Micky93 Débutant(e)
Nombre de messages : 45 Age : 31 Location : Mordor, sur le plateau de Gorgoroth, plus précisément Barad-Dûr Add-On : Evidemment quelle question ! Date d'inscription : 29/12/2010
| Sujet: Archers de Dale transformés en archers du Rohan Jeu 18 Aoû - 10:56 | |
| Salut,
Voilà j'ai créé des archers du Rohan basés sur les archers de Dale. Mais j'ai un problème avec les upgrades. J'ai mis les upgrades des hommes et non ceux des nains, mais quant je les achètes, les modifications ne sont pas visibles sur les archers. L'armure lourde n'apparait pas ainsi que le porte étendard et les flèches de feu.
En gros: 1. Je voudrais que les archers aient le porte étendard des hommes quant j'achète l'upgrade porte étendard. 2. Les archers aient l'armure lourde des nains visible sur eux quant j'achète l'upgrade armure lourde des hommes, comme si j’achetais la cotte de maille en mithril. 3. Les archers aient les flèches de feu visible sur eux quant j'achète l'upgrade flèche de feu des hommes, comme si j’achetais flèches de feu pour les nains
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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: Archers de Dale transformés en archers du Rohan Jeu 18 Aoû - 12:48 | |
| Salut, tu peux nous mettre 1 - le code de ta horde, 2- le code d'un archer (sans le module draw pour prendre moins de place si possible), 3 - le commandset de la horde 4 - les commandbutton du commandset associés aux upgrades Avec tout ca je suis sur de pouvoir te dire le probleme (il y a de forte chance qu'il vienne de ces morceaux de code) | |
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Micky93 Débutant(e)
Nombre de messages : 45 Age : 31 Location : Mordor, sur le plateau de Gorgoroth, plus précisément Barad-Dûr Add-On : Evidemment quelle question ! Date d'inscription : 29/12/2010
| Sujet: Re: Archers de Dale transformés en archers du Rohan Jeu 18 Aoû - 15:37 | |
| Salut voilà les codes:
Code unité:
Object RohanArcher2 ; *** ART Parameters *** UpgradeCameo1 = Upgrade_GondorFireArrows SelectPortrait = UPDwarven_MenofDale ButtonImage = WOR_MenofDale Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes ; ---Test entry for the time of day texture swap test--- ; TimeOfDayTexture = twwater01.tga AFTERNOON 0 ROHANWARRIOR01 ; RandomTexture = guarcher.tga 0 ; RandomTexture = twwater01.tga 0 ; RandomTexture = rbgen01.tga 0
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
; specify options for static LODs LodOptions = LOW AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW End LodOptions = MEDIUM AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED MaxRandomTextures = MAX_RANDOM_TEXTURES_MED MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED End LodOptions = HIGH AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH End
ParticlesAttachedToAnimatedBones = yes
; --------- With Bow ------------ DefaultModelConditionState Model = RUArcher_SKN ;DUMenDale_SKN Skeleton = GUArcher_SKL Texture = DUMenDale.tga RUArcher.tga WeaponLaunchBone = PRIMARY ARROW WeaponLaunchBone = SECONDARY ARROWNOCK ; when upgraded to flaming arrow WeaponLaunchBone = QUINARY ARROW End ; --------- With Bow Upgrade ------------
ModelConditionState WEAPONSET_PLAYER_UPGRADE Model = RUArcher_SKN ;DUMenDale_SKN Skeleton = GUArcher_SKL Texture = DUMenDale.tga RUArcher.tga WeaponLaunchBone = PRIMARY ARROW WeaponLaunchBone = SECONDARY ARROWNOCK ; when upgraded to flaming arrow WeaponLaunchBone = QUINARY ARROW ; ParticleSysBone = FireArowTip arrowFire FollowBone:Yes ; ParticleSysBone = FireArowTip arrowFire FollowBone:Yes End ;----------- Default Idle animations ------- IdleAnimationState StateName = STATE_Idle Animation = IdleA AnimationName = GUArcher_IDLA AnimationPriority = 6 AnimationSpeedFactorRange = 0.7 1.3 End ;*** Repeat IDLA because animation priorities will not choose same animation twice so it can alternate between first two mostly. Animation = IdleA AnimationName = GUArcher_IDLA AnimationPriority = 6 AnimationSpeedFactorRange = 0.7 1.3 End Animation = IdleH AnimationName = GUArcher_IDLH AnimationPriority = 1 AnimationSpeedFactorRange = 0.7 1.3 AnimationBlendTime = 8 End Animation = IdleI AnimationName = GUArcher_IDLI AnimationPriority = 1 AnimationSpeedFactorRange = 0.7 1.3 AnimationBlendTime = 8 End Animation = IdleJ AnimationName = GUArcher_IDLJ AnimationPriority = 1 AnimationSpeedFactorRange = 0.7 1.3 AnimationBlendTime = 8 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end EndScript End ;----------- Flying through air ------- AnimationState = PASSENGER Animation = FLLA AnimationName = GUArcher_FLLA AnimationMode = LOOP End End AnimationState = THROWN_PROJECTILE Animation = FLYA AnimationName = GUArcher_FLYA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = Falling AnimationName = GUArcher_FLYA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.35 0.35 End End AnimationState = STUNNED_FLAILING Animation = StunFlail AnimationName = GUArcher_FLLA AnimationMode = LOOP End Flags = RANDOMSTART End ;----------- Dying ------- AnimationState = DYING DEATH_1 Animation AnimationName = GUArcher_IDLA AnimationMode = ONCE AnimationBlendTime = 10 End End
AnimationState = DYING BURNINGDEATH Animation AnimationName = GUArcher_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = GUArcher_DIEB AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = GUArcher_DIED AnimationMode = ONCE AnimationBlendTime = 10 End End
AnimationState = DYING SPLATTED Animation = Fire AnimationName = GUArcher_LNDA AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End EnteringStateFX = FX_SoldierHitGround End
AnimationState = DYING AFLAME Animation = Fire AnimationName = GUArcher_MFDA AnimationSpeedFactorRange = 0.9 1.1 End Animation = Fire AnimationName = GUArcher_MFDB AnimationSpeedFactorRange = 0.9 1.1 End End
AnimationState = DYING Animation = Die2 AnimationName = GUArcher_DIEB AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End Animation = Die3 AnimationName = GUArcher_DIED AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End
AnimationState = BURNINGDEATH Animation AnimationName = GUArcher_MFDA AnimationMode = LOOP Distance = 60 End End
AnimationState = PARALYZED Animation AnimationName = GUArcher_IDLA AnimationMode = LOOP End End
;------ Stunned anims ----------- AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = GUArcher_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED Animation = StunFlail AnimationName = GUArcher_LNDA AnimationMode = ONCE End EnteringStateFX = FX_SoldierHitGround End
;------- Close range melee fighting ------------ AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE Animation = ATKD AnimationName = GUArcher_ATKD AnimationMode = ONCE UseWeaponTiming = Yes End End
;------- New Style Archery -------------------------------------------- AnimationState = PREATTACK_E StateName = STATE_Firing Animation = ReadyToDrawn AnimationName = GUArcher_ATKF1 AnimationMode = ONCE AnimationBlendTime = 10 End End
AnimationState = PREATTACK_A StateName = STATE_Firing Animation = ReadyToDrawn AnimationName = GUArcher_ATKF1 AnimationMode = ONCE ; UseWeaponTiming = NoNONONOO!!! ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning AnimationBlendTime = 10 End End
AnimationState = FIRING_OR_RELOADING_E StateName = STATE_Firing Animation = LooseReloadDraw AnimationName = GUArcher_ATKF2 AnimationMode = ONCE AnimationSpeedFactorRange = 1.1 1.1 AnimationBlendTime = 0 End End
AnimationState = FIRING_OR_RELOADING_A StateName = STATE_Firing Animation = LooseReloadDraw AnimationName = GUArcher_ATKF2 AnimationMode = ONCE ; UseWeaponTiming = NoNONONOO!!! ; Left in as reminder why not to use: UseWeaponTiming does not work for archers. Do not attempt to use this! AnimationSpeedFactorRange = 1.1 1.1 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for AnimationBlendTime = 0 ; Blend time needs to be zero or else the arrow subobject lingers length of blend. End End AnimationState = PREATTACK_C StateName = STATE_Firing Animation = ReadyToDrawn AnimationName = GUArcher_ATKF1 AnimationMode = ONCE ; UseWeaponTiming = NoNONONOO!!! ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning AnimationBlendTime = 10 End End
AnimationState = FIRING_OR_RELOADING_C StateName = STATE_Firing Animation = LooseReloadDraw AnimationName = GUArcher_ATKF2 AnimationMode = ONCE ; UseWeaponTiming = NoNONONOO!!! ; Left in as reminder why not to use: UseWeaponTiming does not work for archers. Do not attempt to use this! AnimationSpeedFactorRange = 1.1 1.1 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for AnimationBlendTime = 0; Blend time needs to be zero or else the arrow subobject lingers length of blend. End End ;---------- Black Arrows ---------------------- AnimationState = UNPACKING SPECIAL_WEAPON_ONE Animation AnimationName = GUArcher_ATKF1 AnimationMode = ONCE UseWeaponTiming = Yes End End
