| Heros Introuvable | |
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Balrog Moddeur
Nombre de messages : 161 Age : 25 Add-On : Non Date d'inscription : 31/01/2011
| Sujet: Heros Introuvable Lun 31 Jan - 13:53 | |
| Bonjour , j'ai essayé d'ajouter dans le player template des heros (Denethor , Gamling , Isildur , Damrod et Grond ) une fois ajouter , je vais voir dans le jeu mais aucun des heros sont trouvables ! Quelqu'un sait-il comment faire pour les avoir ? | |
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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: Heros Introuvable Lun 31 Jan - 20:47 | |
| Salut, ils ont un module de vie de type Body = ActiveBody ce qui fait qu'ils ne peuvent pas revivre. Met leur un module Body = RespawnBody à la place ainsi qu'un autre module de type Behavior = RespawnUpdate Regarde dans n'importe quel vrai héro tu comprendras de quoi je parle En réalité c'est en gros la meme chose que pour ajouter le balrog en héro, de "convertir" le type de module | |
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Balrog Moddeur
Nombre de messages : 161 Age : 25 Add-On : Non Date d'inscription : 31/01/2011
| Sujet: Re: Heros Introuvable Lun 31 Jan - 21:05 | |
| J'ai essayé en me basant d'aragorn pour les modification mais une game crash se produit . Modification faite : - Code:
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Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ARAGORN_HEALTH ;BALANCE Aragorn Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_AragornDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3933 ;How long DeathAnim will take. InitialSpawnFX = FX_AragornInitialSpawn ;FXList to play when respawning. RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_ResurrectionAragorn ;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 = HIAragorn_res ;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:1000 Time:60000 Health:100% ;DEFAULT VALUES End | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Heros Introuvable Lun 31 Jan - 22:36 | |
| Salut, Tu aurais pu poster ton game crash pour nous aider à voir d'où venait le problème. Essaie ça pour Isildur:- Spoiler:
;------------------------------------------------------------------------------ ; ; Isildur.ini ; ;------------------------------------------------------------------------------
Object GondorIsildur
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIIsildur SelectPortrait = HPIsildur
; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_DRAW ;ModuleTag_01
OkToChangeModelColor = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD ExtraPublicBone = Arrow
DefaultModelConditionState Model = GUIsildur_SKN End
; ModelConditionState = WEAPONSET_HERO_MODE ; Model = GUIsildur_SKN ; ParticleSysBone = B_SWORDBONE Anduril FollowBone:yes ; End
; --- Idle Anims --- ;
IdleAnimationState StateName = STATE_Bored
Animation = GUAragorn_IDLE ;no_fidget AnimationName = GUAragorn_SKL.GUAragorn_IDLE AnimationMode = ONCE AnimationPriority = 12 End
Animation = GUAragorn_IDLF ;fidget AnimationName = GUAragorn_SKL.GUAragorn_IDLF AnimationMode = ONCE AnimationPriority = 1 End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" or Prev == "STATE_Moving" then CurDrawableSetTransitionAnimState("TRANS_SB") elseif Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_RB") end EndScript End
; --- Flying Anims --- ;
AnimationState = STUNNED_FLAILING StateName = STATE_Fly Animation = FLYA AnimationName = GUAragorn_SKL.GUAragorn_FLYA AnimationMode = LOOP End End
AnimationState = STUNNED_STANDING_UP StateName = STATE_Ready Animation = GUAragorn_GTPB AnimationName = GUAragorn_SKL.GUAragorn_GTPB AnimationMode = ONCE End End
AnimationState = STUNNED Animation = LNDA AnimationName = GUAragorn_SKL.GUAragorn_LNDA AnimationMode = ONCE End EnteringStateFX = FX_SoldierHitGround End
; --- Dying anims --- ; AnimationState = DYING Animation = DIEA AnimationName = GUAragorn_SKL.GUAragorn_DIEA AnimationMode = ONCE End Animation = DIEB AnimationName = GUAragorn_SKL.GUAragorn_DIEB AnimationMode = ONCE End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Fly" then return "LNDA" else Rand = GetClientRandomNumberReal(0, 1) if( Rand > .5 ) then return "DIEA" else return "DIEB" end end EndScript End
; --- Attacking Anims [Weapon_A] --- ;
AnimationState = BETWEEN_FIRING_SHOTS_A StateName = STATE_Ready Animation = IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE End End
AnimationState = FIRING_OR_PREATTACK_A HERO StateName = STATE_Ready Animation = GUAragorn_SPCA AnimationName = GUAragorn_SKL.GUIsildur_SPCA AnimationMode = ONCE End
FXEvent = Frame:22 Name: FX_IsildurSword FXEvent = Frame:42 Name: FX_IsildurSword FXEvent = Frame:67 Name: FX_IsildurSword End
AnimationState = FIRING_OR_PREATTACK_A StateName = STATE_Ready Animation = ATKD AnimationName = GUAragorn_SKL.GUAragorn_ATKD AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 3 End Animation = ATKE AnimationName = GUAragorn_SKL.GUAragorn_ATKE AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 2 End Flags = RESTART_ANIM_WHEN_COMPLETE End
