| Création de Porter qui n'apparait pas dans le jeu | |
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exTAZy Invité
| Sujet: Création de Porter qui n'apparait pas dans le jeu Mer 19 Jan - 16:10 | |
| Bonjour à toutes et à tous ! Depuis maintenant 1 mois, je tente de créer une nouvelle faction (nom = legendor) grâce à votre forum (ainsi qu'un autre en anglais). J'ai réussi à faire tout ce que je voulais sauf quelque chose d'essentiel : mon porter ... En effet, ce dernier est créé mais n'apparait pas lorsque je lance une partie Escarmouche (sachant qu'il est bien déclaré comme unité de départ dans le fichier playertemplate). J'ai donc forcément oublié quelque chose ... mais quoi ??? Afin de rendre plus facile la résolution du problème, je mets les fichiers qui, je pense, peuvent poser problème. FICHIER playertemplate - Citation :
- PlayerTemplate FactionLegendor
Side = Legendor PlayableSide = Yes Evil = No StartMoney = 1000 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = ElvenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit0 = LegendorPorter StartingUnitOffset0 = X:1 Y:230 Z:0 StartingUnitTacticalWOTR = LegendorPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_LEGENDOR SpellBook = GoodSpellBook SpellBookMp = MenSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = MenSpellStoreCommandSet DisplayName = INI:FactionMen DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction ; Any upgrades this player template is born with. // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero DwarvenGimli ElvenLegolas GondorAragornMP GondorGandalf BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 99 99 99 99 99 99 99 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
FICHIER commandbutton - Citation :
- CommandButton Command_ConstructLegendorPorter
Command = UNIT_BUILD Object = LegendorPorter Options = CANCELABLE TextLabel = CONTROLBAR:ConstructDwarvenPorter ButtonImage = BDFortress_Porter ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipConstructDwarvenPorter Radial = Yes InPalantir = Yes ShowProductionCount = Yes End
FICHIER commandset - Citation :
- CommandSet LegendorPorterCommandSet
1 = Command_Stop 2 = Command_PorterExtinguishFire 3 = Command_PorterConstructMenBarracks 4 = Command_ConstructDwarvenBarracks 5 = Command_ConstructElvenBarracks 6 = Command_ConstructDwarvenForgeWorks 7 = Command_ConstructDwarvenSentryTower 8 = Command_ConstructDwarvenHearth 9 = Command_ConstructDwarvenStatue 10 = Command_ConstructDwarvenWallHub 11 = Command_PorterConstructMenFortress End
FICHIER legendorporter - Citation :
- ;-------------------------------------------------
----------------------------- ; ; LegendorPorter.ini ; ;------------------------------------------------- ----------------------------- ; aka LegendorPorter Object LegendorPorter ; *** ART Parameters *** SelectPortrait = UPDwarven_Porter ; ButtonImage for Porter ButtonImage = BDFortress_Porter Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ;StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = DUPorter_SKN Skeleton = DUPorter_SKL End IdleAnimationState StateName = STATE_Running Animation = IDLA AnimationName = DUPorter_IDLA AnimationMode = ONCE AnimationPriority = 20 End End AnimationState = DYING DEATH_1 Animation = DIEB AnimationName = DUPorter_DIEB AnimationMode = ONCE End End AnimationState = DYING DEATH_2 Animation AnimationName = DUPorter_IDLA AnimationMode = LOOP End End AnimationState = DYING Animation = DIEA AnimationName = DUPorter_DIEA AnimationMode = ONCE End End AnimationState = PARALYZED Animation AnimationName = DUPorter_IDLA AnimationMode = LOOP End End AnimationState = MOVING WANDER Animation = WLKA AnimationName = DUPorter_RUNA ;DUPorter_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING StateName = STATE_Running Animation = RUNNING AnimationName = DUPorter_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = UNPACKING PACKING_TYPE_1 Animation AnimationName = DUPorter_FIRA AnimationMode = ONCE End ParticleSysBone = BUCKET PorterFireWater FollowBone:YES BeginScript CurDrawablePlaySound("MenBuilderFireExtinguish ") EndScript End AnimationState = ACTIVELY_CONSTRUCTING StateName = STATE_Constructing Animation = WRKA AnimationName = DUPorter_WRKB AnimationMode = ONCE AnimationPriority = 30 AnimationSpeedFactorRange = 0.9 1.1 End Animation = WRKA ; In twice so that we can play it twice in a row. AnimationName = DUPorter_WRKB AnimationMode = ONCE AnimationPriority = 30 AnimationSpeedFactorRange = 0.9 1.1 End Animation = WRKB AnimationName = DUPorter_WRKC AnimationMode = ONCE AnimationPriority = 5 AnimationSpeedFactorRange = 0.9 1.1 End Animation = WRKB AnimationName = DUPorter_WRKC AnimationMode = ONCE AnimationPriority = 5 AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("TRANS_RunToWork ") end EndScript End ;;--------------- TRANSITIONS -------------------------------------------------- ------------------------- TransitionState = TRANS_RunToWork Animation = ATNA AnimationName = DUPorter_WRKA AnimationMode = ONCE End End ;;------------------------------------------------ -------------------------------------------------- --------- LeftFrontTireBone = WHEEL_L01 RightFrontTireBone = WHEEL_R01 ;LeftRearTireBone = WHEEL_L01 ;RightRearTireBone = WHEEL_R01 TireRotationMultiplier = 0.2 End #include "..\..\..\includes\StunDrawModuleMedium.inc" ; ***DESIGN parameters *** Side = Legendor Men Elves Dwarves EditorSorting = UNIT ThingClass = HORDE_UNIT CommandPoints = 0 TransportSlotCount = TRANSPORTSLOTCOUNT_DOZER ArmorSet Conditions = None Armor = PorterArmor DamageFX = NormalDamageFX End BuildCost = DWARVEN_PORTER_BUILDCOST BuildTime = DWARVEN_PORTER_BUILDTIME VisionRange = DWARVEN_PORTER_VISION_RANGE BountyValue = DWARVEN_PORTER_BOUNTY_VALUE ShroudClearingRange = DWARVEN_PORTER_SHROUD_RANGE DisplayName = OBJECT:LegendorPorter CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE IsTrainable = No CommandSet = LegendorPorterCommandSet ; *** AUDIO Parameters ***; VoiceCreated = DwarfBuilderVoiceSalute VoiceFullyCreated = DwarfBuilderVoiceSalute VoiceMove = DwarfBuilderVoiceMove VoiceMoveToCamp = DwarfBuilderVoiceMove VoicePriority = 6 VoiceRetreatToCastle = DwarfBuilderVoiceMove VoiceSelect = DwarfBuilderVoiceSelectMS SoundImpact = ImpactHorse SoundMoveLoop = DwarfBuilderMoveLoopMS SoundMoveStart = DwarfBuilderMoveStart UnitSpecificSounds VoiceNoBuild = DwarfBuilderVoiceCantBuild VoiceBuildResponse = DwarfBuilderVoiceBuild VoiceExtinguishFireAtLocation = DwarfBuilderVoiceMove VoiceGarrison = DwarfBuilderVoiceMove VoiceEnterUnitElvenTransportShip = DwarfBuilderVoiceMove VoiceInitiateCaptureBuilding = DwarfBuilderVoiceMove VoiceSelectIdleWorker = DwarfBuilderVoiceSelectIdle ;VoiceEnterStateInitiateCaptureBuilding = End CrowdResponseKey = Dwarf Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system Key = Dwarf 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 ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxCheerSingl esLoop ;MOVING ATTACKING ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxTauntSingl esLoop ;MOVING ATTACKING ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxTauntSingl esLoop ;MOVING ATTACKING End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE DOZER CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT PORTER IGNORES_SELECT_ALL //SelectionPriority = SELECTION_PRIORITY_PORTER Body = ActiveBody ModuleTag_02 MaxHealth = DWARVEN_PORTER_HEALTH MaxHealthDamaged = DWARVEN_PORTER_HEALTH_DAMAGED RecoveryTime = DWARVEN_PORTER_HEALTH_RECOVERY_TIME End Behavior = DozerAIUpdate ModuleTag_03 AILuaEventsList = InfantryFunctions 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 DwarfBuilderVoiceDie FX = INITIAL FX_PorterDie 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 = SlowDeathBehavior SlowDeathBehaviorModuleTag_2 DeathTypes = NONE +CRUSHED +EXPLODED +KNOCKBACK +DETONATED +SPLATTED SinkDelay = 3000 SinkRate = 1.40 ; in Dist/Sec DestructionDelay = 13000 DeathFlags = DEATH_1 FX = INITIAL FX_PorterDieExplosion Sound = INITIAL DwarfBuilderVoiceDie End Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath DeathTypes = NONE +FADED DeathFlags = DEATH_2 FadeDelay = 500 FadeTime = 3500 DestructionDelay = 4000 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 ;------------------------------------------------ -------------------- ; Sub object