| créer un héros. | |
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Jackxd Nouveau
Nombre de messages : 15 Add-On : Oui Date d'inscription : 27/04/2011
| Sujet: créer un héros. Dim 20 Nov - 19:37 | |
| Bonjour, de retour ici après quelques mois d'absence alors voilà j'ai suivi le tuto de Barahir pour créer un nouveau héros à partir d'un héros déjà existant. Donc je suis parti de Thranduil pour créer mon héros Jackxd... Sauf que je n'ai pas tout compris; notamment l'histoire des commandbutton à mettre après le experiencelevel... Quelqu'un peut m'aider à y voir plus clair ? En fait je voudrais simplement que mon héros ressemble à Thranduil mais qu'il soit plus rapide avec d'autres pouvoir (flèches d'argent, secoueur de terre, bombardement et mot de mort); rien de bien compliqué quand on s'y connait x) Merci d'avance de 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 héros. Dim 20 Nov - 19:45 | |
| Pour chaque pouvoir tu dois : 1 - créer un nouveau spécial power ou utiliser un déjà existant du meme pouvoir 2 - ajouter les modules des pouvoirs dans l'object de ton héro 3 - créer les commandbutton correspondant 4 - ajouter et/ou remplacer les commandbutton dans le commandset de ton héro
L'experience level sert juste a débloquer les pouvoirs : tu donnes une upgrade à ton héro quand il a un certain niveau et cette upgrade débloque le pouvoir (ca nécéssite un module supplémentaire dans ton héro) Regarde mon tuto si tu veux plus d'info | |
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Jackxd Nouveau
Nombre de messages : 15 Add-On : Oui Date d'inscription : 27/04/2011
| Sujet: Re: créer un héros. Dim 20 Nov - 21:32 | |
| hmm... j'ai créé mon héros sur une page vierge à partir de Thranduil. Donc je lui ai créé un experiencelevel ainsi qu'un commandset puisque j'ai modifié ses sorts. Le problème c'est que mon jeu ne se lance plus... ^^' J'ai bien essayé de suivre ton tuto, j'ai pas tout fait puisque les sort que je veux existent déjà. Il doit y avoir d'autre fichier à modifier pour implanter un héros non ? Il faut lui créer un weapon ? | |
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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 héros. Lun 21 Nov - 2:00 | |
| Le weapon tu peux garder le meme, en fait les trucs a changer c'est le nom du héro et lui faire un experience level (quitte a l'ajouter aux experiences levels de thranduil), et l'ajouter a la liste des héros du playertemplate Après pour le différencier tu peux changer le commandset, changer les pouvoirs, ses caractéristiques, etc...
Si t'as un message d'erreur que tu n'arrive pas à corriger poste le ici | |
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Jackxd Nouveau
Nombre de messages : 15 Add-On : Oui Date d'inscription : 27/04/2011
| Sujet: Re: créer un héros. Lun 21 Nov - 13:13 | |
| okay bah je pense avoir tout fait. Enfin toujours le doute avec les commandbutton lol
Sinon, il me met pas de message d'erreur. Le jeu ne démarre simplement pas...