; --- Moving Anims --- ;
AnimationState = MOVING StateName = STATE_Moving
Animation = GUAragorn_RUNB AnimationName = GUAragorn_SKL.GUAragorn_RUNB AnimationMode = LOOP Distance = 80 End End
; --- Special Anims --- ;
AnimationState = UNPACKING StateName = STATE_Selected Animation = Spell_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE End Animation = Spell_ATNE AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = ONCE AnimationBlendTime = 20 End Animation = Spell_IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationBlendTime = 20 End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then return "Spell_ATNE" elseif Prev == "STATE_Ready" then return "Spell_IDLA" elseif Prev == "STATE_Bored" then return "Spell_ATND" end EndScript ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes ;; ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes ; FXEvent = Frame:0 Name:FX_Narsil ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes End
; --- Emotion Animations --- ;
AnimationState = EMOTION_ALERT StateName = STATE_Ready Animation = IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = LOOP AnimationPriority = 1 End Animation = IDLA_BigBlend AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationPriority = 1 AnimationBlendTime = 7 End Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SR") elseif Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_BR") elseif Prev == "STATE_Moving" then return "IDLA_BigBlend" else return "IDLA" end EndScript End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1 StateName = STATE_Bored Animation = Hit_Level_1_b AnimationName = GUAragorn_SKL.GUAragorn_HITB AnimationMode = ONCE End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Ready" then CurDrawableAllowToContinue() end EndScript End
AnimationState = EMOTION_CELEBRATING StateName = STATE_ready Animation = CHRB AnimationName = GUAragorn_SKL.GUAragorn_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = EMOTION_TAUNTING StateName = STATE_ready Animation = CHRB AnimationName = GUAragorn_SKL.GUAragorn_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
; --- Selected --- ;
AnimationState = SELECTED StateName = STATE_Selected Animation = ATNE AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = LOOP AnimationBlendTime = 5 AnimationMustCompleteBlend = yes End Animation = ATNE_BigBlend AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = LOOP AnimationBlendTime = 7 AnimationMustCompleteBlend = yes End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_RS") elseif Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_BS") elseif Prev == "STATE_Moving" then return "ATNE_BigBlend" else return "ATNE" end EndScript End
; --- TRANSITIONS --- ;
TransitionState = TRANS_BS Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE End End
TransitionState = TRANS_SB Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End
TransitionState = TRANS_RB Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_IDLE AnimationMode = ONCE AnimationBlendTime = 20 End End
TransitionState = TRANS_RS Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = ONCE AnimationBlendTime = 20 End End
TransitionState = TRANS_SR Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationBlendTime = 20 End End
TransitionState = TRANS_BR Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationBlendTime = 20 End End End
; *** DESIGN parameters *** DisplayName = OBJECT:GondorIsildur Side = Men EditorSorting = UNIT
ThreatLevel = ISILDUR_THREAT_LEVEL ThingClass = CHARACTER_UNIT TransportSlotCount = TRANSPORTSLOTCOUNT_HERO BuildCost = 1000 BuildTime = 30 MaxSimultaneousOfType = 1 VisionRange = 121 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GondorIsildurCommandSet
WeaponSet Conditions = None Weapon = PRIMARY GondorIsildurSword End WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY GondorIsildurNarsil End
; *** AUDIO Parameters ***;
VoiceAttack = IsildurVoiceAttack VoiceAttackCharge = IsildurVoiceAttackCharge VoiceAttackMachine = IsildurVoiceAttack VoiceAttackStructure = IsildurVoiceAttack VoiceCreated = IsildurVoiceSalute VoiceFullyCreated = IsildurVoiceSalute VoiceFear = IsildurVoiceHelpMe VoiceMove = IsildurVoiceMove VoiceMoveToCamp = IsildurVoiceMove VoiceMoveWhileAttacking = IsildurVoiceDisengage VoicePriority = 80 VoiceSelect = IsildurVoiceSelectMS VoiceSelectBattle = IsildurVoiceSelectBattle VoiceGuard = IsildurVoiceMove
SoundImpact = ImpactHorse
;IsildurVoiceJoinAnybody ;IsildurVoiceRespawn
;UnitSpecificSounds ;End
CrowdResponseKey = ElfHero
#include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = IsildurDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ISILDUR_HEALTH ;BALANCE Eomer Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 End