revealing. ;------------------------------------------------ -------------------- Behavior = SubObjectsUpgrade Shield_Upgrade TriggeredBy = Upgrade_RohanHorseShield Upgrade_KnightShield ShowSubObjects = SHIELDS HideSubObjects = BANNERS BOWS BRAZIER SWORDS TREBUCHET_FIRE BANNERS ARMOR COAL FireArowTip Forged_Blade SkipFadeOnCreate = Yes End Behavior = SubObjectsUpgrade Sword_Upgrade TriggeredBy = Upgrade_GondorForgedBlades ShowSubObjects = SWORDS Forged_Blade HideSubObjects = BANNERS BOWS BRAZIER ARMOR TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip SkipFadeOnCreate = Yes End Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_HeavyArmor ShowSubObjects = ARMOR HideSubObjects = BANNERS BOWS BRAZIER SWORDS TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip Forged_Blade SkipFadeOnCreate = Yes End Behavior = SubObjectsUpgrade Bow_Upgrade TriggeredBy = Upgrade_RohanHorseBow ShowSubObjects = BOWS HideSubObjects = BANNERS ARMOR BRAZIER SWORDS TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip Forged_Blade SkipFadeOnCreate = Yes End Behavior = SubObjectsUpgrade Lance_Upgrade TriggeredBy = Upgrade_RohanHorseLance ShowSubObjects = BANNERS HideSubObjects = ARMOR BOWS BRAZIER SWORDS TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip Forged_Blade SkipFadeOnCreate = Yes End Behavior = SubObjectsUpgrade Horn_Upgrade TriggeredBy = Upgrade_RohanHornsOfTheRohirrim ShowSubObjects = SWORDS HideSubObjects = BANNERS BOWS BRAZIER ARMOR TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip Forged_Blade SkipFadeOnCreate = Yes End Behavior = SubObjectsUpgrade FireStone_Upgrade TriggeredBy = Upgrade_GondorFireStones ShowSubObjects = TREBUCHET_FIRE HideSubObjects = BANNERS BOWS BRAZIER SWORDS ARMOR BANNERS SHIELDS COAL FireArowTip Forged_Blade SkipFadeOnCreate = Yes End Behavior = SubObjectsUpgrade FireArrow_Upgrade TriggeredBy = Upgrade_FireArrows ShowSubObjects = BRAZIER FireArowTip HideSubObjects = BANNERS BOWS ARMOR SWORDS TREBUCHET_FIRE BANNERS SHIELDS COAL Forged_Blade SkipFadeOnCreate = Yes End ;------------------------------------------------ -------------------- ; Delivering and upgrading. ;------------------------------------------------ -------------------- Behavior = SpecialPowerModule ModuleTag_UpgradeNearest SpecialPowerTemplate = SpecialAbilityGiveUpgradeNearest UpdateModuleStartsAttack = Yes ;InitiateSound = OrcPorterGenericVoiceDeliver End Behavior = SpecialPowerModule ModuleTag_09 SpecialPowerTemplate = SpecialAbilityGiveUpgrade UpdateModuleStartsAttack = Yes InitiateSound = PorterGenericVoiceDeliver End Behavior = GiveUpgradeUpdate ModuleTag_UpgradeNearestUpdate SpecialPowerTemplate = SpecialAbilityGiveUpgradeNearest StartAbilityRange = 15.0 UnpackTime = 700 ; Pull out arrow PreparationTime = 100 ; Quick shot PersistentPrepTime = 500 ; looping the quick shot PackTime = 233 ; back to idle ApproachRequiresLOS = No DeliverUpgrade = Yes FadeOutSpeed = 0.1 SpawnOutFX = FX_PorterDeliver End Behavior = GiveUpgradeUpdate ModuleTag_11 SpecialPowerTemplate = SpecialAbilityGiveUpgrade StartAbilityRange = 15.0 UnpackTime = 700 ; Pull out arrow PreparationTime = 100 ; Quick shot PersistentPrepTime = 500 ; looping the quick shot PackTime = 233 ; back to idle ApproachRequiresLOS = No FadeOutSpeed = 0.1 SpawnOutFX = FX_PorterDeliver 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 = Terror_Base AddEmotion = BraceForBeingCrushed_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 LegendorPorterNoSelect LegendorPorter KindOf = PRELOAD CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER DOZER SWARM_DOZER NOT_AUTOACQUIRABLE MOVE_FOR_NOONE ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE End
Merci d'avance à toutes celles et ceux qui répondront ! A+ et que l'aventure ne s'arrête jamais ... exTAZy |
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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: Création de Porter qui n'apparait pas dans le jeu Mer 19 Jan - 19:55 | |
| salut, essaye de mettre - Code:
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StartingUnit1 = LegendorPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = LegendorPorter StartingUnitOffset0 = X:1 Y:130 Z:0 A la place de - Code:
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StartingUnit0 = LegendorPorter
StartingUnitOffset0 = X:1 Y:230 Z:0 | |
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exTAZy Invité
| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu Mer 19 Jan - 21:34 | |
| Tout d'abord, merci cdd59554 d'avoir répondu.
J'ai effectué les changements ue tu m'as indiqué mais ça ne change rien : mon porteur n'est toujours pas là ... snif ... As-tu une autre idée ? |
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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: Création de Porter qui n'apparait pas dans le jeu Mer 19 Jan - 22:26 | |
| Essaye de mettre ton batisseur à la place de celui d'une autre faction pour voir si il apparait quand tu joue avec l'autre faction. Si il n'apparait pas le probleme se trouve dans ton batisseur | |
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exTAZy Invité
| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu Jeu 20 Jan - 0:12 | |
| Je viens de faire le test. Mon porter n'apparait pas non plus si je le paramètre dans une autre faction. Donc, il y a un problème dans le paramétrage du porter ... Mais où ? :S
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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: Création de Porter qui n'apparait pas dans le jeu Jeu 20 Jan - 14:42 | |
| Visiblement tu l'as copié des nains, le mieux a mon avis c'est de refaire complement un copier coller et de modifier les parametres 1 à 1 puis tester dans le jeu (ou du moins retenir les parametres que tu as modifié et si il y a le moindre bug tu pourras revenir en arriere), mais pas les modifier tous d'un coup sinon tu ne saura pas d'ou viens le bug. | |
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exTAZy Invité
| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu Jeu 20 Jan - 22:23 | |
| Alors là ! Je suis sur le c.. !? J'ai sauvegardé mon ancien fichier legendorporter et j'ai copier complètement le fichier du porter Nain (je n'ai modifié que le Side afin que la faction legendor soit autorisé avec cette unité) et mon porter n'apparait toujours pas ... Plus j'avance dans la résolution de ce problème, plus je m'aperçois que je suis définitivement un débutant ! As-tu une autre idée ? Quel autre fichier pourrait faire que mon porter n'apparait pas ? (le porter apparait bien quand je prends un porter d'une autre faction dans le fichier playertemplate). |
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exTAZy Invité
| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu Ven 21 Jan - 1:25 | |
| Où doit-on mettre le fichier legendorporter dans le ini.big (quel arborescence) ?
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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: Création de Porter qui n'apparait pas dans le jeu Sam 22 Jan - 14:16 | |
| Si tu n'es pas sur met le dans un fichier déjà créé, sinon il faut le mettre dans data/ini/object/ normalement | |
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exTAZy Invité
| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu Sam 22 Jan - 19:42 | |
| J'ai fait un essai en mettant legendorporter dans tous les dossiers un par un, mais ce dernier n'apparait toujours pas ... :S - Penses-tu que si les fichiers commandset et commantbutton sont mal paramétrés, alors peuvent-ils provoquer ça ? - Si oui, les citations du commandset et du commantbutton sont les seules modifications que j'ai apportées, ne manque-t-il rien ? Merci encore pour tes réponses qui je suis sûr vont me faire avancer, voir résoudre ce problème ! |
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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: Création de Porter qui n'apparait pas dans le jeu Sam 22 Jan - 22:20 | |
| non ca ne peut pas etre le commandset.
Essaye de mettre ton object dans un fichier déjà existant (d'un autre batisseur par exemple) | |
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exTAZy Invité
| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu Dim 23 Jan - 1:38 | |
| Je ne comprends pas ce que tu veux faire ... :S Tu veux que je copie le fichier legendorporter dans le répertoire des unités nains par exemple ?