Je pense que ce qui pose problème c'est ce que j'ai mis après le "aispecialpower" sur la page de mon héros | |
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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 héros. Lun 21 Nov - 14:57 | |
| Poste tes codes alors | |
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Jackxd Nouveau
Nombre de messages : 15 Add-On : Oui Date d'inscription : 27/04/2011
| Sujet: Re: créer un héros. Lun 21 Nov - 16:32 | |
| les voilà le page complète du héros - Spoiler:
;------------------------------------------------------------------------------ ; ; Jackxd.ini ; ;------------------------------------------------------------------------------
Object Jackxd
; *** ART Parameters *** SelectPortrait = HPThranduil ButtonImage = HIThranduil DescriptionStrategic = CONTROLBAR:LW_ToolTip_Thranduil
Draw = W3DScriptedModelDraw ModuleTag_01_
OkToChangeModelColor = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState Model = EUThrndl_SKN Skeleton = EUThrndl_SKL WeaponLaunchBone = PRIMARY ARROW ParticleSysBone = NONE Predator FollowBone:Yes Persist:HOLD PersistID:100 ParticleSysBone = NONE Predator02 FollowBone:Yes Persist:HOLD PersistID:100 End ModelConditionState = WEAPONSET_HERO_MODE INVISIBLE_STEALTH ParticleSysBone = BAT_HEAD ThranDeadEye FollowBone:Yes ParticleSysBone = NONE Predator FollowBone:Yes Persist:SPAWN PersistID:100 ParticleSysBone = NONE Predator02 FollowBone:Yes Persist:SPAWN PersistID:100 End ModelConditionState = WEAPONSET_HERO_MODE ParticleSysBone = BAT_HEAD ThranDeadEye FollowBone:Yes ParticleSysBone = NONE Predator FollowBone:Yes Persist:HOLD PersistID:100 ParticleSysBone = NONE Predator02 FollowBone:Yes Persist:HOLD PersistID:100 End ModelConditionState = INVISIBLE_STEALTH ParticleSysBone = NONE Predator FollowBone:Yes Persist:SPAWN PersistID:100 ParticleSysBone = NONE Predator02 FollowBone:Yes Persist:SPAWN PersistID:100 End
AnimationState = STUNNED_FLAILING Animation AnimationName = EUThrndl_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = RANDOMSTART End
AnimationState = DYING Animation AnimationName = EUThrndl_DTHA AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP Animation AnimationName = EUThrndl_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED Animation AnimationName = EUThrndl_LNDA AnimationMode = ONCE End End AnimationState = PARALYZED Animation AnimationName = EUThrndl_IDLA AnimationMode = LOOP End End
// thorn of vengeance AnimationState = UNPACKING SPECIAL_WEAPON_ONE Animation AnimationName = EUThrndl_ATA1 AnimationMode = ONCE End End // thorn of vengeance AnimationState = PREPARING SPECIAL_WEAPON_ONE Animation AnimationName = EUThrndl_ATA1 AnimationMode = ONCE End Flags = START_FRAME_LAST End AnimationState = PACKING SPECIAL_WEAPON_ONE Animation AnimationName = EUThrndl_ATA3 AnimationMode = ONCE End End
AnimationState = PACKING PACKING_TYPE_1 Animation AnimationName = EUThrndl_CHRA AnimationMode = ONCE End End ;--- Train Archer - a cheer
AnimationState = PACKING_TYPE_2 Animation AnimationName = EUThrndl_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
;New style firing AnimationState = PREATTACK_A Animation AnimationName = EUThrndl_ATA1 AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = FIRING_OR_RELOADING_A Animation AnimationName = EUThrndl_ATA2 AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = MOVING Animation AnimationName = EUThrndl_RUNA AnimationMode = LOOP Distance = 50 AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.6 0.6 End Flags = RANDOMSTART End
;--- Holding drawn bow while attacking AnimationState = CONTINUOUS_FIRE_MEAN Animation AnimationName = EUThrndl_ATA2 AnimationMode = MANUAL End End AnimationState = CONTINUOUS_FIRE_SLOW Animation AnimationName = EUThrndl_ATA2 AnimationMode = ONCE End End ;--- Hit Reactions AnimationState = HIT_REACTION Animation AnimationName = EUThrndl_HITA AnimationMode = ONCE End End AnimationState = HIDDEN StateName = Hidden Animation AnimationName = EUThrndl_CLKB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToHidden") end EndScript End
