; Active, as in no upgrade required ButtonTriggered = Yes ; But doesn't actually run on its own. HealingAmount = 600 Radius = 200 HealOnlyOthers = No SingleBurst = Yes UnitHealPulseFX = FX_AragornAthelas KindOf = HERO End
Behavior = AutoHealBehavior ModuleTag_LegolasHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ElrondElvenAllies SpecialPowerTemplate = SuperweaponElvenAllies2 TriggeredBy = Upgrade_ElvenAllies2 End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower SpecialPowerTemplate = SuperweaponElvenAllies2 OCL = OCL_SpawnLAElvenWarrior2 CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 8.1 End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = LegolasFunctions End
LocomotorSet Locomotor = RohanLegolasLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_LEGOLAS_SPEED End Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear StartsActive = No ;If no, requires upgrade to turn on. BonusName = HeroRadiateFear TriggeredBy = Upgrade_HeroRadiateFear RefreshDelay = 2000 Range = 120 TargetEnemy = Yes ObjectFilter = ANY +ORC End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End
Behavior = HeroDie ModuleTag_HeroDeath SpecialPowerTemplate = SpecialAbilitySmite ;the special power that I recharge by dying End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL ElvenWarriorVoiceDie End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = SlowDeathBehavior ModuleTag_07 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 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 = 24 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 24 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End
;;; HAWK STRIKE SPECIAL POWER (Rank 1) ;;; Behavior = SpecialPowerModule ModuleTag_HawkStrikeStarter SpecialPowerTemplate = SpecialAbilityHawkStrike UpdateModuleStartsAttack = Yes InitiateSound = LegolasVoiceModeHawkStrike ;this plays when he targets, not when he fires End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_HawkStrikeUpdate SpecialPowerTemplate = SpecialAbilityHawkStrike SkipContinue = Yes UnpackTime = 1500 ;In this context: Preattack Delay PackTime = 1000 ;In this context: Weapon followthrough delay BusyForDuration = 1000 ;don't accept any AI for this long... ai commands will be queued ; ParalyzeDurationWhenCompleted = 600 ;Once the unit SUCCESSFULLY COMPLETES an ability, paralyze unit briefly to deal with animation transitions. ; ParalyzeDurationWhenAborted = 800 ;If the unit ABORTS the ability, paralyze the unit briefly to deal with animation transitions. AwardXPForTriggering = 0 StartAbilityRange = 400.0 ; Note: This has to be smaller than the weapon range or it'll never succeed ApproachRequiresLOS = Yes SpecialWeapon = LegolasHawkStrike WhichSpecialWeapon = 1 End
;;; KNIFE FIGHTER SPECIAL POWER (Rank 3) ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KnifeEnabler SpecialPowerTemplate = SpecialAbilityKnifeFighter TriggeredBy = Upgrade_LegolasKnifeFighter End
;Behavior = SpecialPowerModule ModuleTag_KnifeFighterPower ; SpecialPowerTemplate = SpecialAbilityKnifeFighter ; UpdateModuleStartsAttack = Yes ;End
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_KnifeFighterPowerUpdate SpecialPowerTemplate = SpecialAbilityKnifeFighter Duration = 30000 AttributeModifier = LegolasKnifeFighterBonus LockWeaponSlot = SECONDARY StartsPaused = Yes End
;;; TRAIN ARCHER SPECIAL POWER (Rank 7) ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArcherTrainingEnabler SpecialPowerTemplate = SpecialAbilityTrainArchers TriggeredBy = Upgrade_LegolasTrainArchers End Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule SpecialPowerTemplate = SpecialAbilityTrainArchers StartsPaused = Yes UpdateModuleStartsAttack = Yes InitiateSound = LegolasTrainVoice ;this plays when he targets, not when he fires End
Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor SpecialPowerTemplate = SpecialAbilityTrainArchers StartAbilityRange = 100.0