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exTAZy Invité
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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: Création de Porter qui n'apparait pas dans le jeu Dim 23 Jan - 9:42 | |
| Ok, mais ca je ne pouvais pas le deviner Bonne chance pour tes modifs | |
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exTAZy Invité
| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu Mar 25 Jan - 12:57 | |
| Il y a encore un truc que je ne comprends pas ... J'ai copié le fichier de la Forteresse des Elfes pour en faire une nouvelle ! J'ai modifié toutes les lignes qui devaient l'être. La forteresse apparait, tous les héros que je souhaite dedans sont là ... En bref, tout est ok !
... Sauf que ... je souhaiterai y insérer mon porter créé ... Et là, c'est le drame ! Impossible d'y arriver. Encore pire, lorsque je modifie la forteresse des Elfes (en y mettant mon porter créé) ça fonctionne ! Alors que dans le fichier playertemplate, c'est bien ma forteresse créée qui est paramétrée et non celle des Elfes ...
Quelqu'un voit pourquoi ? |
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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: Création de Porter qui n'apparait pas dans le jeu Mar 25 Jan - 20:05 | |
| C'est parce que la forteresse que tu met dans le player template n'est pas directement la forteresse qui apparait au début de la partie, Je pari que tu a copié Object ElvenFortress, mais dedans il y a : - Citation :
- Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Elves Fortress_Elves CastleToUnpackForFaction = Dwarves Fortress_Elves CastleToUnpackForFaction = Men Fortress_Elves CastleToUnpackForFaction = Wild Fortress_Elves CastleToUnpackForFaction = Isengard Fortress_Elves CastleToUnpackForFaction = Mordor Fortress_Elves CastleToUnpackForFaction = Angmar Fortress_Elves CastleToUnpackForFaction = Arnor Fortress_Elves
;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 130.0 InstantUnpack = Yes KeepDeathKillsEverything = Yes
EvaEnemyCastleSightedEvent = EnemyFortressSighted End Ce module va faire apparaitre une forteresse en fonction de la faction, ici une forteresse des elfes Object ElvenCitadel. Il faut faire attention car si tu ne met pas ta faction dans la liste, rien n'apparaitra au début a part 2 batisseurs et tu perdra instantanément. Si tu veut faire ta propre forteresse ca risque d'etre assez long et chiant surtout pour créer l'équivalent du Fortress_Elves du code juste au dessus car c'est en fait une base qui est crée dans worldbuilder qui fait apparaitre Object ElvenCitadel. La méthode la plus simple à mon avis c'est d'utiliser celui de la faction arnor : tu met Fortress_Arnor à la place du Fortress_Elves pour ta forteresse que tu a mis dans le playerTemplate, ce qui va faire apparaitre l'objet Object ArnorFortressCitadel au départ. | |
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exTAZy Invité
| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu Mer 26 Jan - 14:33 | |
| J'avais bien mis la ligne à la suite pour ma faction (partout où cela devait l'être) Cependant, je voulais uniquement mettre mon porter créé dans le menu de la forteresse lorsque je choisis cette nouvelle faction ... Tout en laissant le porter Elfes pour leur faction. C'est trop compliqué de faire ça ? Si oui, je vais essayé de trouver une autre solution. A moins qu'en prenant.
Ou alors, existe-t-il une commande qui permette de mettre des conditions ? exemple : IF faction_legendor THEN fortress_legendor IF faction_elven THEN fortress_elves |
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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: Création de Porter qui n'apparait pas dans le jeu Mer 26 Jan - 20:07 | |
| T'as qu'a faire comme pour les auberges dont le commandset change en fonction de la faction | |
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exTAZy Invité
| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu Jeu 27 Jan - 2:20 | |
| Je ne vois pas comment je peux faire ... :S Peux-tu expliquer stp ? Pour l'instant j'ai ça : - Citation :
CommandSet ElvenFortressCommandSet InitialVisible = 6 //Main Menu 1 = Command_ConstructElvenPorter 2 = Command_ConstructLegendorPorter ; Added for BFME2 Expansion 3 = Command_SelectRevivablesElvenFortress 4 = Command_SelectUpgradesElvenFortress 5 = Command_PurchaseNewEagle 6 = Command_Sell
Tu me dis de faire comme les auberges mais je ne vois pas comment ... :S Voilà ce que j'ai pour les auberges : - Citation :
CommandSet CommandSetInnLegendorFaction 1 = Command_ConstructInnGondorRangerHorde ; Dunedain Ranger 2 = Command_ConstructInnDwarvenMenOfDaleHorde 3 = Command_ConstructInnElvenHobbitShirrif 4 = Command_StartSelfRepair End
En gros, j'aimerai faire en sorte que : S'il s'agit de la faction des Elfes, uniquement le porter Elfe est présent dans le "menu" de la forteresse Elfe ! S'il s'agit de ma nouvelle faction, uniquement le porter de cette même faction. |
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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: Création de Porter qui n'apparait pas dans le jeu Jeu 27 Jan - 21:36 | |
| Dans l'auberge il y a : - Code:
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Behavior = CommandSetUpgrade ModuleTag_CommandSetDwarven TriggeredBy = Upgrade_DwarfFaction CommandSet = CommandSetInnDwarvenFaction End Behavior = CommandSetUpgrade ModuleTag_CommandSetMen TriggeredBy = Upgrade_MenFaction CommandSet = CommandSetInnMenFaction End Behavior = CommandSetUpgrade ModuleTag_CommandSetElven TriggeredBy = Upgrade_ElfFaction CommandSet = CommandSetInnElvenFaction End Behavior = CommandSetUpgrade ModuleTag_CommandSetIsengard TriggeredBy = Upgrade_IsengardFaction CommandSet = CommandSetInnIsengardFaction End Behavior = CommandSetUpgrade ModuleTag_CommandSetMordor TriggeredBy = Upgrade_MordorFaction CommandSet = CommandSetInnMordorFaction End Behavior = CommandSetUpgrade ModuleTag_CommandSetWild TriggeredBy = Upgrade_WildFaction CommandSet = CommandSetInnWildFaction End Behavior = CommandSetUpgrade ModuleTag_CommandSetAngmar TriggeredBy = Upgrade_AngmarFaction CommandSet = CommandSetInnIsengardFaction End ce qui permet de mettre un commandset différent pour chaque faction, il te suffit de faire pareil pour la forteresse elfe et mettant un autre commandset pour ta faction | |
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exTAZy Invité
| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu Ven 28 Jan - 1:12 | |
| J'ai fait plusieurs essais ... Mais à chaque fois, il me met "Unknown block "Behavior" ! Comme si c'était une commande que le programme ,e connaissait pas ... FICHIER PAR DEFAUT - Citation :
//------------------------------------// // ELVEN UNIT PRODUCTION COMMAND SETS // //------------------------------------// CommandSet ElvenFortressCommandSet InitialVisible = 6
//Main Menu 1 = Command_ConstructLegendorPorter ; 2 = Command_ConstructNoldorWarriorHorde ; Added for BFME2 Expansion 2 = Command_SelectRevivablesElvenFortress 3 = Command_SelectUpgradesElvenFortress 4 = Command_PurchaseNewEagle 6 = Command_Sell
CE QUE J'AI FAIT - Citation :
//------------------------------------// // ELVEN UNIT PRODUCTION COMMAND SETS // //------------------------------------// CommandSet ElvenFortressCommandSet InitialVisible = 6
//Main Menu Behavior = CommandSetUpgrade ModuleTag_CommandSetElven TriggeredBy = Upgrade_ElfFaction 1 = Command_ConstructElvenPorter End Behavior = CommandSetUpgrade ModuleTag_CommandSetLegendor TriggeredBy = Upgrade_MenFaction 1 = Command_ConstructLegendorPorter End ; 2 = Command_ConstructNoldorWarriorHorde ; Added for BFME2 Expansion 2 = Command_SelectRevivablesElvenFortress 3 = Command_SelectUpgradesElvenFortress 4 = Command_PurchaseNewEagle 6 = Command_Sell
Où penses-tu que je me sois trompé ? Merci encore ! |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu Ven 28 Jan - 14:25 | |
| Salut, - Citation :
- Comme si c'était une commande que le programme ,e connaissait pas ...