;;========= TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY Animation = TerrorFromTheSky AnimationName = GUArcher_RUNC AnimationMode = LOOP End End
;;========= BACKING UP AnimationState = MOVING BACKING_UP Animation = BackingUp AnimationName = GUArcher_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End
;;========= MOVING
AnimationState = MOVING ATTACKING Animation = AMove AnimationName = GUArcher_RUNB AnimationMode = LOOP Distance = 28 End Flags = RANDOMSTART End AnimationState = MOVING WANDER Animation = Wander1 AnimationName = GUArcher_WLKA End Animation = Wander2 AnimationName = GUArcher_WLKB ;20 End Flags = RANDOMSTART End
AnimationState = MOVING Animation = Move AnimationName = GUArcher_RUNA AnimationMode = LOOP Distance = 28 End Flags = RANDOMSTART End
;-------- Persistant firing (keep bow drawn ) ------------ AnimationState = CONTINUOUS_FIRE_MEAN StateName = STATE_Firing Animation = HangFrameWhileCoasting AnimationName = GUArcher_ATKF2 AnimationMode = MANUAL End End AnimationState = CONTINUOUS_FIRE_SLOW StateName = STATE_Idle Animation = PutAwayArrow AnimationName = GUArcher_ATKF3 AnimationMode = ONCE End End ;------------ HIT REACTION ----------------------------------------------------- AnimationState = HIT_REACTION Animation = Hit_Level_1_a AnimationName = GUArcher_HITA AnimationMode = ONCE End End ;--------------------- EMOTIONS -----------------------------
;;======= TERROR
AnimationState = EMOTION_AFRAID Animation = FERA AnimationName = GUArcher_FERA AnimationMode = LOOP End Animation = FERB AnimationName = GUArcher_FERB AnimationMode = LOOP End Animation = FERC AnimationName = GUArcher_FERC AnimationMode = LOOP End Animation = FERD AnimationName = GUArcher_FERD AnimationMode = LOOP End End ;;======= CELEBRATING
AnimationState = EMOTION_CELEBRATING Animation = CHRB AnimationName = GUArcher_CHRB AnimationMode = Once AnimationBlendTime = 15 AnimationPriority = 2 End Animation = SLTA AnimationName = GUArcher_SLTA AnimationMode = Once AnimationBlendTime = 15 AnimationPriority = 2 End Animation = CHRA AnimationName = GUArcher_CHRA AnimationMode = Once AnimationBlendTime = 15 AnimationPriority = 1;Use least often of cheers (Eugene) End Flags = RESTART_ANIM_WHEN_COMPLETE End ;;======== TAUNTING
AnimationState = EMOTION_TAUNTING Animation = Taunting2 AnimationName = GUArcher_IDLE AnimationMode = ONCE AnimationBlendTime = 15 End Animation = Taunting3 AnimationName = GUArcher_IDLF AnimationMode = ONCE AnimationBlendTime = 15 End Animation = Taunting4 AnimationName = GUArcher_IDLG AnimationMode = ONCE AnimationBlendTime = 15 End
Flags = RESTART_ANIM_WHEN_COMPLETE End
;;======== POINTING
AnimationState = EMOTION_POINTING ShareAnimation = Yes Animation = pointing AnimationName = GUArcher_PNTA AnimationPriority = 2 AnimationSpeedFactorRange = 0.9 1.1 AnimationMode = LOOP End End
;;======== ALERT AnimationState = EMOTION_ALERT Animation = Ready AnimationName = GUArcher_IDLA AnimationMode = LOOP AnimationPriority = 3 AnimationBlendTime = 15 End Animation = Ready AnimationName = GUArcher_IDLA AnimationMode = LOOP AnimationPriority = 3 AnimationBlendTime = 15 End Animation = Point AnimationName = GUArcher_PNTA AnimationMode = LOOP AnimationPriority = 1 AnimationBlendTime = 15 End End
; Turn off fire arrow visuals -- will be redone like Peasant drafting. ;;----------------- FIRE ARROW UPGRADE -------------------------------------------- AnimationState = USER_4 ;Fire arrow upgrade Animation = IdleB AnimationName = GUArcher_IDLB AnimationPriority = 2 ;10 AnimationSpeedFactorRange = 0.7 1.3 End Animation = IdleC AnimationName = GUArcher_IDLC AnimationPriority = 1 ;5 AnimationSpeedFactorRange = 0.7 1.3 End Animation = IdleD AnimationName = GUArcher_IDLD AnimationPriority = 1 ;5 AnimationSpeedFactorRange = 0.7 1.3 End BeginScript CurDrawableShowSubObject("ArrowNock") CurDrawableShowSubObject("FireArowTip") EndScript StateName = Bow End