;--- Emotions AnimationState = EMOTION_TAUNTING Animation AnimationName = EUThrndl_TNTA AnimationMode = ONCE End End
AnimationState = EMOTION_CELEBRATING Animation AnimationName = EUThrndl_CHRA AnimationMode = ONCE AnimationPriority = 10 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = LEVELED Animation AnimationName = EUThrndl_LVLA AnimationMode = ONCE AnimationSpeedFactorRange = 0.75 0.75 End End
AnimationState = RAISING_FLAG Animation AnimationName = EUThrndl_CHRA AnimationMode = LOOP End End
AnimationState = SELECTED StateName = Selected Animation AnimationName = EUThrndl_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_SwitchToAttention") end if Prev == "Hidden" then CurDrawableSetTransitionAnimState("TRANS_HiddenToIdle") end EndScript End
IdleAnimationState Animation AnimationName = EUThrndl_IDLA AnimationMode = ONCE AnimationPriority = 8 End Animation AnimationName = EUThrndl_IDLB AnimationMode = ONCE AnimationPriority = 1 End Animation AnimationName = EUThrndl_IDLC AnimationMode = ONCE AnimationPriority = 1 End Animation AnimationName = EUThrndl_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation AnimationName = EUThrndl_IDLE AnimationMode = ONCE AnimationPriority = 1 End StateName = Idle BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_SwitchFromAttention") end if Prev == "Hidden" then CurDrawableSetTransitionAnimState("TRANS_HiddenToIdle") end EndScript End TransitionState = TRANS_HiddenToIdle Animation AnimationName = EUThrndl_CLKA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_IdleToHidden Animation AnimationName = EUThrndl_CLKA AnimationMode = ONCE End End TransitionState = TRANS_SwitchToAttention Animation AnimationName = EUThrndl_ATNA AnimationMode = ONCE End End TransitionState = TRANS_SwitchFromAttention Animation AnimationName = EUThrndl_ATNC AnimationMode = ONCE End End End
#include "..\..\..\includes\StunDrawModuleSmall.inc" ; ***DESIGN parameters *** Side = Elves EditorSorting = UNIT ThreatLevel = THARANDUIL_THREAT_LEVEL ThingClass = CHARACTER_UNIT BuildCost = THRANDUIL_BUILDCOST BuildTime = 5 ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG TransportSlotCount = TRANSPORTSLOTCOUNT_HERO WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY ElvenThranduilBowDeadeye AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = None Weapon = PRIMARY ElvenThranduilBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = HeroLightArmor DamageFX = NormalDamageFX End VisionRange = VISION_HERO_RANGED ShroudClearingRange = SHROUD_CLEAR_RANGED_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% BountyValue = ELVEN_THRANDUIL_BOUNTY_VALUE DisplayName = OBJECT:ElvenThranduil RecruitText = CONTROLBAR:ElvenThranduilRecruit ReviveText = CONTROLBAR:ElvenThranduilRevive Hotkey = CONTROLBAR:ElvenThranduilHotkey CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ElvenThranduilCommandSet CommandPoints = 75 ;//DisplayMeleeDamage = THRANDUIL_KNIFE_DAMAGE; ;//DisplayRangedDamage = THRANDUIL_BOW_DAMAGE;
HeroSortOrder = 30
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_ThranduilBody AutoResolveArmor Armor = AutoResolve_ThranduilArmor End
AutoResolveWeapon Weapon = AutoResolve_ThranduilWeapon End ;AutoResolveLeadership = AutoResolve_ThranduilBonus
; *** AUDIO Parameters ***;
VoiceAttack = ThranduilVoiceAttack VoiceAttackAir = ThranduilVoiceAttack VoiceAttackCharge = ThranduilVoiceAttackCharge VoiceAttackMachine = ThranduilVoiceAttack VoiceAttackStructure = ThranduilVoiceAttackBuilding VoiceFear = ThranduilVoiceHelpMe VoiceGuard = ThranduilVoiceMove VoiceMove = ThranduilVoiceMove VoiceMoveToCamp = ThranduilVoiceMoveCamp VoiceMoveWhileAttacking = ThranduilVoiceDisengage VoicePriority = 60 VoiceRetreatToCastle = ThranduilVoiceRetreat VoiceSelect = ThranduilVoiceSelectMS VoiceSelectBattle = ThranduilVoiceSelectBattle
SoundImpact = ImpactHorse