C'est bien ça => on ne met pas d'upgrade dans un commandset... Ce que t'explique Cdd est à mettre dans le code de ton object. Donc dans ton commandset tu enlèves ce que tu as fait, puis dans le code de ta forteresse tu mets le module: - Code:
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Behavior = CommandSetUpgrade ModuleTag_CommandSetLegendor TriggeredBy = ;une upgrade de faction CommandSet = ;le commandset pour construire ton bâtisseur End (bien sûr tu mets le commandset correspondant dans commandset.ini et l'upgrade dans le playertemplate de ta faction)PS: As tu suivi le conseil de Cdd => utilises tu Arnor pour faire ta nouvelle faction ? | |
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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: Création de Porter qui n'apparait pas dans le jeu Ven 28 Jan - 18:34 | |
| Wolf a raison tout ce que je t'ai dit est a mettre dans l'object.
Tu peut nous remettre le playertemplate de ta faction en passant juste histoire de voir les upgrades que tu utilises ? | |
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exTAZy Invité
| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu Sam 29 Jan - 1:49 | |
| Tout d'abord, merci à tous les deux pour vos réponses ! Il faut que j'avoue que je suis complètement à la ramasse sur ce coup-là ... J'ai bien compris vos indications mais impossible de savoir où mettre cette condition dans le fichier ... Déjà, faut-il mettre la condition dans le fichier de la forteresse Elf ou dans la foteresse que j'ai créé ? Ensuite où dans le fichier ? Voici mon fichier actuel pour la forteresse Elf (identique à ma forteresse créé) : - Spoiler:
;//------------------------------------------------------------------------------ ;// This is the magic thing in the .bse file that tells how to center the base layout compared to the game position of the fortress Object ElvenFortressCenterGeneric
SelectPortrait = BPEFortress Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = NBasePin End End Side = Elves Legendor EditorSorting = STRUCTURE KindOf = IMMOBILE BASE_FOUNDATION CASTLE_CENTER Behavior = CastleBehavior ModuleTag_castle ;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER End End
;//------------------------------------------------------------------------------ ;// These are the four corner buildplots. Difference is just the BuildVariation flag they give the Expansion. Object ElvenFortressExpansionPadCorner SelectPortrait = BPEFortress_BuildPlot ;// *** ART Parameters *** Draw = W3DFloorDraw DrawFloorBase ModelName = EBFoundation End Draw = W3DScriptedModelDraw ModuleTag_DrawMain DefaultModelConditionState Model = WBFoundationP End ;//Remove the buildplot when it's been constructed on ModelConditionState = CONSTRUCTION_COMPLETE Model = None End End
;//PlacementViewAngle = 0
;// ***DESIGN parameters *** DisplayName = OBJECT:ElvenBuildingFoundation Side = Elves Legendor EditorSorting = STRUCTURE ThreatLevel = 1.0
BuildCost = 1 BuildTime = 5.0 ;// in seconds VisionRange = 0.0 ;// Shroud clearing distance ShroudClearingRange = 0
CommandSet = ElvenFortressExpansionPadCornerCommandSet
;// *** AUDIO Parameters ***
VoiceSelect = Gui_PlotSelect2 ;MenFortressSelect
;// *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY EXPANSION_PAD
Behavior = FoundationAIUpdate ModuleTag_foundationAI BuildVariation = 2 ;// Will give BUILD_VARIATION_TWO to anything built on it End
Behavior = CastleMemberBehavior ModuleTag_CMB End
Body = ImmortalBody ModuleTag_05 MaxHealth = 15000.0 End
Geometry = CYLINDER GeometryMajorRadius = 15.0 GeometryMinorRadius = 15.0 GeometryHeight = 0.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End
;// And these are the 3 on the sides. ChildObject ElvenFortressExpansionPadSide ElvenFortressExpansionPadCorner ; Draw = W3DScriptedModelDraw ModuleTag_DrawMain ; DefaultModelConditionState ; Model = EBFoundation ; End ; End
CommandSet = ElvenFortressExpansionPadSideCommandSet
Behavior = FoundationAIUpdate ModuleTag_foundationAI BuildVariation = 1 ;// Will give BUILD_VARIATION_ONE to anything built on it End End
;//------------------------------------------------------------------------------ ;// Elven Fortress Citadel ;// This is the center part of the full Fortress. This plus the buildplots make up the full fortress Object ElvenCitadel
SelectPortrait = BPEFortress 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 ExtraPublicBone = ARROW_13 ExtraPublicBone = ARROW_14 ExtraPublicBone = ARROW_15 ExtraPublicBone = ARROW_16 ExtraPublicBone = ARROW_17 ExtraPublicBone = ARROW_18 ExtraPublicBone = ARROW_19 ExtraPublicBone = ARROW_20 ExtraPublicBone = ARROW_21 ExtraPublicBone = ARROW_22 ExtraPublicBone = ARROW_23 ExtraPublicBone = ARROW_24 ExtraPublicBone = ARROW_25 ExtraPublicBone = ARROW_26 ExtraPublicBone = ARROW_27 ExtraPublicBone = ARROW_28 ExtraPublicBone = ARROW_29 ExtraPublicBone = ARROW_30 ExtraPublicBone = ARROW_31 ExtraPublicBone = ARROW_32 OkToChangeModelColor = Yes UseStandardModelNames = Yes StaticModelLODMode = Yes ;// Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = EBFortress WeaponLaunchBone = PRIMARY ARROW_ End ModelConditionState = DAMAGED Model = EBFortress Texture = EBFortress.tga EBFortress_D.tga End AnimationState = DAMAGED Animation = Fortress_ReallyDamaged AnimationName = WBFortress_D2S.WBFortress_D2A AnimationMode = ONCE End EnteringStateFX = FX_FortressDamaged End
ModelConditionState = REALLYDAMAGED Model = EBFortress_D2 End
AnimationState = REALLYDAMAGED Animation = Fortress_ReallyDamaged AnimationName = EBFortress_D2S.EBFortress_D2A AnimationMode = ONCE End EnteringStateFX = FX_FortressReallyDamaged End
ModelConditionState = RUBBLE Model = EBFortress_D3 End
AnimationState = RUBBLE Animation = Fortress_Rubble AnimationName = EBFortress_D3S.EBFortress_D3A AnimationMode = ONCE End EnteringStateFX = FX_FortressCollapse 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
//---Vines--- ModelConditionState = SNOW UPGRADE_NUMENOR_STONEWORK Model = EBFortress Texture = EBFortress.tga EBFortress_U_Snow.tga End ModelConditionState = UPGRADE_NUMENOR_STONEWORK Model = EBFortress Texture = EBFortress.tga EBFortress_U.tga End //---Snow--- ModelConditionState = SNOW Model = EBFortress Texture = EBFortress.tga EBFortress_snow.tga Texture = CBHarlindonruins.tga CBHarlindonruins_S.tga End End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner OkToChangeModelColor = Yes DefaultModelConditionState Model = EBHCFortress End MultiPlayerOnly = Yes End //Eagle's Nest Draw = W3DScriptedModelDraw ModuleTag_EaglesNestDraw OkToChangeModelColor = Yes StaticModelLODMode = Yes ;// Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState Model = None End
//Build up ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_2 DAMAGED Model = EBFENest_A Texture = EBFortress.tga EBFortress_D.tga End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_2 REALLYDAMAGED Model = EBFENest_A Texture = EBFortress.tga EBFortress_D.tga End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_2 SNOW Model = EBFENest_A Texture = EBFortress.tga EBFortress_snow.tga End ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_2 Model = EBFENest_A End AnimationState = UPGRADE_FORTRESS_MONUMENT USER_2 Animation = RiseUp AnimationName = EBFENest_ASKL.EBFENest_ABLD AnimationMode = ONCE AnimationSpeedFactorRange = 5.0 5.0 End End
//Damage States ModelConditionState = UPGRADE_FORTRESS_MONUMENT DAMAGED Model = EBFENest Texture = EBFortress.tga EBFortress_D.tga End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT REALLYDAMAGED Model = EBFENest_D2 End
AnimationState = UPGRADE_FORTRESS_MONUMENT REALLYDAMAGED Animation = EBFENest_ReallyDamaged AnimationName = EBFENest_D2SKL.EBFENest_D2AN AnimationMode = ONCE End End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT RUBBLE Model = EBFENest_D3 End
