| Projet Troll | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Projet Troll Ven 13 Juil - 18:50 | |
| Pour commencer simplement dans le domaine des factions : Faction Troll :Création d'un object Trollporter dans units/Troll - Code:
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;------------------------------------------------------------------------------ ; TrollPorter Object TrollPorter ; *** ART Parameters *** SelectPortrait = UPIsenguard_OrcLaborer ButtonImage = BWFortress_Porter Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes ; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = WUPorter_SKN Skeleton = MUOrcPrtr_SKL End
IdleAnimationState Animation = IDLA AnimationName = MUOrcPrtr_IDLA AnimationMode = ONCE AnimationPriority = 10 End Animation = IDLB ; fidget. Search animation AnimationName = MUOrcPrtr_IDLB AnimationMode = ONCE AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = MOVING WANDER Animation = WLKA AnimationName = MUOrcPrtr_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING Animation = RUNNING AnimationName = MUOrcPrtr_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
AnimationState = DYING DEATH_1 Animation = DIEB AnimationName = MUOrcPrtr_DIEA AnimationMode = ONCE End End AnimationState = DYING DEATH_2 Animation AnimationName = MUOrcPrtr_IDLA AnimationMode = LOOP End End AnimationState = DYING Animation = DIEA AnimationName = MUOrcPrtr_DIEA AnimationMode = ONCE End End AnimationState = PARALYZED Animation AnimationName = MUOrcPrtr_IDLA AnimationMode = LOOP End End
AnimationState = UNPACKING PACKING_TYPE_1 Animation AnimationName = MUOrcPrtr_FIRA AnimationMode = ONCE End BeginScript CurDrawablePlaySound("MenBuilderFireExtinguish") EndScript ParticleSysBone = BUCKET PorterFireWater FollowBone:YES End
LeftFrontTireBone = Wheel_L01 RightFrontTireBone = Wheel_R01 ;LeftRearTireBone = WHEEL_L01 ;RightRearTireBone = WHEEL_R01 TireRotationMultiplier = 0.2 End
#include "..\..\..\includes\StunDrawModuleMedium.inc"
; ***DESIGN parameters *** Side = Wild EditorSorting = UNIT ThingClass = HORDE_UNIT TransportSlotCount = TRANSPORTSLOTCOUNT_DOZER ArmorSet Conditions = None Armor = PorterArmor DamageFX = NormalDamageFX End BuildCost = WILD_PORTER_BUILDCOST BuildTime = WILD_PORTER_BUILDTIME BountyValue = WILD_PORTER_BOUNTY_VALUE VisionRange = WILD_PORTER_VISION_RANGE ShroudClearingRange = WILD_PORTER_SHROUD_RANGE DisplayName = OBJECT:WildPorter CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE CommandSet = TrollPorterCommandSet CommandPoints = 0
; *** AUDIO Parameters ***;
VoiceCreated = EVA:PorterCreated VoiceFullyCreated = EVA:PorterCreated VoiceMove = GoblinBuilderVoiceMove VoiceMoveToCamp = GoblinBuilderVoiceMoveCamp VoicePriority = 5 VoiceRetreatToCastle = GoblinBuilderVoiceRetreat VoiceSelect = GoblinBuilderVoiceSelectMS VoiceSelectBattle = GoblinBuilderVoiceSelectBattle
SoundImpact = ImpactHorse SoundMoveLoop = WildBuilderMoveLoopMS SoundMoveStart = WildBuilderMoveStart
UnitSpecificSounds VoiceBuildResponse = GoblinBuilderVoiceBuild VoiceEnterUnitSlaughterHouse = GoblinBuilderVoiceMoveShip VoiceEnterUnitEvilMenTransportShip = GoblinBuilderVoiceMoveShip VoiceExtinguishFireAtLocation = GoblinBuilderVoiceMove VoiceGarrison = GoblinBuilderVoiceMoveGarrison VoiceInitiateCaptureBuilding = GoblinBuilderVoiceCapture VoiceNoBuild = GoblinBuilderVoiceNoBuild VoiceSelectIdleWorker = GoblinBuilderVoiceSelectIdle End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxCheerSinglesLoop ;MOVING ATTACKING ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxTauntSinglesLoop ;MOVING ATTACKING End