AnimationState = RAISING_FLAG Animation = CHRB AnimationName = GUArcher_CHRB AnimationMode = Once AnimationSpeedFactorRange = 0.9 1.1 End Animation = SLTA AnimationName = GUArcher_SLTA AnimationMode = Once AnimationSpeedFactorRange = 0.9 1.1 End Animation = CHRA AnimationName = GUArcher_CHRA AnimationMode = Once AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End ;;----------------- SELECTED -------------------------------------------- AnimationState = SELECTED StateName = STATE_Selected Animation = ATNB AnimationName = GUArcher_ATNB AnimationMode = LOOP AnimationSpeedFactorRange = 0.9 1.1 End Animation = IDLA AnimationName = GUArcher_IDLA AnimationPriority = 10 AnimationSpeedFactorRange = 0.7 1.3 End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end if CurDrawableModelcondition("ATTACKING") then return "IDLA" else return "ATNB" end EndScript End ;;----------------- Transitions ------------------------------------------------------ TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = GUArcher_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_Selected_To_Idle Animation = ATNC AnimationName = GUArcher_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 2.0 ;Kind of a slow animation End End End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = HORDE_UNIT CommandPoints = 1 CommandSet = RohanArcher2CommandSet
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT WeaponSet Conditions = None Weapon = PRIMARY DwarvenArcherBow Weapon = TERTIARY DwarvenArcherBowBombard Weapon = QUINARY DwarvenMenOfDaleBlackArrows AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = QUINARY FROM_PLAYER FROM_SCRIPT ; not from ai End WeaponSet Conditions = CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY DwarvenArcherBow ;Weapon = SECONDARY GondorArcherBowMelee Weapon = TERTIARY DwarvenArcherBowBombard ;OnlyAgainst = PRIMARY STRUCTURE End ArmorSet Conditions = None Armor = ArcherEliteArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = ArcherEliteHeavyArmor DamageFX = NormalDamageFX End BountyValue = 100
VisionRange = 250 VisionSide = 35% VisionRear = 25% VisionBonusPercentPerFoot = 2.0% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 ShroudClearingRange = SHROUD_CLEAR_STANDARD
DisplayName = OBJECT:DwarvenMenOfDale CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrushRevengeWeapon = RangedInfantryCrushRevenge
// *** AUDIO Parameters ***//
;VoiceAmbushed = GondorArcherVoiceAmbushed OBSOLETE VOICE VoiceAttack = GondorArcherVoiceAttack VoiceAttackAir = GondorArcherVoiceAttack VoiceAttackCharge = GondorArcherVoiceAttackCharge VoiceAttackMachine = GondorArcherVoiceAttack VoiceAttackStructure = GondorArcherVoiceAttackBuilding VoiceEnterStateAttack = GondorArcherVoiceEnterStateAttack VoiceEnterStateAttackCharge = GondorArcherVoiceEnterStateAttackCharge VoiceEnterStateAttackMachine = GondorArcherVoiceEnterStateAttackBuilding VoiceEnterStateAttackStructure = GondorArcherVoiceEnterStateAttackBuilding VoiceCreated = GondorArcherVoiceSalute VoiceFullyCreated = GondorArcherVoiceSalute VoiceMove = GondorArcherVoiceMove ; VoiceMoveToHigherGround = GondorArcherVoiceMoveToHigherGround VoiceMoveToCamp = GondorArcherVoiceMoveCamp VoiceMoveWhileAttacking = GondorArcherVoiceDisengage VoiceEnterStateMove = GondorArcherVoiceEnterStateMove ; VoiceEnterStateMoveToHigherGround = GondorArcherVoiceEnterStateMoveToHigherGround VoiceEnterStateMoveToCamp = GondorArcherVoiceEnterStateMoveCamp VoiceEnterStateMoveWhileAttacking = GondorArcherVoiceEnterStateDisengage VoicePriority = 47 VoiceRetreatToCastle = GondorArcherVoiceRetreat VoiceEnterStateRetreatToCastle = GondorArcherVoiceEnterStateRetreat VoiceSelect = GondorArcherVoiceSelectMS VoiceSelectBattle = GondorArcherVoiceSelectBattle VoiceGuard = GondorArcherVoiceMove MinZIncreaseForVoiceMoveToHigherGround = 50
SoundImpact = ImpactHorse
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
CrowdResponseKey = GoodMen