UnitSpecificSounds VoiceMoveToTrees = ThranduilVoiceMoveForest VoiceEnterUnitElvenTransportShip = ThranduilVoiceMoveShip VoiceGarrison = ThranduilVoiceMoveGarrison VoiceInitiateCaptureBuilding = ThranduilVoiceCaptureBuilding ; From SpecialPower SpecialAbilityCaptureBuilding End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:FootstepDirtA Animation:EUThrndl_SKL.EUThrndl_RUNA Frames:17 29 AnimationSound = Sound:BodyFallSoldier Animation:EUThrndl_SKL.RUThrndl_LNDA Frames:3 AnimationSound = Sound:BodyFallSoldier Animation:EUThrndl_SKL.EUThrndl_DTHA Frames:31 AnimationSound = Sound:SwordIntoGroundQuiet Animation:EUTHRNDL_SKL.EUTHRNDL_ATKB Frames:32 ;hit bow on ground End
CrowdResponseKey = ElfHero
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Humanoid_Male Elf Elf_Male Unit Infantry Hero End
#include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = ThranduilDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 200 TauntAndPointUpdateDelay = 2000 PointAt = ANY +HERO AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_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
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT HEAVY_MELEE_HITTER PathfindDiameter = 40.0 CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_MEDIUM Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = 200000 ; BALANCE Legola Health PermanentlyKilledByFilter = NONE ; Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End //-------------------------------------------------------------------------- // Special Power WORD OF POWER //-------------------------------------------------------------------------- AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler SpecialPowerTemplate = SpecialAbilityCreateAHeroWordOfPower TriggeredBy = Upgrade_GandalfWordOfPower End End
AddModule Behavior = SpecialPowerModule ModuleTag_WordStarter SpecialPowerTemplate = SpecialAbilityCreateAHeroWordOfPower UpdateModuleStartsAttack = Yes StartsPaused = Yes End End
AddModule Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityCreateAHeroWordOfPower WhichSpecialWeapon = 1 SkipContinue = Yes UnpackTime = 1700 PackTime = 1 FreezeAfterTriggerDuration = 2500 // Hold AI for this long after we fire. AwardXPForTriggering = 0 StartAbilityRange = 180.0 SpecialWeapon = CreateAHeroWordOfPower PlayWeaponPreFireFX = Yes End //-------------------------------------------------------------------------- // ARROW BONUS SPECIAL POWER Level 4 //-------------------------------------------------------------------------- AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroArrowBonusEnabler_Level4 SpecialPowerTemplate = SpecialAbilityCreateAHeroArrowBonus_Level4 TriggeredBy = Upgrade_CreateAHeroArrowBonus_Level4 End End
AddModule Behavior = SpecialPowerModule ModuleTag_CreateAHeroArrowBonusStarter_Level4 SpecialPowerTemplate = SpecialAbilityCreateAHeroArrowBonus_Level4 UpdateModuleStartsAttack = Yes StartsPaused = Yes End //-------------------------------------------------------------------------- // BOMBARD SPECIAL POWER Level 3 //-------------------------------------------------------------------------- AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroBombard_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level3 TriggeredBy = Upgrade_CreateAHeroBombard_Level3 End End
AddModule //Behavior = OCLSpecialPower ModuleTag_CreateAHeroBombardPower_Level3 // SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level3 // OCL = OCL_CreateAHeroBombardSeed_Level3 // CreateLocation = USE_SECONDARY_OBJECT_LOCATION // NearestSecondaryObjectFilter = NONE SAME_PLAYER +CASTLE_KEEP // StartsPaused = Yes //End End
AddModule Behavior = SpecialPowerModule ModuleTag_CreateAHeroBombardStarter_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level3 UpdateModuleStartsAttack = Yes StartsPaused = Yes End End
AddModule Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroBombardUpdate_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level3 WhichSpecialWeapon = 4 ; use MODELCONDITION_SPECIAL_WEAPON_FOUR SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 FreezeAfterTriggerDuration = 2500 ; make sure we can't move immediately after.