AnimationState = UPGRADE_FORTRESS_MONUMENT RUBBLE Animation = EBFENest_Rubble AnimationName = EBFENest_D3SKL.EBFENest_D3AN AnimationMode = ONCE End End
// snow state ModelConditionState = SNOW UPGRADE_FORTRESS_MONUMENT Model = EBFENest Texture = EBFortress.tga EBFortress_snow.tga End ModelConditionState = UPGRADE_FORTRESS_MONUMENT Model = EBFENest End End
;//Eagles Nest Eagle Model Draw = W3DScriptedModelDraw ModuleTag_DrawEagle StaticModelLODMode = Yes ;// Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState Model = None End IdleAnimationState StateName = NoEagle
; --- below worked but a little too much delay --- ; ; BeginScript ; Prev = CurDrawablePrevAnimationState() ; if Prev == "BeingConstructed" then ; ; Don't play completed sound when canceling build-in-progress or when ; ; destroyed halfway ; if not CurDrawableModelcondition( "DYING" ) then ; CurDrawablePlaySound("UpgradeElfFortressEaglesNest") ; end ; end ; EndScript End
//Build up ModelConditionState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_AVAILABLE USER_2 DAMAGED Model = EBFE_A Texture = EBFortress.tga EBFortress_D.tga ParticleSysBone = NONE EaglesNestbuildleaves ParticleSysBone = NONE EaglesNestbuilddust End ModelConditionState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_AVAILABLE USER_2 REALLYDAMAGED Model = EBFE_A Texture = EBFortress.tga EBFortress_D.tga ParticleSysBone = NONE EaglesNestbuildleaves ParticleSysBone = NONE EaglesNestbuilddust End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_AVAILABLE USER_2 Model = EBFE_A ParticleSysBone = NONE EaglesNestbuildleaves ParticleSysBone = NONE EaglesNestbuilddust End AnimationState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_AVAILABLE USER_2 Animation = RiseUp AnimationName = EBFE_ASKL.EBFE_ABLD AnimationMode = ONCE AnimationSpeedFactorRange = 5.0 5.0 End StateName = BeingConstructed End
//Damage States ModelConditionState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_AVAILABLE DAMAGED Model = EBFE Texture = EBFortress.tga EBFortress_D.tga End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_AVAILABLE REALLYDAMAGED Model = EBFE_D2 End
AnimationState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_AVAILABLE REALLYDAMAGED Animation = EBFENest_ReallyDamaged AnimationName = EBFE_D2SKL.EBFE_D2AN AnimationMode = ONCE End End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_AVAILABLE RUBBLE Model = EBFE_D3 End
AnimationState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_AVAILABLE RUBBLE Animation = EBFENest_Rubble AnimationName = EBFE_D3SKL.EBFE_D3AN AnimationMode = ONCE End End
//Normal States ModelConditionState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_AVAILABLE Model = EBFE End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_UNAVAILABLE Model = None End
AnimationState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_UNAVAILABLE StateName = EagleGone End End
//Mystic Fountains Draw = W3DScriptedModelDraw ModuleTag_DrawMysticFountains OkToChangeModelColor = Yes StaticModelLODMode = Yes ;// Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState Model = None End
//Build Up ModelConditionState = FORTRESS_IMPROVEMENT_2 USER_3 DAMAGED Model = EBFMFount_A Texture = EBFortress.tga EBFortress_D.tga End
ModelConditionState = FORTRESS_IMPROVEMENT_2 USER_3 REALLYDAMAGED Model = EBFMFount_A Texture = EBFortress.tga EBFortress_D.tga End
ModelConditionState = FORTRESS_IMPROVEMENT_2 USER_3 Model = EBFMFount_A End AnimationState = FORTRESS_IMPROVEMENT_2 USER_3 Animation = UpAndStill AnimationName = EBFMFount_ASKL.EBFMFount_ABLD AnimationMode = ONCE AnimationSpeedFactorRange = 30.0 30.0 End End //Damage States ModelConditionState = FORTRESS_IMPROVEMENT_2 DAMAGED Model = EBFMFount Texture = EBFortress.tga EBFortress_D.tga End
ModelConditionState = FORTRESS_IMPROVEMENT_2 REALLYDAMAGED Model = EBFMFount_D2 Texture = EBFortress.tga EBFortress_D.tga End
AnimationState = FORTRESS_IMPROVEMENT_2 REALLYDAMAGED Animation = MysticFountains_ReallyDamaged AnimationName = EBFMFount_D2SK.EBFMFount_D2AN AnimationMode = ONCE End End
ModelConditionState = FORTRESS_IMPROVEMENT_2 RUBBLE Model = EBFMFount_D3 Texture = EBFortress.tga EBFortress_D.tga End
AnimationState = FORTRESS_IMPROVEMENT_2 RUBBLE Animation = MysticFountains_ReallyDamaged AnimationName = EBFMFount_D3SK.EBFMFount_D3AN AnimationMode = ONCE End End
//Normal ModelConditionState = FORTRESS_IMPROVEMENT_2 Model = EBFMFount End End
//Enchanted Anvil Draw = W3DScriptedModelDraw ModuleTag_DrawEnchantedAnvil OkToChangeModelColor = Yes StaticModelLODMode = Yes ;// Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState Model = None End
//---Build up Damaged--- ModelConditionState = FORTRESS_IMPROVEMENT_3 DAMAGED USER_1 Model = EBFAnvil_A Texture = EBFortress.tga EBFortress_D.tga End
ModelConditionState = FORTRESS_IMPROVEMENT_3 REALLYDAMAGED USER_1 Model = EBFAnvil_A Texture = EBFortress.tga EBFortress_D.tga End
//Build up ModelConditionState = FORTRESS_IMPROVEMENT_3 USER_1 Model = EBFAnvil_A End AnimationState = FORTRESS_IMPROVEMENT_3 USER_1 Animation = RiseUp AnimationName = EBFAnvil_ASKL.EBFAnvil_ABLD AnimationMode = ONCE AnimationSpeedFactorRange = 7.0 7.0 End End
//---Damaged--- ModelConditionState = FORTRESS_IMPROVEMENT_3 DAMAGED Model = EBFAnvil Texture = EBFortress.tga EBFortress_D.tga End
ModelConditionState = FORTRESS_IMPROVEMENT_3 REALLYDAMAGED Model = EBFAnvil_D2 End
AnimationState = FORTRESS_IMPROVEMENT_3 REALLYDAMAGED Animation = EBFAnvil_ReallyDamaged AnimationName = EBFAnvil_D2SKL.EBFAnvil_D2AN AnimationMode = ONCE End End
ModelConditionState = FORTRESS_IMPROVEMENT_3 RUBBLE Model = EBFAnvil_D3 End
AnimationState = FORTRESS_IMPROVEMENT_3 RUBBLE Animation = EBFAnvil_ReallyDamaged AnimationName = EBFAnvil_D3SKL.EBFAnvil_D3AN AnimationMode = ONCE End End
ModelConditionState = FORTRESS_IMPROVEMENT_3 Model = EBFAnvil End End
Draw = W3DScriptedModelDraw ModuleTag_DrawAnvilGuy AttachToBoneInAnotherModule = PositionBone
DefaultModelConditionState Model = None End
ModelConditionState = FORTRESS_IMPROVEMENT_3 USER_1 Model = None End
ModelConditionState = FORTRESS_IMPROVEMENT_3 RUBBLE Model = None End ModelConditionState = FORTRESS_IMPROVEMENT_3 Model = EBFAnvlGuy_SKN End
AnimationState = FORTRESS_IMPROVEMENT_3 Animation = IDLA AnimationName = EBFAnvlGuy_SKL.EBFAnvlGuy_IDLA AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLB AnimationName = EBFAnvlGuy_SKL.EBFAnvlGuy_IDLB AnimationMode = ONCE AnimationPriority = 1 End Animation = IDLC AnimationName = EBFAnvlGuy_SKL.EBFAnvlGuy_IDLC AnimationMode = ONCE AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE End End
//Blessed Mist Draw = W3DScriptedModelDraw ModuleTag_DrawMist DefaultModelConditionState Model = None End ModelConditionState = FORTRESS_IMPROVEMENT_8 Model = None ParticleSysBone = NONE EnshroudingMist End End
;// Draw = W3DFloorDraw ModuleTag_DrawFloor ;// StaticModelLODMode = Yes ;// THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW ;// ModelName = GBWorkshop_Bib ;// End
PlacementViewAngle = 0 ;// ***DESIGN parameters *** DisplayName = OBJECT:ElvenFortress Description = OBJECT:ElvenFortressDescription
Side = Elves Legendor EditorSorting = STRUCTURE ThreatLevel = 1.0 CommandPointBonus = GENERIC_FORTRESS_COMMAND_POINT_BONUS CommandSet = ElvenFortressCommandSet BuildCost = ELVEN_FORTRESS_BUILDCOST BuildTime = ELVEN_FORTRESS_BUILDTIME BountyValue = ELVEN_FORTRESS_BOUNTY_VALUE VisionRange = ELVEN_FORTRESS_VISION_RANGE ;// Shroud clearing distance ShroudClearingRange = ELVEN_FORTRESS_SHROUD_CLEAR
WeaponSet Weapon = PRIMARY GoodStructureBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = FortressArmor ;DamageFX = StructureDamageFXNoShake End
;// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
EvaEventDieOwner = EvaFortressDie
VoiceSelect = ElfFortressSelect ;GondorWorkshopSelect VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds UnderConstruction = BuildingBigConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingBigConstructionLoop ; Repaired from completely destroyed (not used???) End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:UpgradeElfFortressEaglesNest Animation:EBFE_ASKL.EBFE_ABLD Frames:1250 End CampnessValue = CAMPNESS_FORTRESS
;// *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD COMMANDCENTER VITAL_FOR_BASE_SURVIVAL STRUCTURE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY SELECTABLE FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD SCORE DOZER_FACTORY Behavior = GettingBuiltBehavior GetBuiltBehaviorTag WorkerName = ElvenWorkerNoSelect SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY End
Behavior = CastleMemberBehavior ModuleTag_CMB End
Body = StructureBody ModuleTag_05 MaxHealth = ELVEN_FORTRESS_HEALTH MaxHealthDamaged = ELVEN_FORTRESS_HEALTH_DAMAGED MaxHealthReallyDamaged = ELVEN_FORTRESS_HEALTH_REALLY_DAMAGED ; DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK ; DamageCreationList = OCL_GBStable_Chunk1 CATAPULT_ROCK FRONT_DESTROYED ; DamageCreationList = OCL_GBStable_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED ; DamageCreationList = OCL_GBStable_Chunk3 CATAPULT_ROCK BACK_DESTROYED ; DamageCreationList = OCL_GBStable_Chunk4 CATAPULT_ROCK LEFT_DESTROYED End Behavior = BuildingBehavior BuildingModuleTag ; NightWindowName = GBWORKSHOPN ; FireWindowName = WINDOW_F01 ; GlowWindowName = WINDOW_G01 ; FireName = FIRE01 End
Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_FortressCollapse ;FXList = ALMOST_FINAL FX_FortressCollapse DestroyObjectWhenDone = Yes CollapseHeight = 120 End
Behavior = ProductionUpdate ProductionUpdateModuleTag ProductionModifier RequiredUpgrade = Upgrade_ElvenFortressMysticFountains TimeMultiplier = 0.75 HeroRevive = Yes End End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag UnitCreatePoint = X:41.0 Y:0.00 Z:0.0 NaturalRallyPoint = X:109.0 Y:0.00 Z:0.0 //AllowAirborneCreation = Yes ExitDelay = 50 End
//Eagles Nest Behaviors Behavior = GrantUpgradeCreate ModuleTag_ActLikeAnOldUpgrade UpgradeToGrant = Upgrade_EaglesNestEagleButtonEnable GiveOnBuildComplete = Yes ;// The ExemptStatus UnderConstruction hack doesn't work on foundation buildings. End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheEaglesNest TriggeredBy = Upgrade_ElvenFortressEaglesNest AddConditionFlags = UPGRADE_FORTRESS_MONUMENT AddTempConditionFlag = ModelConditionState:USER_2 //For buildup TempConditionTime = 11.0 //try to match buildup anim time Permanent = Yes End
Behavior = AudioLoopUpgrade ModuleTag_EaglesNestBuildLoop ; Play a "build loop" while the Eagle's Nest is building up TriggeredBy = Upgrade_ElvenFortressEaglesNest ;ConflictsWith = Upgrade_PosternGate Upgrade_WallBanner SoundToPlay = BuildingBigConstructionLoop KillOnDeath = Yes KillAfterMS = 9000 ; Should match the length of the build-up animation [Or a little shorter since sounds take a little while to die] End Behavior = GeometryUpgrade TowerGeom TriggeredBy = Upgrade_ElvenFortressEaglesNest ShowGeometry = HighTowerGeom End
Behavior = AudioLoopUpgrade ModuleTag_EagleCreated ; Play a "build loop" while the Eagle's Nest is building up TriggeredBy = Upgrade_HasEaglesNestEagle SoundToPlay = ElvenFortressEagleCreated End
Behavior = ObjectCreationUpgrade MaketheEagle TriggeredBy = Upgrade_HasEaglesNestEagle Delay = 0.0 RemoveUpgrade = Upgrade_EaglesNestEagleButtonEnable ThingToSpawn = ElvenFortressEagle //Offset = X:90.0 Y:0.0 Z:120.0 FadeInTime = 600 UseBuildingProduction = Yes End
Behavior = SlaveWatcherBehavior WatchTheEagle RemoveUpgrade = Upgrade_HasEaglesNestEagle ;//when our slave dies, remove this upgrade, so we can get the upgrade again. GrantUpgrade = Upgrade_EaglesNestEagleButtonEnable ;//when our slave dies, enable the button that allows us to buy a new one LetSlaveLive = Yes End
Behavior = ModelConditionUpgrade ModuleTag_AnimateEagle TriggeredBy = Upgrade_EaglesNestEagleButtonEnable AddConditionFlags = FORTRESS_MONUMENT_CREATURE_AVAILABLE RemoveConditionFlags = FORTRESS_MONUMENT_CREATURE_UNAVAILABLE Permanent = Yes End
Behavior = ModelConditionUpgrade ModuleTag_HideEagle TriggeredBy = Upgrade_HasEaglesNestEagle AddConditionFlags = FORTRESS_MONUMENT_CREATURE_UNAVAILABLE RemoveConditionFlags = FORTRESS_MONUMENT_CREATURE_AVAILABLE Permanent = Yes End //This behavior allows me to queue this unit up for the citadel to build. Otherwise I would need a hidden command button. //The production behavior checks to see if there is actually a commandset button setup to build this unit. This bypasses that. Behavior = SpawnUnitBehavior ModuleTag_allowMeToBuildDrakeFromCitadel UnitName = ElvenFortressEagle End //End Eagles Nest Behaviors
;//Encasing Vines improvement Behavior = CastleUpgrade ModuleTag_PassOutEncasingVinesUpgrade TriggeredBy = Upgrade_ElvenFortressEncasingVinesTrigger Upgrade = Upgrade_ElvenFortressEncasingVines WallUpgradeRadius = ELVEN_FORTRESS_WALL_EFFECTIVE_RADIUS End Behavior = AttributeModifierUpgrade ModuleTag_Reinforced TriggeredBy = Upgrade_ElvenFortressEncasingVines AttributeModifier = EncasingVines_Bonus End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheVines TriggeredBy = Upgrade_ElvenFortressEncasingVines AddConditionFlags = UPGRADE_NUMENOR_STONEWORK Permanent = Yes End
;//Mystic Fountains improvement Behavior = ModelConditionUpgrade ModuleTag_ShowMysticFountains TriggeredBy = Upgrade_ElvenFortressMysticFountains AddConditionFlags = FORTRESS_IMPROVEMENT_2 AddTempConditionFlag = ModelConditionState:USER_3 //For buildup TempConditionTime = 10.0 //try to match buildup anim time Permanent = Yes End Behavior = StatusBitsUpgrade ModuleTag_FakeOutMysticFountains ;// Visual only upgrade needs a fake out to react to it. TriggeredBy = Upgrade_ElvenFortressMysticFountains End
Behavior = PassiveAreaEffectBehavior ModuleTag_MysticFountainsHealing UpgradeRequired = Upgrade_ElvenFortressMysticFountains EffectRadius = 200 // please update the decal size in experience lvl INI if you change this... the value there is about 2.2x the value here PingDelay = 2000;msec HealPercentPerSecond = 3% AllowFilter = ANY +INFANTRY +CAVALRY +HERO -MACHINE +MONSTER -IMMOBILE +DOZER NonStackable = Yes HealFX = FX_SpellHealUnitHealBuff End
Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag UpgradeRequired = Upgrade_ElvenFortressMysticFountains IdleSpawnRate = 5000 // spawn a new member every n seconds when idle (in miliseconds) UnitSpawnFX = FX_BannerCarrierSpawnUnit // name of particle FX to use when the BannerCarrier spawns a new unit
// This well object acts like a banner carrier except it spawns unit on nearby hordes instead of itself. ReplenishNearbyHorde = Yes ScanHordeDistance = 200 End
;//Enchanted Anvil improvement Behavior = CostModifierUpgrade ModuleTag_EnchantedAnvilUpgrades LabelForPalantirString = GUI:UPGRADE_DISCOUNT TriggeredBy = Upgrade_ElvenFortressEnchantedAnvil UpgradeDiscount = Yes ApplyToTheseUpgrades = Upgrade_ElvenSilverthornArrows Upgrade_ElvenForgedBlades Upgrade_ElvenHeavyArmor Upgrade_ElvenBasicTraining Percentage = -10% Percentage = -20% Percentage = -25% Percentage = -30% Percentage = -35% End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheAnvil TriggeredBy = Upgrade_ElvenFortressEnchantedAnvil AddConditionFlags = FORTRESS_IMPROVEMENT_3 AddTempConditionFlag = ModelConditionState:USER_1 //For buildup TempConditionTime = 5.0 //try to match buildup anim time Permanent = Yes End