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationVoxCheerSinglesLoop ;MOVING ATTACKING ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop ;MOVING ATTACKING ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop ;MOVING ATTACKING ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Man Man_Male Dwarf_MenOfDale End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_DIEB Frames:19 AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_DIED Frames:53 AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_LNDA Frames:1 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUArcher_SKL.GUArcher_LNDA Frames:14 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARCHER GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT ;GRAB_AND_KILL Body = ActiveBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ROHAN_ARCHER2_HEALTH ;BALANCE Archer Health MaxHealthDamaged = ROHAN_ARCHER2_HEALTH_DAMAGED BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS CanAttackWhileContained = Yes AILuaEventsList = RohanArcherFunctions AttackPriority = AttackPriority_Archer BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY End
LocomotorSet Locomotor = HumanLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_MED_MEMBER_SPEED End
LocomotorSet Locomotor = HumanWanderLocomotor Condition = SET_WANDER Speed = NORMAL_FOOT_MED_MEMBER_SPEED End
LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_INFANTRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End
Behavior = AimWeaponBehavior AimWeaponModuleTag AimLowThreshold = -0.15 AimHighThreshold = 0.15 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -FADED SinkDelay = 3000 SinkRate = 0.600 ; in Dist/Sec DestructionDelay = 12000 Sound = INITIAL HumanVoiceDie End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathFaded DeathTypes = NONE +FADED FadeDelay = 0 FadeTime = 4000 DestructionDelay = 4000 DeathFlags = DEATH_1 End Behavior = SquishCollide ModuleTag_06 ;nothing End ; RohanArcher Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End Behavior = BezierProjectileBehavior ModuleTag_07 ; Module starts asleep, and wakes up when thrown. FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain SecondHeight = 24 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit DieOnImpact = Yes BounceCount = 1 ; When I hit the ground, I'll arc again BounceDistance = 40 ; this far BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 24 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End
;-------------------------------------------------------------------------- ; Upgrades. ;-------------------------------------------------------------------------- Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade TriggeredBy = Upgrade_GondorHeavyArmor ;ArmorSetFlag = PLAYER_UPGRADE End Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_GondorHeavyArmor UpgradeTexture = RUArcher.tga 0 RUArcherHA.tga UpgradeTexture = RUArcher_M.tga 0 RUArcherHA.tga ShowSubObjects = ARMOR RecolorHouse = Yes ExcludeSubobjects = FireArowTip End ; Fire arrow upgrade Behavior = WeaponSetUpgrade ModuleTag_08 TriggeredBy = Upgrade_GondorFireArrows ; Turn off fire arrow visuals -- will be redone like Peasant drafting. ;CustomAnimAndDuration = AnimState:USER_4 AnimTime:0 TriggerTime:0 ;set flag forever End Behavior = SubObjectsUpgrade FireArrows_Upgrade TriggeredBy = Upgrade_GondorFireArrows ShowSubObjects = FireArowTip ;ArrowNock ; yes, it's a typo. ;HideSubObjects = arrow End
;--------------------------------------------------------------------------
; Behavior = DualWeaponBehavior ModuleTag_09 ; SwitchWeaponOnCloseRangeDistance = 40 ; End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 1993 ; level 1 (light damage) hit reaction animations in ms HitReactionLifeTimer2 = 1993 ; level 2 (medium damage) hit reaction animations in ms HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 19; ShadowSizeY = 19; ShadowTexture = ShadowI; End
Code de la horde:
Object RohanArcher2Horde
; This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_MenofDale SelectPortrait = UPDwarven_MenofDale
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR DefaultModelConditionState Model = None ;InvisHrdeTmp5x2 End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeMarkRUYeo End End Side = Dwarves EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:HordeRohanArcher DisplayNameStrategic = CONTROLBAR:LW_Unit_DwarvenMenOfDaleHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_DwarvenMenOfDaleHorde WeaponSet Conditions = None Weapon = PRIMARY NormalMissileHordeRangefinder Weapon = TERTIARY NormalMissileHordeRangefinderBombard AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI. End CommandSet = RohanArcher2HordeCommandSet