AwardXPForTriggering = 0 StartAbilityRange = 300.0 MustFinishAbility = Yes SpecialWeapon = CreateAHeroBombardWeapon End //-------------------------------------------------------------------------- // EARTH SHAKER SPECIAL POWER Level 3 //-------------------------------------------------------------------------- AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroEarthShakerEnabler_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroEarthShaker_Level3 TriggeredBy = Upgrade_CreateAHeroEarthShaker_Level3 End End
AddModule Behavior = SpecialPowerModule ModuleTag_CreateAHeroEarthShakerStarter_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroEarthShaker_Level3 UpdateModuleStartsAttack = Yes StartsPaused = Yes End End
AddModule Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroEarthShakerUpdate_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroEarthShaker_Level3 SpecialWeapon = CreateAHeroEarthShaker_Level3 WhichSpecialWeapon = 3 ; Corresponds to SPECIAL_WEAPON_THREE StartAbilityRange = 1.0 SkipContinue = Yes UnpackTime = 2000 ; Trigger on frame 60 (of 100) PackTime = 1333 ; Remaining 40 frames (of 100) MustFinishAbility = Yes End End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_ThranduilDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3000 ;How long DeathAnim will take. InitialSpawnFX = FX_ThranduilInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_ThranduilRespawn ;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 = HIThranduil_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:1875 Time:60000 Health:100% ;DEFAULT VALUES End
Behavior = AutoHealBehavior ModuleTag_LegolasHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = LegolasFunctions CanAttackWhileContained = Yes End
LocomotorSet Locomotor = ElvenThranduilLocomotor Condition = SET_NORMAL Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL ThranduilVoiceDie End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = SlowDeathBehavior ModuleTag_07 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown. ; FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain SecondHeight = 24 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit DieOnImpact = Yes BounceCount = 1 ; When I hit the ground, I'll arc again BounceDistance = 40 ; this far BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 24 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing StartsActive = No TriggeredBy = Upgrade_ElvenGift HealingAmount = ELVEN_GIFT_REGEN_AMOUNT HealingDelay = ELVEN_GIFT_REGEN_DELAY StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus TriggeredBy = Upgrade_ElvenGift AttributeModifier = SpellBookElvenGifts End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 1993 ; level 1 (light damage) hit reaction animations in ms HitReactionLifeTimer2 = 1993 ; level 2 (medium damage) hit reaction animations in ms HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
; FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) End
;// non-innate InvisibilityUpdate for Elven Cloak. For this to work with the ToggleHiddenSpecialAbilityUpdate this ;// must be the first InvisibilityUpdate in the object. Behavior = InvisibilityUpdate ModuleTag_ElvenCloak InvisibilityNugget InvisibilityType = STEALTH ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE USING_ABILITY BecomeStealthedFX = FX_ElvenCloakOn ExitStealthFX = FX_ElvenCloakOff Options = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH End StartsActive = No UpdatePeriod = 2000 End
;// Innate camo Behavior = InvisibilityUpdate ModuleTag_Camouflage InvisibilityNugget InvisibilityType = CAMOUFLAGE ForbiddenConditions = TAKING_DAMAGE FIRING_ANY USING_ABILITY DetectionRange = CAMOUFLAGE_RADIUS Options = ALLOW_NEAR_TREES End UnitSpecificSoundNameToUseAsVoiceMoveToStealthyArea = VoiceMoveToTrees UnitSpecificSoundNameToUseAsVoiceEnterStateMoveToStealthyArea = VoiceEnterStateMoveToTrees StartsActive = Yes UpdatePeriod = 2000 End ;/////////////////// ; AISpecialPowers ;/////////////////// CommandButton Command_CreateAHero_SpecialAbilityWordOfPower Command = SPECIAL_POWER SpecialPower = SpecialAbilityCreateAHeroWordOfPower // Options = TextLabel = CONTROLBAR:CAHWordofPower ButtonImage = Gandolf_radcircle ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipWordofPower_CAH AutoAbility = Yes PresetRange = 120.0 // UnitSpecificSound = InPalantir = Yes
CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassIstariWizard CreateAHeroUIMinimumLevel = 1 CreateAHeroUIPrerequisiteButtonName = None CreateAHeroUICostIfSelected = CAH_WORDOFPOWER_COST End
CommandButton Command_CreateAHero_SpecialAbilityArrowBonus_Level4 Command = SPECIAL_POWER SpecialPower = SpecialAbilityCreateAHeroArrowBonus_Level4 Options = NONPRESSABLE TextLabel = CONTROLBAR:CAH_ArrowBonus_Level4 DescriptLabel = CONTROLBAR:ToolTipCAH_ArrowBonus_Level4 ButtonImage = HSHaldirGoldenArrow ButtonBorderType = ACTION InPalantir = Yes End
CommandButton Command_CreateAHero_EarthShaker_Level3 Command = SPECIAL_POWER SpecialPower = SpecialAbilityCreateAHeroEarthShaker_Level3 TextLabel = CONTROLBAR:CAH_EarthShaker_Level3 ButtonImage = HSEarthShaker ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipCAH_EarthShaker_Level3 InPalantir = Yes AutoAbility = No End
CommandButton Command_CreateAHero_Bombard_Level3 Command = SPECIAL_POWER SpecialPower = SpecialAbilityCreateAHeroBombard_Level3 Options = NEED_TARGET_POS TextLabel = CONTROLBAR:CAH_Bombard_Level3 ButtonImage = SBGood_Bombard ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCAH_Bombard_Level3 RadiusCursorType = RainOfFireRadiusCursor CursorName = AttackObj InvalidCursorName = GenericInvalid InPalantir = Yes End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 19; ShadowSizeY = 19; ShadowTexture = ShadowI End
Le CommandSet : - Spoiler:
CommandSet JackxdCommandSet 1 = Command_CreateAHeroArrowBonus_Level4 2 = Command_CreateAHeroEarthShaker_Level3 3 = Command_CreateAHeroBombard_Level3 4 = Command_GandalfWordOfPower 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
et le ExperienceLevel : - Spoiler:
;----------- Jackxd ------------------ ExperienceLevel JackxdLevel1 TargetNames = Jackxd RequiredExperience = 1 ExperienceAward = THRANDUIL_LVL1_EXP_AWARD Rank = 1 Upgrades = Upgrade_CreateAHeroArrowBonus_Level4 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End End
ExperienceLevel JackxdLevel2 TargetNames = Jackxd RequiredExperience = THRANDUIL_LVL2_EXP_NEEDED ExperienceAward = THRANDUIL_LVL2_EXP_AWARD AttributeModifiers = HeroLevelUpDamage1 Rank = 2 LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Upgrades = Upgrade_CreateAHeroEarthShaker_Level3 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End END
ExperienceLevel JackxdLevel3 TargetNames = Jackxd RequiredExperience = THRANDUIL_LVL3_EXP_NEEDED ExperienceAward = THRANDUIL_LVL3_EXP_AWARD AttributeModifiers = HeroLevelUpDamage2 Rank = 3 LevelUpFx = FX:GandalfLevelUp1FX Upgrades = Upgrade_CreateAHeroBombard_Level3 ;LevelUpOCL = OCL_GandalfLevelUp1OCL SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End END
ExperienceLevel JackxdLevel4 TargetNames = Jackxd RequiredExperience = THRANDUIL_LVL4_EXP_NEEDED ExperienceAward = THRANDUIL_LVL4_EXP_AWARD AttributeModifiers = HeroLevelUpDamage3 Rank = 4 LevelUpFx = FX:GandalfLevelUp1FX Upgrades = Upgrade_GandalfWordOfPower ;LevelUpOCL = OCL_GandalfLevelUp1OCL SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End END
ExperienceLevel JackxdLevel5 TargetNames = Jackxd RequiredExperience = THRANDUIL_LVL5_EXP_NEEDED ExperienceAward = THRANDUIL_LVL5_EXP_AWARD AttributeModifiers = HeroLevelUpDamage4 Rank = 5 LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End END
ExperienceLevel JackxdLevel6 TargetNames = Jackxd RequiredExperience = THRANDUIL_LVL6_EXP_NEEDED ExperienceAward = THRANDUIL_LVL6_EXP_AWARD AttributeModifiers = HeroLevelUpDamage5 Rank = 6 LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End END