#include "..\..\..\Includes\StandardUnitEvaEvents.inc" EvaEventDamagedOwner = PorterUnderAttack ;Eva event to trigger when unit is damaged
; Moved to FX_PorterDie so that we avoid annoucing FADED deaths ;EvaEventDieOwner = PorterDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ;For deaths you can respawn from, use the DeathFX
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT DOZER PORTER IGNORES_SELECT_ALL NONCOM //SelectionPriority = SELECTION_PRIORITY_PORTER Body = ActiveBody ModuleTag_02 MaxHealth = WILD_PORTER_HEALTH ;BALANCE Townsman Health MaxHealthDamaged = WILD_PORTER_HEALTH_DAMAGED ;RecoveryTime = WILD_PORTER_HEALTH_RECOVERY_TIME End Behavior = DozerAIUpdate ModuleTag_03 AILuaEventsList = EvilPorterFunctions RepairHealthPercentPerSecond = 2% ; % of max health to repair each second BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something AutoAcquireEnemiesWhenIdle = No ; no mine-disarming in the design at the moment SpecialContactPoints = Repair End
LocomotorSet Locomotor = PorterLocomotor Condition = SET_NORMAL Speed = NORMAL_INGAME_PORTER_SPEED End
LocomotorSet Locomotor = PorterLocomotor Condition = SET_WANDER Speed = NORMAL_INGAME_PORTER_SPEED End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -EXPLODED -KNOCKBACK -DETONATED -SPLATTED -FADED -SLAUGHTERED SinkDelay = 3000 SinkRate = 1.40 ; in Dist/Sec DestructionDelay = 13000 Sound = INITIAL GoblinVoxDieMS FX = INITIAL FX_PorterDie End Behavior = SlowDeathBehavior ModuleTag_05b DeathTypes = NONE +CRUSHED +EXPLODED +KNOCKBACK +DETONATED +SPLATTED SinkDelay = 3000 SinkRate = 1.40 ; in Dist/Sec DestructionDelay = 13000 DeathFlags = DEATH_1 FX = INITIAL FX_PorterDieExplosion Sound = INITIAL GoblinVoxDieMS End
Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath DeathTypes = NONE +FADED DeathFlags = DEATH_2 FadeDelay = 500 FadeTime = 3500 DestructionDelay = 4000 End ; Send porter back into fortress, don't announce or scream Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_Decommissioned DeathTypes = NONE +SLAUGHTERED SinkDelay = 1000 SinkRate = 1.40 ; in Dist/Sec DestructionDelay = 5000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown. FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain SecondHeight = 24 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit DieOnImpact = Yes BounceCount = 1 ; When I hit the ground, I'll arc again BounceDistance = 40 ; this far BounceFirstHeight = 16 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 16 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End
;-------------------------------------------------------------------- ; Emotion Tracker for the Terror state ;-------------------------------------------------------------------- Behavior = EmotionTrackerUpdate Module_EmotionTracker AfraidOf = NONE +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil;Must be SCARY kindof as well. AlwaysAfraidOf = NONE +MordorWitchKing +MordorWitchKingOnFellBeast +MordorBalrog +RohanOathbreaker
FearScanDistance = 250
AddEmotion = BraceForBeingCrushed_Base AddEmotion = Terror_Base End #include "..\..\..\Includes\PorterExtinguishFire.inc"
Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 6.00 GeometryHeight = 20.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 27; ShadowSizeY = 27; ShadowTexture = ShadowI; End
Voici le commandset du Trollporter : - Code:
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CommandSet TrollPorterCommandSet 1 = Command_Stop 2 = Command_PorterExtinguishFire 3 = Command_PorterConstructWildMineShaft 4 = Command_PorterConstructWildFissure 5 = Command_ConstructGoblinDragonLair 6 = Command_ConstructAngmarDen 7 = Command_PorterConstructIsengardWargSentry 8 = Command_PorterConstructWildTreasureTrove 9 = Command_ConstructAngmarForgeWorks 10 = Command_PorterConstructWildFortress
End Voici le code de la nouvelle faction dans playertemplate : - Code:
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PlayerTemplate FactionTroll Side = Troll PlayableSide = Yes Evil = Yes StartMoney = 10000000000 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:143 G:50 B:50 StartingBuilding = WildFortress ;------------- NO STARTING UNITS FOR YOU ------- StartingUnit0 = TrollPorter StartingUnitOffset0 = X:1 Y:160 Z:0
StartingUnit1 = TrollPorter StartingUnitOffset1 = X:30 Y:250 Z:0 StartingUnitTacticalWOTR = TrollPorter StartingUnitTacticalWOTR = TrollPorter IntrinsicSciences = SCIENCE_ANGMAR IntrinsicSciencesMP = SCIENCE_ANGMAR SpellBook = WildSpellBook SpellBookMp = WildSpellBook PurchaseScienceCommandSet = WildSpellStoreCommandSet PurchaseScienceCommandSetMP = WildSpellStoreCommandSet DisplayName = INI:FactionTroll DefaultPlayerAIType = WildSkirmishAI ; Needs to exist before I can change it. BeaconName = MultiplayerBeacon LightPointsUpSound = MordorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_AngmarFaction ;Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero AngmarRogash ShadeWolf02 BuildableRingHeroesMP = MordorSauron_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPAngmarArmy LoadScreenMusic = Shell2MusicForLoadScreen End Problème :-Pas de forteresse d'entrée de jeu ^^ xd Je cherche comment mettre le module d'un troll sur le bâtisseur TrollPorteur. (si c'est possible) sinon conserver certaines voix de celui d'angmar seulement. Succes :Mes TrollPorter construisent les bâtiments demandés.
Merci d'avance pour votre aide | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Projet Troll Ven 13 Juil - 20:27 | |
| C'est bien ton idée, mais ça marche pas comme ça la création d'une faction nan vraiment désolé, il faut quand même un minimum de procédures. Pourquoi tu ne te renseignes pas sur ça! Et quand je parle de renseigner c'est pas sur internet, c'est pas demander les réponses aux autres, non, c'est fouiller ton INI pour voir comment sont construite les choses, mais je ne t'en veux pas, c'était dur pour moi aussi au début, mais je faisais exactement ce que je marque, puisque the3rdage.net n'existait pas, puisque imladris production n'existait pas, puisque modding-union n'existait pas! Au rappel, au bout de 4 mois de pure passion dans le Modding, mon INI de BFME I je le connaissais par coeur! Fais-en de même tu verras tu ne le regretteras pas!
Si vraiment tu veux un coup de pouce de plus de ma part, bah attend plutôt tout à l'heure ou voire demain, parce-que sur ces heures-ci là j'ai vraiment pas le temps, je te ferai un historique des liens logiques entre les fichier "*.ini"!
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Projet Troll Ven 13 Juil - 21:59 | |
| Bon voila du concret : - Spoiler:
Merci Cdd dans ces anciens topics de yandros ! Maintenant j'ai besoin de conseil : Pour que ma forteresse crée le bâtisseur sans l'ajouter aux gobelins également. Changer l'apparence du bâtisseur en troll. Améliorer les upggrade dans 1 bâtiment peut etre Ajout d'un uppgrade manquant étendard troll angmar. Je pense à crée un bâtiment en reprenant le model de l'antre du troll sauvage sur les cartes mais la j'ignore encore beaucoup de chose. Voila voilou pour le moment.