; *** AUDIO Parameters *** ; Note: Don't put voice parameters here -- they will be ignored. Voice play requests ; are always passed through to members #include "..\..\..\includes\StandardHordeEvaEvents.inc"
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 UseCrushAttack = No ;Archer hordes cannot crush or Bombard will not work
BuildCost = ROHAN_ARCHER2_BUILDCOST BuildTime = ROHAN_ARCHER2_BUILDTIME VisionRange = 250 ShroudClearingRange = 250
VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CommandPoints = 15 FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2. FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2. TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARCHER ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND;UNATTACKABLE ThreatLevel = DWARVEN_MENOFDALE_HORDE_THREAT ThreatBreakdown DwarvenMenOfDaleHorde_DetailedThreat AIKindOf = ARCHER End Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End
#include "..\..\..\includes\CaptureBuilding.inc" Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = ArcherHorde
End Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 MaxCowerTime = 5000 MinCowerTime = 3000 CanAttackWhileContained = Yes ; Can fire out of garrisoned building AILuaEventsList = InfantryFunctions AttackPriority = AttackPriority_Archer End
Behavior = HordeContain ModuleTag_HordeContain ObjectStatusOfContained = InitialPayload = DwarvenMenOfDale 15 Slots = 15 PassengerFilter = NONE +INFANTRY ShowPips = No ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!) MeleeBehavior = Amoeba End
// Banner Carrier info BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:GondorArcher Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier ; Positions for 5 RandomOffset = X:0 Y:-12 RankInfo = RankNumber:1 UnitType:DwarvenMenOfDale Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:5 Y: 40 Position:X:50 Y:-40 RankInfo = RankNumber:2 UnitType:DwarvenMenOfDale Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader Position:X:30 Y:-40 Leader 1 4 RankInfo = RankNumber:3 UnitType:DwarvenMenOfDale Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4 RanksToReleaseWhenAttacking = 1 2 3 MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking. BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up BackUpMinDistance = 1 //The minimum number of cells to backup BackUpMaxDistance = 3 //The maximum number of cells to backup BackupPercentage = 80% //The amount of chance that a unit will back up.
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS ; max distance to taunted/pointed objet TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds) TauntAndPointExcluded = NONE AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER PointAt = EMOTION_POINTAT_OBJECTFILTER HeroScanDistance = 150 FearScanDistance = CAVALRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base AddEmotion = Doom_Base AddEmotion = BraceForBeingCrushed_Base AddEmotion = UncontrollableFear_Base AddEmotion = FearIdle_Base AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base AddEmotion = HeroCheerIdle_Base AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base End LocomotorSet Locomotor = NormalRangedHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_MED_HORDE_SPEED End
Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_GondorBasicTraining LevelsToGain = 1 LevelCap = 2 End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality TriggeredBy = Upgrade_GondorFireArrows End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_GondorHeavyArmor End Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End ///////////////////// // AISpecialPowers ///////////////////// Behavior = AISpecialPowerUpdate DwarvenMenOfDaleHordeCaptureBuildingAI CommandButtonName = Command_CaptureBuilding SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End
Behavior = AISpecialPowerUpdate DwarvenMenOfDaleHordeBlackArrowAI CommandButtonName = Command_BlackArrows SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER_RANGED End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 60.0 GeometryHeight = 10.0 GeometryIsSmall = No ; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Archer AutoResolveCombatChain = AutoResolve_ArcherCombatChain AutoResolveBody = AutoResolve_DwarvenMenOfDaleHordeBody AutoResolveArmor RequiredUpgrades = Upgrade_GondorHeavyArmor Armor = AutoResolve_DwarvenMenOfDaleHeavyArmor End