Behavior = SpecialPowerModule ModuleTag_IsildurNarsilAttack SpecialPowerTemplate = SpecialAbilityHeroModeNarsil AttributeModifier = NarsilFXThing AttributeModifierFX = FX_Anduril AttributeModifierRange = 0 AttributeModifierAffectsSelf = Yes StartsPaused = No End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate ; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_BoromirDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_BoromirInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_BoromirRespawn ;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 = HIIsildur
;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:625 Time:60000 Health:100% ;DEFAULT VALUES End
Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 250 ; max distance to taunted/pointed objet TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
AddEmotion = Terror_Base AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_Base AddEmotion = UncontrollableFear_Base // AddEmotion = FearIdle_Base // AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base // AddEmotion = HeroCheerIdle_Base // AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base AddEmotion = CheerForAboutToCrush_Base End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IsildurNarsilAttackUpdate SpecialPowerTemplate = SpecialAbilityHeroModeNarsil HeroAttributeModifier = IsildurNarsilAttack HeroEffectDuration = 999999999 ; this should sync with the auto ability delay re-fire time in commandButtons.ini UnpackTime = 1666 ; End
LocomotorSet Locomotor = IsildurHumanLocomotor Condition = SET_NORMAL Speed = 48 End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 3333 ShockStunnedTimeLow = 1000 ShockStunnedTimeHigh= 1200 End
Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 22000 Sound = INITIAL IsildurVoiceDie End
Behavior = SquishCollide ModuleTag_06 ;nothing End
; Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Elf Elf_Male Unit Infantry End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2867 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 2500.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 5000.0 ; level 3 (heavy damage) threshold trigger End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 ; AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_WLKA Frames: 0 AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_RUNB Frames: 2 12 End
;//////////////////// ;// AISpecialPowers ;////////////////////
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End
Behavior = AISpecialPowerUpdate NarsilAI CommandButtonName = Command_SpecialAbilityNarsilAttack SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 20; ShadowSizeY = 20; ShadowTexture = ShadowI;
End
Même principe pour les autres. (Si tu as des questions, n'hésite pas.) | |
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Balrog Moddeur
Nombre de messages : 161 Age : 25 Add-On : Non Date d'inscription : 31/01/2011
| Sujet: Re: Heros Introuvable Mar 1 Fév - 19:51 | |
| voici le game crash : - Code:
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Unknown field 'Behavior' in block 'Object'.
Error parsing field 'Behavior' in block 'object' in file 'Data\INI\Object\goodfaction\units\gondor\denethor.ini',line265.
Error parsing field 'Behavior' in block 'object' in file 'Data\INI\Object\goodfaction\units\gondor\denethor.ini',line265.
Error parsing INI block' Behavior' in file 'Data\INI\Object\goodfaction\units\gondor\denethor.ini'. 5 addresses : (unknown)(0):game.dat+241950 debug::PostStaticinit+3390 (unknown)(0):game.dat+2293599 UnicodeString::UnicodeString+55606 (unknown)(0):game.dat+2324389 GameClientRandomVariable::getValue+15977 (unknown)(0):game.dat+6447835 Xfer::§Xfer+118290 (unknown)(0):kernel32.dll+94327 RegisterWaitForImputIdle+73 Because of the severity of this error the game will now exit.
Pour info la ligne 265 c'est la ligne : - Code:
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Behavior = RespawnUpdate ModuleTag_RespawnUpdate edit:le code pour isildur ne marche pas | |
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cdd Invité
| Sujet: Re: Heros Introuvable Mar 1 Fév - 21:48 | |
| Il nous faudrait le code autour de cette ligne |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Heros Introuvable Mar 1 Fév - 21:52 | |
| Déjà avec 1 seul cdd la vie était pas facile mais si on nous en rajoute un deuxième !! | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Heros Introuvable Mar 1 Fév - 22:26 | |
| Salut à tous, - Citation :
- edit:le code pour isildur ne marche pas
Comment ça il marche pas !? Chez moi si, et => ici<= aussi. Tu as remplacé ton code d'Isildur par celui que je t'ai donné ? | |
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Balrog Moddeur
Nombre de messages : 161 Age : 25 Add-On : Non Date d'inscription : 31/01/2011
| Sujet: Re: Heros Introuvable Mer 2 Fév - 14:50 | |
| j'ai supprimer totalement le code de base et ajouter le tien , aucun effet , isildur est invisible .
le behavior se trouve dans les modification effectué .