Behavior = AudioLoopUpgrade ModuleTag_EnchantedAnvilBuildLoop TriggeredBy = Upgrade_ElvenFortressEnchantedAnvil ;ConflictsWith = Upgrade_PosternGate Upgrade_WallBanner SoundToPlay = BuildingConstructionLoop KillOnDeath = Yes KillAfterMS = 3500 ; Should match the length of the build-up animation [Or a little shorter since sounds take a little while to die] End
;//Blessed Mist improvement Behavior = InvisibilityUpdate ModuleTag_BroadcastCamouflage InvisibilityNugget InvisibilityType = CAMOUFLAGE DetectionRange = ELVEN_MIST_CAMOUFLAGE_DETECTION_RANGE End UpdatePeriod = 1000 Broadcast = Yes BroadcastRange = 300 BroadcastObjectFilter = ELVEN_MIST_OBJECT_FILTER StartsActive = Yes RequiredUpgrades = Upgrade_ElvenFortressBlessedMist End
Behavior = ModelConditionUpgrade ModuleTag_AnimateNestDrake TriggeredBy = Upgrade_ElvenFortressBlessedMist AddConditionFlags = FORTRESS_IMPROVEMENT_8 Permanent = Yes End
;//Crystal Moat Behavior = ObjectCreationUpgrade CreateTheMoat TriggeredBy = Upgrade_ElvenFortressCrystalMoat Delay = 0.0 ThingToSpawn = ElvenFortressCrystalMoat FadeInTime = 600 End
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = GENERIC_FACTION_SLAUGHTERABLE ObjectStatusOfContained = UNSELECTABLE ENCLOSED CashBackPercent = 200% ContainMax = 99;// give it a huge capacity, just in case player sends his whole army in at once AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes EnterSound = GUI_RingReturned EntryOffset = X:129.0 Y:5.0 Z:0.0 EntryPosition = X:100.0 Y:0.0 Z:0.0 // entry position needs to be offset from the root transform, otherwise fortress obscures point. ExitOffset = X:129.0 Y:0.0 Z:0.0 StatusForRingEntry = HOLDING_THE_RING UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero ObjectToDestroyForRingEntry = NONE +TheDroppedRing FXForRingEntry = FX_OneRingFlare End
Behavior = AIUpdateInterface ModuleTag_AI AILuaEventsList = FortressFunctions AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End
;//Money Maker Behavior = AutoDepositUpdate AutoDepositModuleTag DepositTiming = GENERIC_KEEP_MONEY_TIME DepositAmount = GENERIC_KEEP_MONEY_AMOUNT InitialCaptureBonus = 0 ;// no initial bonus End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = GENERIC_KEEP_MONEY_RANGE ;// 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. End
#include "..\..\..\FortressRingFunc.inc" //Main Geometry = CYLINDER GeometryName = Geom_Orig GeometryMajorRadius = 50.0 GeometryHeight = 55.0 GeometryOffset = X:0 Y:0 Z:0
//Towers AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 12.0 GeometryMinorRadius = 10.0 GeometryHeight = 120.0 GeometryOffset = X:25 Y:25 Z:0
AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 12.0 GeometryMinorRadius = 10.0 GeometryHeight = 120.0 GeometryOffset = X:-25 Y:25 Z:0
AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 12.0 GeometryMinorRadius = 10.0 GeometryHeight = 120.0 GeometryOffset = X:-25 Y:-25 Z:0
AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 12.0 GeometryMinorRadius = 10.0 GeometryHeight = 120.0 GeometryOffset = X:25 Y:-25 Z:0
//Front AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 15.0 GeometryMinorRadius = 20.0 GeometryHeight = 80.0 GeometryOffset = X:60 Y:0 Z:0
//Ramp (So units can attack it when the moat is in place) AdditionalGeometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 16.0 GeometryHeight = 22.0 GeometryOffset = X:85 Y:0 Z:0 AdditionalGeometry = BOX GeometryName = HighTowerGeom GeometryMajorRadius = 12 GeometryMinorRadius = 12 GeometryHeight = 150 GeometryOffset = X:0 Y:0 Z:0 GeometryUsedForHealthBox = No GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER GeometryContactPoint = X:-50.348 Y:26.9 Z:0 Repair GeometryContactPoint = X:47.546 Y:-38.677 Z:0 Repair GeometryContactPoint = X:47.546 Y:36.435 Z:0 GeometryContactPoint = X:-32.763 Y:-46.121 Z:0 ;GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop GeometryContactPoint = X:0 Y:0 Z:180 Swoop
End
;//------------------------------------------------------------------------------ ;//Elven Fortress ;// This is the one object that you would place on a map and that the porter builds. ;// It unpacks in to the citadel and the buildplots. It's an old CampFlag. Object ElvenFortress
SelectPortrait = BPEFortress
Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = None End
;dummy idle animation state for audio IdleAnimationState ;StateName = STATE_Idle End
;//Need this since the default condition is none ModelConditionState = WORLD_BUILDER Model = EBFortress End
;//Phantom structure when placing a new building to be build ModelConditionState = BUILD_PLACEMENT_CURSOR Model = None //EBFortress End
;//Structure that stays where you will be building until the porter reaches the place to start building. ModelConditionState = PHANTOM_STRUCTURE Model = EBFortress End
ModelConditionState = RUBBLE Model = EBFortress_D3 End
AnimationState = RUBBLE Animation = Fortress_Rubble AnimationName = EBFortress_D3S.EBFortress_D3A AnimationMode = ONCE End EnteringStateFX = FX_FortressCollapse End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED SNOW Model = EBFortress_A Texture = EBFortress.tga EBFortress_U_Snow.tga End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED Model = EBFortress_A End
AnimationState = ACTIVELY_BEING_CONSTRUCTED Animation = UpAndStill AnimationName = EBFortress_ASK.EBFortress_ABL AnimationMode = MANUAL End ParticleSysBone = NONE BuildingContructDustCastles FollowBone:YES ParticleSysBone = NONE FortressElven FollowBone:YES StateName = BeingConstructed BeginScript CurDrawablePlaySound("GondorBarracksBeginConstruction") EndScript End End
ArmorSet Conditions = None Armor = FortressArmor ;//DamageFX = StructureDamageFXNoShake End
Side = Elves Legendor EditorSorting = STRUCTURE
PlacementViewAngle = -45 ;// A -90 makes the door of the base face natural south. 0 would have it to the East. BuildCost = ELVEN_FORTRESS_BUILDCOST BuildTime = ELVEN_FORTRESS_BUILDTIME //0
DisplayName = OBJECT:ElvenFortress
; *** AUDIO Parameters *** #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:FortressComplete-Builder-Elf VoiceSelect = ElfFortressSelect VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds UnderConstruction = BuildingBigConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingBigConstructionLoop ; Repaired from completely destroyed (not used???) End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink End
// *** AUTO RESOLVE DATA *** ; When fighting an auto-resolve battle, a World Map castle actually becomes this unit AutoResolveUnitType = AutoResolveUnit_Fortress AutoResolveBody = AutoResolve_ElvenFortressBody AutoResolveArmor Armor = AutoResolve_ElvenFortressArmor End
AutoResolveWeapon Weapon = AutoResolve_ElvenFortressWeapon End
;// *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR //We can now take damage and die but only during construction. The castle system will make us invulnerable when construction completes. Body = StructureBody ModuleTag_05 MaxHealth = ELVEN_FORTRESS_HEALTH End
Behavior = CastleBehavior ModuleTag_castle CastleToUnpackForFaction = Elves Fortress_Elves CastleToUnpackForFaction = Dwarves Fortress_Elves CastleToUnpackForFaction = Men Fortress_Elves CastleToUnpackForFaction = Wild Fortress_Elves CastleToUnpackForFaction = Isengard Fortress_Elves CastleToUnpackForFaction = Mordor Fortress_Elves CastleToUnpackForFaction = Angmar Fortress_Elves CastleToUnpackForFaction = Arnor Fortress_Elves CastleToUnpackForFaction = Legendor Fortress_Elves
;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 130.0 InstantUnpack = Yes KeepDeathKillsEverything = Yes
EvaEnemyCastleSightedEvent = EnemyFortressSighted End
Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_FortressCollapse ;FXList = ALMOST_FINAL FX_FortressCollapse DestroyObjectWhenDone = Yes CollapseHeight = 120 End
Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior WorkerName = ElvenWorkerNoSelect SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY End
