Leithian... Moddeur expert
Nombre de messages : 750 Age : 31 Location : @ Home ! =D Add-On : Quelle question, bien sûr que non ! Date d'inscription : 03/03/2010
| Sujet: Créer un batiment d'entraînement d'unités Jeu 7 Juil - 23:15 | |
| J'ai voulu créer un bâtiment de production d'unités en partant d'un bâtiment de décor. Je lui ai créé un commandset, un fichier ini qui ne crash pas, mais ça ne fait pas vraiment ce que je veux. J'ai pris comme base la fontaine du gondor, et je voulai en faire un bâtiment qui à la fois heal les unités alentour et permet de recruter des guérisseurs. Les guérisseurs fonctionnent je les ai testés sur un autre bâtiment, mais sur celui-ci quand on clique sur l'icône de recrutement rien ne se passe =/ J'aimerai donc votre avis là-dessus ^^ - Code:
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;------------------------------------------------------------------------------ Object IsengardHealingTent
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes
DefaultModelConditionState Model = IBTent2 End AnimationState = NONE Animation = IBTent2 AnimationName = IBTent2.IBTent2 AnimationMode = LOOP End End ModelConditionState = RUBBLE Model = IBTent2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = RUBBLE 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
;-- building being placed ModelConditionState = BUILD_PLACEMENT_CURSOR Shadow = SHADOW_ALPHA_DECAL ShadowTexture = decal_hero_good ShadowSizeX = GONDOR_WELL_AOE_RADIUS_DECAL ShadowSizeY = GONDOR_WELL_AOE_RADIUS_DECAL ShadowOverrideLODVisibility = Yes End End
; Draw module just for the heal FX. Draw = W3DScriptedModelDraw TheHealEffect ModelConditionState = NONE Model = None ParticleSysBone NONE WellHealFX End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED Model = None End End PlacementViewAngle = -45
; ***DESIGN parameters *** DisplayName = OBJECT:IsengardHealingTent Description = OBJECT:IsengardHealingTentDescription Side = Isengard IsTrainable = No EditorSorting = STRUCTURE ThreatLevel = 1.0 CommandSet = IsengardHealingTentCommandSet
BuildCost = 1200 BuildTime = 45 ; in seconds RefundValue = 600 VisionRange = 100 ; Shroud clearing distance ShroudClearingRange = 100 BountyValue = 75 ArmorSet Conditions = None Armor = StructureArmor End
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
;--- AUDIO Parameters ---
VoiceFullyCreated = EVA:GenericBuildingComplete-Builder VoiceSelect = GondorWellSelect VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundAmbient = WaterFountain1AmbientLoop SoundAmbientDamaged = BuildingDamageFireMediumLoop SoundAmbientReallyDamaged = BuildingDamageFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds UnderConstruction = BuildingConstructionLoop ; Built first time UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???) End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MADE_OF_STONE CAN_SEE_THROUGH_STRUCTURE IGNORE_FOR_VICTORY
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag WorkerName = GondorWorkerNoSelect SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY End
Body = StructureBody ModuleTag_05 MaxHealth = 2000 MaxHealthDamaged = 1000 MaxHealthReallyDamaged = 500 End
Flammability ; should be after the 'Body' statement Fuel = MEN_WELL_FIRE_FUEL MaxBurnRate = MEN_WELL_FIRE_MAX_BURN_RATE Decay = MEN_WELL_FIRE_DECAY Resistance = MEN_WELL_FIRE_RESISTANCE End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble DestructionDelay = 5000 End Behavior = QueueProductionExitUpdate ModuleTag_11 PlacementViewAngle = -90
UnitCreatePoint = X:46.0 Y:-10.0 Z:0.0 ;moved this because uruks were popping from the back of the structure NaturalRallyPoint = X:41.0 Y:-70.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius!
ExitDelay = STANDARD_HORDE_EXIT_DELAY ; For the hordes. Make them come out one at a time. UseReturnToFormation = No End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse CollapseHeight = 75 End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = 50 ; How far we try to claim ground MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = 999999 ; How often (in msec) we give that much money HighPriority = Yes ; A high priority claim gets to pretend it was there first. Visible = No ;// Don't show decal when a resource building is selected. End
Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh EffectRadius = GONDOR_WELL_AOE_RADIUS PingDelay = 2000;msec HealPercentPerSecond = 2% ; ;3% AllowFilter = ANY +INFANTRY +CAVALRY +MACHINE -IMMOBILE +DOZER NonStackable = Yes HealFX = FX_SpellHealUnitHealBuff End
;///////////////////////////////////////////////////////// ;// BannerCarrierUpdate module for Well Object ;///////////////////////////////////////////////////////// Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag IdleSpawnRate = 10000 ; ;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 ReplenishAllNearbyHordes = Yes ScanHordeDistance = GONDOR_WELL_AOE_RADIUS End
Geometry = CYLINDER GeometryMajorRadius = 35.6 GeometryHeight = 16.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:0 Y:-40 Z:0 Grab GeometryContactPoint = X:-5 Y:-5 Z:16 GeometryContactPoint = X:-40 Y:0 Z:0 Grab GeometryContactPoint = X:-5 Y:5 Z:16 GeometryContactPoint = X:0 Y:40 Z:0 Grab GeometryContactPoint = X:5 Y:5 Z:16 GeometryContactPoint = X:40 Y:0 Z:0 Grab GeometryContactPoint = X:5 Y:-5 Z:16 GeometryContactPoint = X:-23 Y:24 Z:0 Repair GeometryContactPoint = X:46 Y:-54 Z:0 Repair
End
Merci d'avance pour votre aide =) | |
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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: Créer un batiment d'entraînement d'unités Sam 9 Juil - 19:42 | |
| Si tu n'y arrive pas fais le contraire : Tu pars d'un batiment qui construit des unités et tu lui mets les modules de soin et le draw de la fontaine | |
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Leithian... Moddeur expert
Nombre de messages : 750 Age : 31 Location : @ Home ! =D Add-On : Quelle question, bien sûr que non ! Date d'inscription : 03/03/2010
| Sujet: Re: Créer un batiment d'entraînement d'unités Dim 10 Juil - 23:25 | |
| C'est ce que j'ai fait finalement et ça fonctionne, merci ! | |
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| Sujet: Re: Créer un batiment d'entraînement d'unités | |
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