ExperienceLevel JackxdLevel7 TargetNames = Jackxd RequiredExperience = THRANDUIL_LVL7_EXP_NEEDED ExperienceAward = THRANDUIL_LVL7_EXP_AWARD AttributeModifiers = HeroLevelUpDamage6 Rank = 7 LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Upgrades = Upgrade_ThranduilDeadeye; Upgrade_ThranduilMoveUnseen SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End END
ExperienceLevel JackxdLevel8 TargetNames = Jackxd RequiredExperience = THRANDUIL_LVL8_EXP_NEEDED ExperienceAward = THRANDUIL_LVL8_EXP_AWARD AttributeModifiers = HeroLevelUpDamage7 Rank = 8 LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End END
ExperienceLevel JackxdLevel9 TargetNames = Jackxd RequiredExperience = THRANDUIL_LVL9_EXP_NEEDED ExperienceAward = THRANDUIL_LVL9_EXP_AWARD AttributeModifiers = HeroLevelUpDamage8 Rank = 9 LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End END
ExperienceLevel JackxdLevel10 TargetNames = Jackxd RequiredExperience = THRANDUIL_LVL10_EXP_NEEDED ExperienceAward = THRANDUIL_LVL10_EXP_AWARD AttributeModifiers = HeroLevelUpDamage9 Rank = 10 LevelUpFx = FX:GandalfLevelUp1FX Upgrades = Upgrade_ThranduilThornofVengeance ;LevelUpOCL = OCL_GandalfLevelUp1OCL SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End END
et je l'ai rajouté à la faction d'Angmar dans le PlayerTemplate Il me semble que c'est tout c'que j'ai touché ^^ | |
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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 héros. Mar 22 Nov - 14:50 | |
| Déjà l'erreur flagrante que j'ai vu c'est les commandbutton qui ne devraient pas etre dans l'object, mais dans commandbutton.ini: - Citation :
- CommandButton Command_CreateAHero_SpecialAbilityWordOfPower
Command = SPECIAL_POWER SpecialPower = SpecialAbilityCreateAHeroWordOfPower // Options = TextLabel = CONTROLBAR:CAHWordofPower ButtonImage = Gandolf_radcircle ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipWordofPower_CAH AutoAbility = Yes PresetRange = 120.0 // UnitSpecificSound = InPalantir = Yes
CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassIstariWizard CreateAHeroUIMinimumLevel = 1 CreateAHeroUIPrerequisiteButtonName = None CreateAHeroUICostIfSelected = CAH_WORDOFPOWER_COST End
CommandButton Command_CreateAHero_SpecialAbilityArrowBonus_Level4 Command = SPECIAL_POWER SpecialPower = SpecialAbilityCreateAHeroArrowBonus_Level4 Options = NONPRESSABLE TextLabel = CONTROLBAR:CAH_ArrowBonus_Level4 DescriptLabel = CONTROLBAR:ToolTipCAH_ArrowBonus_Level4 ButtonImage = HSHaldirGoldenArrow ButtonBorderType = ACTION InPalantir = Yes End
CommandButton Command_CreateAHero_EarthShaker_Level3 Command = SPECIAL_POWER SpecialPower = SpecialAbilityCreateAHeroEarthShaker_Level3 TextLabel = CONTROLBAR:CAH_EarthShaker_Level3 ButtonImage = HSEarthShaker ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipCAH_EarthShaker_Level3 InPalantir = Yes AutoAbility = No End
CommandButton Command_CreateAHero_Bombard_Level3 Command = SPECIAL_POWER SpecialPower = SpecialAbilityCreateAHeroBombard_Level3 Options = NEED_TARGET_POS TextLabel = CONTROLBAR:CAH_Bombard_Level3 ButtonImage = SBGood_Bombard ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCAH_Bombard_Level3 RadiusCursorType = RainOfFireRadiusCursor CursorName = AttackObj InvalidCursorName = GenericInvalid InPalantir = Yes End | |
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Jackxd Nouveau
Nombre de messages : 15 Add-On : Oui Date d'inscription : 27/04/2011
| Sujet: Re: créer un héros. Mar 22 Nov - 20:26 | |
| C'est justement dans commandbutton.ini que je les ai copié lol donc ils sont aussi en double. En fait je savais pas quoi mettre après le aispecialpower et dans thranduil y'a des commandbutton.. c'est pour ça =/ | |
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| Sujet: Re: créer un héros. | |
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| créer un héros. | |
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