Dernière édition par Korl le Sam 14 Juil - 1:13, édité 1 fois | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Projet Troll Sam 14 Juil - 0:50 | |
| - Korl a écrit:
- Maintenant j'ai besoin de conseil :
Pour que ma forteresse crée le bâtisseur sans l'ajouter aux gobelins également. Changer l'apparence du bâtisseur en troll. Améliorer les upggrade dans 1 bâtiment peut etre Ajout d'un uppgrade manquant étendard troll angmar.
Je pense à crée un bâtiment en reprenant le model de l'antre du troll sauvage sur les cartes mais la j'ignore encore beaucoup de chose. Oui c'est beaucoup plus sage de faire appel à des modèles déjà existants et c'est plus simple aussi, car l'ajout d'un nouveau modèle et d'une nouvelle texture,..., c'est une toute autre étape tu peux me croire. Je t'aide demain! PS : MP moi au cas ou j'oublierai, je pense pas mais on sait jamais, je suis pris dans pas mal de choses en ce moment! | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Projet Troll Sam 14 Juil - 1:14 | |
| Ok merci , oui tkt je n'invente rien de nouveaux c'est des reprises du jeu bien sur. Des améliorations pour que cela soit correct (imagine si les bâtisseur crève xd ) Parque là il ya l'ossature de toute la faction. Faudrait que je rajoute un héros genre Hébus ou Tétram XD Tiens voici une superbe image pour illustrer cette faction : - Spoiler:
La petite histoire pour plus tards | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Projet Troll Lun 16 Juil - 18:36 | |
| Le projet continue : Dans structure/wild: Créer bloc note Cavetroll.ini - Code:
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;------------------------------------------------------------------------------ ; Object Cavetroll
SelectPortrait = BPCTrollLair ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = NBTrollLair End
;-- building being constructed ModelConditionState = AWAITING_CONSTRUCTION SNOW Model = NBTrollLair_A Texture = NBTrollLair.tga NBTrollLair_snow.tga End ModelConditionState = AWAITING_CONSTRUCTION Model =Threatlevel NBTrollLair_A End AnimationState = AWAITING_CONSTRUCTION Animation = NBTrollLair_A AnimationName = NBTrollLair_A.NBTrollLair_A AnimationMode = MANUAL End Flags = START_FRAME_FIRST End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW Model = NBTrollLair_A Texture = NBTrollLair.tga NBTrollLair_snow.tga End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = NBTrollLair_A ;ParticleSysBone = DUSTBONE BuildingContructDust End AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Animation = NBTrollLair_A AnimationName = NBTrollLair_A.NBTrollLair_A AnimationMode = MANUAL End Flags = START_FRAME_FIRST StateName = BeingConstructed End
;--damaged building ModelConditionState = DAMAGED Model = NBTrollLair_D1 End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End ModelConditionState = REALLYDAMAGED Model = NBTrollLair_D2 End AnimationState = REALLYDAMAGED Animation = RubbleAnimation AnimationName = NBTrollLair_D2.NBTrollLair_D2 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End ModelConditionState = COLLAPSING Model = NBTrollLair_D3 End AnimationState = COLLAPSING Animation = RubbleAnimation AnimationName = NBTrollLair_D3.NBTrollLair_D3 AnimationMode = ONCE End EnteringStateFX = FX_StructureMediumCollapse End
ModelConditionState = RUBBLE Model = None 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
ModelConditionState = SNOW Model = NBTrollLair Texture = NBTrollLair.tga NBTrollLair_snow.tga End End
Draw = W3DFloorDraw ModuleTag_DrawFloor StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW ModelName = NBTrollL_Bib WeatherTexture = SNOWY NBTrollLairBib_snow.tga End Draw = W3DScriptedModelDraw UntamedAllegianceFX DefaultModelConditionState Model = None End AnimationState = USER_2 ParticleSysBone = None UntamedAllegiance HouseColor:Yes ParticleSysBone = None UntamedAllegiance2 HouseColor:Yes End End