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Heros Introuvable Mer 2 Fév - 19:17 | |
| Salut, J'avais pas vu: tu n'as pas l'add-on et le code que je t'ai donné fonctionne sur ce dernier mais peut être pas sur les versions du 1 et 2 (=> j'ai pas comparé ni vérifié). Tu fais tes modifs sur LOTR I ou II ? Quand tu dis qu'Isildur est invisible, tu parles du bouton de la forteresse ? Concernant ton game crash: - Cdd l'invité a écrit:
- Il nous faudrait le code autour de cette ligne
Alors ? On attend... PS: Juste au cas où: est ce normal que l'on parle d'Isildur et que ton game crash concerne Denethor ? | |
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Balrog Moddeur
Nombre de messages : 161 Age : 25 Add-On : Non Date d'inscription : 31/01/2011
| Sujet: Re: Heros Introuvable Mer 2 Fév - 19:22 | |
| je n'ai que bfme2 , l'addon je le recherche mais pour le moment il est introuvable. le code complet de denethor : - Code:
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;------------------------------------------------------------------------------ ; ; Denethor.ini ; ;------------------------------------------------------------------------------
; Denethor Object GondorDenethor ; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_DRAW
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = arrow
DefaultModelConditionState Model = GUFaramir_SKN WeaponLaunchBone = PRIMARY arrow End
; --- Transition Anims TransitionState = TRANS_DrawBow Animation = GUFaramir_TOS3 AnimationName = GUFaramir_SKL.GUFaramir_TOS3 AnimationMode = ONCE End End TransitionState = Trans_Bow_To_Sword Animation = GUFaramir_STHA AnimationName = GUFaramir_SKL.GUFaramir_STHA ; AnimationMode = ONCE End End TransitionState = Trans_Sword_To_Bow Animation = GUFaramir_STHB AnimationName = GUFaramir_SKL.GUFaramir_STHB ; AnimationMode = ONCE End End
; --- Idle Anims IdleAnimationState BeginScript CurDrawableShowSubObject("arrow") Prev = CurDrawablePrevAnimationState() if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_DrawBow") end EndScript
Animation = IDLA AnimationName = GUFaramir_SKL.GUFaramir_IDLA 0 15 AnimationMode = ONCE End End
; --- Moving Anims AnimationState = MOVING DAMAGED WEAPONSTATE_CLOSE_RANGE StateName = WithSword Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails Animation = GUFaramir_IWKA AnimationName = GUFaramir_SKL.GUFaramir_IWKA AnimationMode = LOOP End End AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE StateName = WithSword ;ParticleSysBone = None InfantryDustTrails Animation = GUFaramir_WLKA AnimationName = GUFaramir_SKL.GUFaramir_WLKA AnimationMode = LOOP End End AnimationState = MOVING WEAPONSTATE_CLOSE_RANGE StateName = WithSword Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails Animation = GUFaramir_RUNB AnimationName = GUFaramir_SKL.GUFaramir_RUNB AnimationMode = LOOP End End AnimationState = MOVING DAMAGED Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails Animation = GUFaramir_IWKA AnimationName = GUFaramir_SKL.GUFaramir_IWKA AnimationMode = LOOP End End AnimationState = MOVING WANDER ;ParticleSysBone = None InfantryDustTrails Animation = GUFaramir_WLKA AnimationName = GUFaramir_SKL.GUFaramir_WLKA AnimationMode = LOOP End End AnimationState = MOVING ;ParticleSysBone = None InfantryDustTrails Flags = RANDOMSTART Animation = GUFaramir_RUNB AnimationName = GUFaramir_SKL.GUFaramir_RUNA AnimationMode = LOOP End End
; Attacking Anims [Weapon_A] AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE StateName = WithSword Animation = ATKA AnimationName = GUFaramir_SKL.GUFaramir_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = GUFaramir_SKL.GUFaramir_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = FIRING_OR_PREATTACK_A Animation = GUFaramir_ATKD AnimationName = GUFaramir_SKL.GUFaramir_ATKD AnimationMode = ONCE UseWeaponTiming = Yes End FrameForPristineBonePositions = 59 End
; --- Dying anims AnimationState = DYING SPLATTED Animation = GUFaramir_LNDA AnimationName = GUFaramir_SKL.GUFaramir_LNDA AnimationMode = ONCE End End AnimationState = DYING WEAPONSTATE_CLOSE_RANGE Animation = GUFaramir_DIEB AnimationName = GUFaramir_SKL.GUFaramir_DIEB AnimationMode = ONCE End End AnimationState = DYING Animation = GUFaramir_DIEB AnimationName = GUFaramir_SKL.GUFaramir_DIEB AnimationMode = ONCE End End
; --- Stunned anims AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = GUFaramir_FLYA AnimationName = GUFaramir_SKL.GUFaramir_FLYA AnimationMode = LOOP End End AnimationState = STUNNED_STANDING_UP Animation = GUFaramir_GTPA AnimationName = GUFaramir_SKL.GUFaramir_GTPA AnimationMode = ONCE End End AnimationState = STUNNED Animation = GUFaramir_LNDA AnimationName = GUFaramir_SKL.GUFaramir_LNDA AnimationMode = ONCE End End