Experience = 50 RadiusEffect = 100 UseKindOf = Yes AffectsKindOf = ARCHER
; AcceptanceFilter = NONE +RohanArcherHorde +GondorArcherHorde +RohanArcher +GondorArcher +RohanElvenWarrior +RohanElvenWarriorHorde +RohanElvenWarriorDoubleHorde +GondorRanger +GondorRangerHorde
UnpackTime = 1600 PackTime = 1000 UnpackingVariation = 2 FreezeAfterTriggerDuration = 500 ; Hold AI for this long after we fire. ; LevelFX = FX_PorterDeliver LevelFX = FX_LevelUp End ;;; ARROW STORM SPECIAL POWER (Rank 10) ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArrowWindEnabler SpecialPowerTemplate = SpecialAbilityArrowStorm TriggeredBy = Upgrade_LegolasArrowWind End
Behavior = SpecialPowerModule ModuleTag_ArrowWindStarter SpecialPowerTemplate = SpecialAbilityArrowStorm UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = LegolasVoiceModeArrowWind ;this plays when he targets, not when he fires End
Behavior = ArrowStormUpdate ModuleTag_ArrowWindUpdate SpecialPowerTemplate = SpecialAbilityArrowStorm StartAbilityRange = 320.0 UnpackTime = 1000 ; Pull out arrow PreparationTime = 200 ; Quick shot PersistentPrepTime = 600 ; looping the quick shot PackTime = 1200 ; back to idle UnpackingVariation = 1 ; Use custom variation to not interfere with Archer Training ability. ParalyzeDurationWhenCompleted = 600 ;Once the unit SUCCESSFULLY COMPLETES an ability, paralyze unit briefly to deal with animation transitions. ParalyzeDurationWhenAborted = 800 ;If the unit ABORTS the ability, paralyze the unit briefly to deal with animation transitions.
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls
AwardXPForTriggering = 0
;Specific to ArrowStorm WeaponTemplate = LegolasBowArrowStorm TargetRadius = 120 ;CHANGING THIS??? Change RadiusCursorRadius to match this value in the appropriate SpecialPower.ini template. ShotsPerTarget = 1 ShotsPerBurst = 3 MaxShots = 50 ; can end sooner if no targets CanShootEmptyGround = Yes ; ...unless this is set End Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing StartsActive = No TriggeredBy = Upgrade_ElvenGift HealingAmount = ELVEN_GIFT_REGEN_AMOUNT HealingDelay = ELVEN_GIFT_REGEN_DELAY StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus TriggeredBy = Upgrade_ElvenGift AttributeModifier = SpellBookElvenGifts End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 1993 ; level 1 (light damage) hit reaction animations in ms HitReactionLifeTimer2 = 1993 ; level 2 (medium damage) hit reaction animations in ms HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 19; ShadowSizeY = 19; ShadowTexture = ShadowI; End
merci pour votre aide will | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: probléme de lancement de mod (bfme1) Ven 17 Déc - 17:29 | |
| salut, je n'arrive pas a voir le message d'erreur (le lien semble mort) | |
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wr1000 Moddeur
Nombre de messages : 177 Age : 52 Location : la terre du milieu Add-On : évidemment Date d'inscription : 29/02/2008
| Sujet: Re: probléme de lancement de mod (bfme1) Ven 17 Déc - 18:07 | |
| salut cdd le lien fonctionne bien pourtant will | |
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wr1000 Moddeur
Nombre de messages : 177 Age : 52 Location : la terre du milieu Add-On : évidemment Date d'inscription : 29/02/2008
| Sujet: Re: probléme de lancement de mod (bfme1) Sam 18 Déc - 13:31 | |
| merci quand même j'ai trouvé will | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: probléme de lancement de mod (bfme1) Sam 18 Déc - 16:51 | |
| bizarre hier quand j'ai testé ils me sortaient une erreur 404 :S Bref, vu le message d'erreur je dirais que t'as ajouté un module dont le nom existait dejà (le module draw) | |
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| Sujet: Re: probléme de lancement de mod (bfme1) | |
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