CommandSet = CavetrollCommandSet
; ***DESIGN parameters *** DisplayName = OBJECT:CaveTrollLair Description = OBJECT:CaveTrollLairDescription Side = Neutral IsTrainable = No EditorSorting = STRUCTURE ThreatLevel = 1.0 PlacementViewAngle = 90 BuildTime = 30 VisionRange = MORDOR_ORCPIT_VISION_RANGE ShroudClearingRange = MORDOR_ORCPIT_SHROUD_CLEAR
CommandSet = CavetrollCommandSet
BuildCost = 50 BuildTime = 15 VisionRange = 100 ShroudClearingRange = 160 BountyValue = 50
ArmorSet Conditions = None Armor = MonsterLair End
; *** AUDIO Parameters ***
VoiceSelect = CreepBuildingGenericSelect ;MordorTrollCageSelect ;MordorOrcPitSelect
;SoundAmbient = MordorOrcPitAmbience SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE IMMOBILE SELECTABLE SCORE AUTO_RALLYPOINT IGNORE_FOR_VICTORY Body = ActiveBody ModuleTag_Body MaxHealth = 2000 MaxHealthDamaged = 1000 MaxHealthReallyDamaged = 500 End Behavior = GettingBuiltBehavior ModuleTag_04 RebuildWhenDead = Yes SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound SelfRepairFromRubbleLoop = BuildingConstructionLoop DisallowRebuildRange = 300 DisallowRebuildFilter = ANY +STRUCTURE UseSpawnTimerWithoutWorker = Yes SpawnTimer = 300 End
Behavior = SpawnBehavior ModuleTag_Spawn SpawnNumber = 1 InitialBurst = 1 SpawnTemplateName = CaveTroll_Slaved SpawnReplaceDelay = 120000 CanReclaimOrphans = Yes End
Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = StructureCollapseUpdate ModuleTag_Collapse MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse FXList = ALMOST_FINAL FX_StructureAlmostCollapse DestroyObjectWhenDone = Yes CollapseHeight = 120 End
Behavior = RebuildHoleExposeDie ModuleTag_ExposeDie ExemptStatus = SOLD HoleName = CaveTrollLairHole HoleMaxHealth = 500.0 FadeInTimeSeconds = 2.0 TransferAttackers = No End
Behavior = CommandSetUpgrade ModueTag_FactionCommandSet TriggeredBy = Upgrade_AngmarFaction Upgrade_IsengardFaction Upgrade_MordorFaction Upgrade_WildFaction Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction CommandSet = NeutralTrollCaveCommandSet CustomAnimAndDuration = AnimState:USER_2 AnimTime:0 End
Behavior = ProductionUpdate ProductionUpdateModuleTag NumDoorAnimations = 0 DoorOpeningTime = 3250 ;in mSeconds how long you want doors to be in open state DoorWaitOpenTime = 2000 ;in mSeconds time the door stays open, so units can exit DoorCloseTime = 4000 ;in mSeconds how long you want doors to be in open state ConstructionCompleteDuration = 1500 ;in mSeconds wait time so if you have multiple units they don't run over each other End Behavior = QueueProductionExitUpdate ModuleTag_Exit PlacementViewAngle = -90 UnitCreatePoint = X:0.0 Y:-20.0 Z:0.0 NaturalRallyPoint = X:0.0 Y:-93.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = 80 ;// How far we try to claim ground MaxIncome = 0 ;// If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = 999999 ;// How often (in msec) we give that much money HighPriority = Yes ;// A high priority claim gets to pretend it was there first. End
Geometry = CYLINDER GeometryMajorRadius = 46.0 GeometryMinorRadius = 46.0 GeometryHeight = 57.0 GeometryIsSmall = No GeometryOffset = X:0.8 Y:-6.5 Z:0 GeometryContactPoint = X: 15 Y: 15 Z:20 Swoop GeometryContactPoint = X:-15 Y:-15 Z:20 Swoop GeometryContactPoint = X:-15 Y: 15 Z:20 Swoop GeometryContactPoint = X: 15 Y:-15 Z:20 Swoop Shadow = SHADOW_DECAL BuildCompletion = PLACED_BY_PLAYER End
C'est l'object Cavetrolllair en supprimant ce bout de code à la fin : - Code:
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;------------------------------------------------------------------------------