; --------- Idle Anims AnimationState = WEAPONSTATE_CLOSE_RANGE StateName = WithSword Animation = GUFaramir_IDLC AnimationName = GUFaramir_SKL.GUFaramir_IDLC AnimationMode = ONCE End End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUFaramir_SKL.GUFaramir_HITA AnimationMode = ONCE End End
End
; ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = DENETHOR_THREAT_LEVEL ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO WeaponSet Conditions = None Weapon = PRIMARY FaramirBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY FaramirSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = NoArmor DamageFX = NormalDamageFX End VisionRange = 121 BountyValue = GONDOR_DENETHOR_BOUNTY_VALUE DisplayName = OBJECT:GondorDenethor CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandPoints = 1 CommandSet = GenericCommandSet
; *** AUDIO Parameters ***;
VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound VoiceFear = NoSound VoiceGuard = NoSound
SoundImpact = ImpactHorse ;UnitSpecificSounds ; VoiceGarrison = NoSound ; VoiceEnter = NoSound ; VoiceEnterHostile = NoSound ; VoiceGetHealed = NoSound ;End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ARAGORN_HEALTH ;BALANCE Aragorn Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_AragornDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3933 ;How long DeathAnim will take. InitialSpawnFX = FX_AragornInitialSpawn ;FXList to play when respawning. RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_ResurrectionAragorn ;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 = HIAragorn_res ;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:1000 Time:60000 Health:100% ;DEFAULT VALUES End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 HoldGroundCloseRangeDistance = 41 End
LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = 33 End Behavior = DualWeaponBehavior ModuleTag_13 SwitchWeaponOnCloseRangeDistance = 81 End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End ; Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Man Man_Male Unit Infantry End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 7 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = No Shadow = SHADOW_DECAL ShadowSizeX = 12; ShadowSizeY = 12; ShadowTexture = ShadowI; End | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Heros Introuvable Mer 2 Fév - 19:43 | |
| Il manque un "End" juste au dessus du module : Behavior = RespawnUpdate ModuleTag_RespawnUpdate - Spoiler:
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ARAGORN_HEALTH ;BALANCE Aragorn Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End
- Citation :
- Quand tu dis qu'Isildur est invisible, tu parles du bouton de la forteresse ?
Une réponse peut être... | |
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Balrog Moddeur
Nombre de messages : 161 Age : 25 Add-On : Non Date d'inscription : 31/01/2011
| Sujet: Re: Heros Introuvable Mer 2 Fév - 19:52 | |
| J'ai rajouté le end ou il fallait et plus de game crash mais pas de denethor , aucun bouton n'appairait dans la forteresse , le meme probléme avec isildur . | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Heros Introuvable Mer 2 Fév - 22:04 | |
| J'ai regardé, et effectivement, il n'y a rien dans la forteresse. La raison est simple: les boutons ne sont pas édités et qui plus est, n'existent pas. C'est tout à fait possible de les créer mais il faut toucher aux textures. En attendant, tu peux utiliser des boutons qui existent, par exemple: - remplace dans isildur.ini: ButtonImage = HIIsildur par HIElrond SelectPortrait = HPIsildur par HPElrond ( pense à enlever les " ;") - dans denethor.ini, mets: ButtonImage = HILegolas SelectPortrait = HPLegolas - idem pour les autres. Cela te permettra de voir à quoi ressemblent ces héros. Si tu décides de les utiliser, je t'expliquerais comment faire avec les textures (il y a un moment que j'hésite à faire un tuto sur le sujet...) | |
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Balrog Moddeur
Nombre de messages : 161 Age : 25 Add-On : Non Date d'inscription : 31/01/2011
| Sujet: Re: Heros Introuvable Mer 2 Fév - 22:33 | |
| je vient de tester et sa marche parfaitement , merci a tous | |
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| Sujet: Re: Heros Introuvable | |
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