AutoResolveArmor ExcludedUpgrades = Upgrade_GondorHeavyArmor Armor = AutoResolve_DwarvenMenOfDaleArmor End
AutoResolveWeapon RequiredUpgrades = Upgrade_GondorFireArrows Weapon = AutoResolve_DwarvenMenOfDaleUpgradedWeapon End
AutoResolveWeapon ExcludedUpgrades = Upgrade_GondorFireArrows Weapon = AutoResolve_DwarvenMenOfDaleWeapon End WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorFireArrows Upgrade_GondorHeavyArmor End
CommandSet:
CommandSet RohanArcher2CommandSet 1 = Command_ToggleStance 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
CommandSet RohanArcher2HordeCommandSet 1 = Command_ToggleStance 2 = Command_ArcherBombard 3 = Command_PurchaseUpgradeGondorFireArrows 4 = Command_PurchaseUpgradeGondorHeavyArmor 5 = Command_PurchaseUpgradeGondorBasicTraining 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
CommandButton si c'est ça
CommandButton Command_PurchaseUpgradeGondorFireArrows Command = OBJECT_UPGRADE Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE Upgrade = Upgrade_GondorFireArrows NeededUpgrade = Upgrade_TechnologyGondorFireArrows TextLabel = CONTROLBAR:FireArrowUpgrade ButtonImage = BGArcheryRange_FireArrows ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeGondorFireArrows InPalantir = Yes LacksPrerequisiteLabel = TOOLTIP:LackGondorFireArrows End
CommandButton Command_PurchaseUpgradeGondorHeavyArmor Command = OBJECT_UPGRADE Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE Upgrade = Upgrade_GondorHeavyArmor NeededUpgrade = Upgrade_TechnologyGondorHeavyArmor TextLabel = CONTROLBAR:PurchaseUpgradeGondorHeavyArmor ButtonImage = BGBlacksmith_HeavyArmor ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeGondorHeavyArmor InPalantir = Yes LacksPrerequisiteLabel = TOOLTIP:LackGondorHeavyArmor End
CommandButton Command_PurchaseUpgradeGondorBasicTraining Command = OBJECT_UPGRADE Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE Upgrade = Upgrade_GondorBasicTraining NeededUpgrade = Upgrade_TechnologyGondorBasicTraining TextLabel = CONTROLBAR:PurchaseUpgradeGondorBasicTraining ButtonImage = BGBlacksmith_SilverTreeBanner ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeGondorBasicTraining InPalantir = Yes LacksPrerequisiteLabel = TOOLTIP:LackGondorBasicTraining End | |
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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: Archers de Dale transformés en archers du Rohan Jeu 18 Aoû - 17:52 | |
| Dans ta horde t'as toujours des hommes de dale, met tes nouveaux archers à la place - Citation :
Behavior = HordeContain ModuleTag_HordeContain ObjectStatusOfContained = InitialPayload = DwarvenMenOfDale 15 Slots = 15 PassengerFilter = NONE +INFANTRY ShowPips = No ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!) MeleeBehavior = Amoeba End
// Banner Carrier info BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:GondorArcher Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier
; Positions for 5 RandomOffset = X:0 Y:-12
RankInfo = RankNumber:1 UnitType:DwarvenMenOfDale Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:5 Y: 40 Position:X:50 Y:-40 RankInfo = RankNumber:2 UnitType:DwarvenMenOfDale Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader Position:X:30 Y:-40 Leader 1 4 RankInfo = RankNumber:3 UnitType:DwarvenMenOfDale Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4 RanksToReleaseWhenAttacking = 1 2 3
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking. BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up BackUpMinDistance = 1 //The minimum number of cells to backup BackUpMaxDistance = 3 //The maximum number of cells to backup BackupPercentage = 80% //The amount of chance that a unit will back up.
End | |
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Micky93 Débutant(e)
Nombre de messages : 45 Age : 31 Location : Mordor, sur le plateau de Gorgoroth, plus précisément Barad-Dûr Add-On : Evidemment quelle question ! Date d'inscription : 29/12/2010
| Sujet: Re: Archers de Dale transformés en archers du Rohan Jeu 18 Aoû - 19:02 | |
| Salut cdd j'ai changé les archers et maintenent ça marche nickel. Merci de m'avoir aidé. | |
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| Sujet: Re: Archers de Dale transformés en archers du Rohan | |
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