Behavior = AIUpdateInterface ModuleTag_AI AILuaEventsList = FortressFunctions End //Main Geometry = CYLINDER GeometryName = Geom_Orig GeometryMajorRadius = 85.0 GeometryHeight = 55.0
//Plot locations AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:66.49 Y:-66.49 Z:0
AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:0 Y:-94.0 Z:0
AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:-66.49 Y:-66.49 Z:0
AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:-94.0 Y:0 Z:0
AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:-66.49 Y:66.49 Z:0
AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:0 Y:94.0 Z:0
AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:66.49 Y:66.49 Z:0
//Ramp (So units can attack it when the moat is in place) AdditionalGeometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 16.0 GeometryHeight = 22.0 GeometryOffset = X:85 Y:0 Z:0
GeometryIsSmall = No Shadow = SHADOW_VOLUME End
//------------------------------------------------------------------------------ //Elven Fortress Crystal Moat // This is the moat around the fortress. This is a separate object so that it can // prevent units from being able to attack the fortress except at the ramp. Object ElvenFortressCrystalMoat
SelectPortrait = BPEFortress
Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = EBFCMoat End
ModelConditionState = DAMAGED Model = EBFCMoat_D1 End
ModelConditionState = REALLYDAMAGED Model = EBFCMoat_D2 End
AnimationState = REALLYDAMAGED Animation = EBFCMoat_ReallyDamaged AnimationName = EBFCMoat_D2.EBFCMoat_D2 AnimationMode = ONCE End End
ModelConditionState = RUBBLE Model = EBFCMoat_D3 End
AnimationState = RUBBLE Animation = EBFCMoat_ReallyDamaged AnimationName = EBFCMoat_D3.EBFCMoat_D3 AnimationMode = ONCE End End End
ArmorSet Conditions = None Armor = NoArmor //DamageFX = StructureDamageFXNoShake End
Side = Elves Legendor EditorSorting = STRUCTURE
// *** AUDIO Parameters *** #include "..\..\..\Includes\StandardBuildingEvaEvents.inc" CampnessValue = 0
// *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE BASE_SITE CAN_SEE_THROUGH_STRUCTURE Body = HighlanderBody ModuleTag_02 //Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 50.0 End
Behavior = SlavedUpdate ModuleTag_Slave DieOnMastersDeath = Yes End
Geometry = CYLINDER GeometryMajorRadius = 80 GeometryHeight = 10 GeometryIsSmall = No Shadow = SHADOW_VOLUME End
/////////////////////////fort for adams mission ChildObject MER_ElvenFortress_1 ElvenFortress
Behavior = CastleBehavior ModuleTag_castle CastleToUnpackForFaction = Elves Fortress_Elves CastleToUnpackForFaction = Dwarves Fortress_Elves CastleToUnpackForFaction = Men Fortress_Elves CastleToUnpackForFaction = Wild Fortress_Elves CastleToUnpackForFaction = Isengard Fortress_Elves CastleToUnpackForFaction = Mordor Fortress_Elves CastleToUnpackForFaction = Legendor Fortress_Elves
//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER MaxCastleRadius = 130.0 http://80.0 FadeTime = 2.0 ; 2 seconds InstantUnpack = Yes KeepDeathKillsEverything = Yes EvaEnemyCastleSightedEvent = EnemyFortressSighted PreBuiltList = ElvenVigilantEntExpansion 3 PreBuiltList = ElvenFloodgateExpansion 0 PreBuiltList = ElvenWatchtowerExpansion 4 PreBuiltList = ElvenVigilantEntExpansion 1 PreBuiltList = ElvenWatchtowerExpansion 5 PreBuiltList = ElvenFloodgateExpansion 2 PreBuiltList = ElvenVigilantEntExpansion 6 PreBuiltPlyr = PlyrRivendell
End END
//------------------------------------------- ChildObject MER_ElvenFortress_2 ElvenFortress
Behavior = CastleBehavior ModuleTag_castle CastleToUnpackForFaction = Elves Fortress_Elves CastleToUnpackForFaction = Dwarves Fortress_Elves CastleToUnpackForFaction = Men Fortress_Elves CastleToUnpackForFaction = Wild Fortress_Elves CastleToUnpackForFaction = Isengard Fortress_Elves CastleToUnpackForFaction = Mordor Fortress_Elves CastleToUnpackForFaction = Legendor Fortress_Elves
;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER MaxCastleRadius = 130.0 http://80.0 FadeTime = 2.0 ; 2 seconds InstantUnpack = Yes KeepDeathKillsEverything = Yes EvaEnemyCastleSightedEvent = EnemyFortressSighted PreBuiltList = ElvenWatchtowerExpansion 3 PreBuiltList = ElvenVigilantEntExpansion 0 PreBuiltList = ElvenWatchtowerExpansion 4 PreBuiltList = ElvenVigilantEntExpansion 1 PreBuiltList = ElvenWatchtowerExpansion 5 PreBuiltList = ElvenVigilantEntExpansion 2 PreBuiltList = ElvenWatchtowerExpansion 6 PreBuiltPlyr = PlyrRivendell
End END
//------------------------------------------- For Evil Grey Havens ChildObject EGH_ElvenFortress_1 ElvenFortress Behavior = CastleBehavior ModuleTag_castle CastleToUnpackForFaction = Elves Fortress_Elves CastleToUnpackForFaction = Dwarves Fortress_Elves CastleToUnpackForFaction = Men Fortress_Elves CastleToUnpackForFaction = Wild Fortress_Elves CastleToUnpackForFaction = Isengard Fortress_Elves CastleToUnpackForFaction = Mordor Fortress_Elves CastleToUnpackForFaction = Legendor Fortress_Elves
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER MaxCastleRadius = 130.0 http://80.0 FadeTime = 2.0 ; 2 seconds InstantUnpack = Yes KeepDeathKillsEverything = Yes EvaEnemyCastleSightedEvent = EnemyFortressSighted PreBuiltList = ElvenWatchtowerExpansion -2 PreBuiltList = ElvenWatchtowerExpansion -2 PreBuiltList = ElvenWatchtowerExpansion -2 PreBuiltList = ElvenWatchtowerExpansion -2 PreBuiltList = ElvenWatchtowerExpansion -2 PreBuiltList = ElvenWatchtowerExpansion -2 PreBuiltPlyr = PlyrElves End End
//------------------------------------------- For Evil Grey Havens ChildObject EGH_ElvenFortress_2 ElvenCitadel ;ElvenFortress
ArmorSet Conditions = None Armor = EGH_FortArmor ;DamageFX = StructureDamageFXNoShake End ;Body = StructureBody ModuleTag_05 ; MaxHealth = 4000 ; MaxHealthDamaged = 2000 ; MaxHealthReallyDamaged = 1000 ; ;End End
Voici mon playertemplate pour ma faction créé : - Spoiler:
PlayerTemplate FactionLegendor Side = Legendor PlayableSide = Yes Evil = No StartMoney = 1000 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = ElvenFortress StartingUnit1 = LegendorPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = LegendorPorter StartingUnitOffset0 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = LegendorPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = LegendorPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_LEGENDOR SpellBook = GoodSpellBook SpellBookMp = MenSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = MenSpellStoreCommandSet DisplayName = INI:FactionMen DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero DwarvenGimli ElvenLegolas GondorAragornMP GondorGandalf BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 99 99 99 99 99 99 99 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
PS: Non, je n'utilise pas la faction Arnor ... Car je compte la rendre jouable après que je me serai occupé de ma création de faction. |
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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: Création de Porter qui n'apparait pas dans le jeu Sam 29 Jan - 14:37 | |
| - Citation :
- InitialUpgrades = Upgrade_MenFaction
Tu devrais te créer ta propre upgrade Upgrade_LegendorFaction par exemple et dans Object ElvenCitadel juste après CommandSet = ElvenFortressCommandSet par exemple tu met : - Code:
-
Behavior = CommandSetUpgrade ModuleTag_CommandSetLegendor TriggeredBy = Upgrade_LegendorFaction CommandSet = LegendorFortressCommandSet End | |
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| Sujet: Re: Création de Porter qui n'apparait pas dans le jeu | |
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| Création de Porter qui n'apparait pas dans le jeu | |
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