ChildObject CaveTrollLairSnow CaveTrollLair
End Dans commandbutton : - Code:
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CommandButton Command_ConstructCavetroll Command = DOZER_CONSTRUCT Object = Cavetroll TextLabel = CONTROLBAR:Cavetroll ButtonImage = BPCTrollLair ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:Cavetroll Radial = Yes End Dans commandset : - Code:
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7 = Command_ConstructCavetroll Pour le porter Puis : - Code:
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CommandSet CavetrollCommandSet 1 = Command_ConstructGoblinTroll 2 = Command_UpgradeWildFissureLevel2 3 = Command_Sell End
CommandSet CavetrollCommandSetLevel2 1 = Command_ConstructGoblinTroll 2 = Command_PurchaseUpgradeWildFissureLevel3 3 = Command_Sell End
CommandSet CavetrollCommandSetLevel3 1 = Command_ConstructGoblinTroll 2 = Command_Sell End
Résultat :- Spoiler:
- Spoiler:
Mon souci :C'est de rajouter des unité à cette antre, je suis en trains de crée les commandbutton et le duplicata des unités existante, mais j'ai l'impression que cela coince. Une question : pourquoi l'amélioration du bâtiment level 2 n'apparait pas? j'hésite a supprimer le troll qui patrouille, c'est possible? J'ai repéré 2 autres object dans neutral , je me pose des question sur : -hilltrolllair -snowtrolllair EDIT C'est bizarre je pense qu'il ya eu un mauvais recoupement de commandset le jeu ne prenais pas en compte mon commandset mais celui ci : - Code:
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CommandSet NeutralTrollCaveCommandSet 1 = Command_ConstructGoblinTrollFromDefectedLair J'ai donc rajouter ces deux comand qui suivaient hilltrollair idem pour le snow j'ignore toujours de qui il s'agit mais avec ceci dans mon antre on a : - Code:
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2 = Command_ConstructHillTrollFromDefectedLair 3 = Command_ConstructSnowTrollFromDefectedLair - Spoiler:
Absolument inédit, le jeu possède apparemment 3antre 1 pour chacun des troll qui sorte à l'unité. voici le code des deux autres antre commandset : - Code:
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CommandSet NeutralHillTrollCaveCommandSet 1 = Command_ConstructHillTrollFromDefectedLair End
CommandSet NeutralSnowTrollCaveCommandSet 1 = Command_ConstructSnowTrollFromDefectedLair End Moi je me pose la question suivante : d’où sorte ces troll à l'unité, cela veut dire qu'on peu crée des escouade pour les troll basique , hum celame laisse pensif à des améliorations que je peux apporter à ce projet. Je pense que la Troll cave pour hill et snow est la même que pour celle des troll mais je peux me tromper je go vérifier cela. On a deux commandset ca m'a bluffé : C'était donc le deuxième qu'il fallait modifié comme tel - Code:
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Behavior = CommandSetUpgrade ModueTag_FactionCommandSet TriggeredBy = Upgrade_AngmarFaction Upgrade_IsengardFaction Upgrade_MordorFaction Upgrade_WildFaction Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction CommandSet = Cavetroll01CommandSet CustomAnimAndDuration = AnimState:USER_2 AnimTime:0 Bon voila seulement les amélioration building c'est vraiment pas mon truc xd : - Spoiler:
Je fais des experiences sur les hordes : - Spoiler:
Ça c'est un fake car il sont pas sortis en formation mais individuellement (problème persistant des fois même sur les hordes précédente). - Spoiler:
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Projet Troll Mar 17 Juil - 15:20 | |
| Cette fois c'est pas un fake mais juste un rajout d'une unité rogash , seul souci en unité normal il est tout seul ... J'ai réutiliser le module draw de rogash + le reste des troll épéiste , seul souci il est seul recrutable... Donc j'ai remplacer dans horde les troll épéiste par mon unité rogash et cette fois ci comme les troll d'assaut il est en rang : - Spoiler:
Mon souci , c'est de rajouter un code dans l'horde (sans game crash) destiné à l'unité rogash et non au troll épéiste des gobelins ou j'ai remplacer pour testé (les trolls ont les même caractéristique que les troll épéiste) Même souci que pour le troll d'assaut. J'arrive bien sur à en faire sortir 1 de l'antre mais comment en faire sortir plusieurs , comme ils n'existent pas dans horde si je crée ya des crash avec la création de nouveaux codes. A moins de les rajouter dans une escouade qui existe déjà ce qui m’embête car je crée les nouvelles escouade. Les nazgul j'avais le même problème il j'ai repris la cavalerie nazgul il en sortais 1 par construction et c'était limité à 6 bizarre non? Il doit bien y avoir autre chose a changer pour qu'ils sortent en formation ? ps : les troll unité rogash sont un peu collé (idem troll d'assaut). -les barre de santé n'apparaisse pas bien en dessus de l'unité rogash c'est du à ma reprise du code troll épéiste qui peux me dire le paragraphe de rogash replaçant sa vie bien en dessus de sa tête car je trouve pas .. J'aimerais si possible un tutos sur les positions des unités en rank car il y a 10 rank pour 8 unité???? j'y comprend quedal et me contente pour le moment de réutiliser le model troll épéiste ou lancier. J’essaierai bien de faire une formation troll d'assaut en triangle mais si je reprend la formation des baby drake ils sont trop collé faudrait les espacés. Edit : Bon je vous fait un résumé de ce qu'il s'est passé car j’atteins l'objectif presque avec un bug majeur : Mon Object : Unitrogash - Code:
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;------------------------------------------------------------------------- Object Unitrogash ; *** ART Parameters ***
ButtonImage = WOR_Rogash SelectPortrait = KURogashPortrait
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Rogash
Draw = W3DScriptedModelDraw ModuleTag_01 WadingParticleSys = EntRipples OkToChangeModelColor = Yes ExtraPublicBone = Trunk ShowShadowWhileContained = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState Model = KURogash_SKN Skeleton = KURogash_SKL End
AnimationState = ABOUT_TO_HIT ;using Gimli Leap StateName = State_AboutToHitGround Animation = Leap AnimationName = KURogash_LEPC AnimationMode = ONCE ; UseWeaponTiming = Yes End End AnimationState = ABOUT_TO_HIT SELECTED ;using Gimli Leap StateName = State_AboutToHitGround Animation = Leap AnimationName = KURogash_LEPC AnimationMode = ONCE ; UseWeaponTiming = Yes End End ; Flailing must go before dying in case we are dead in the air AnimationState = STUNNED_FLAILING Animation AnimationName = KURogash_FLYA AnimationMode = LOOP End End
AnimationState = DYING SPLATTED Animation AnimationName = KURogash_LNDA AnimationMode = ONCE End End
AnimationState = DYING DEATH_1 Animation AnimationName = KURogash_DIEA AnimationMode = ONCE End ParticleSysBone = B_PELVIS TrollSplatDust ParticleSysBone = BAT_HEAD TrollSplatDust End
AnimationState = DYING DEATH_2 Animation AnimationName = KURogash_DIEA AnimationMode = ONCE End ParticleSysBone = BAT_SPINE1 TrollSplatDust1 ParticleSysBone = BAT_HEAD TrollSplatDust1 End
AnimationState = DYING Animation AnimationName = KURogash_DIEA AnimationMode = ONCE End End
; Flailing must go before dying in case we are dead in the air AnimationState = STUNNED_FLAILING Animation AnimationName = KURogash_FLYA AnimationMode = LOOP End End
AnimationState = STUNNED_STANDING_UP Animation AnimationName = KURogash_GTPA AnimationMode = ONCE End End
AnimationState = STUNNED Animation AnimationName = KURogash_LNDA AnimationMode = ONCE End ParticleSysBone = B_PELVIS TrollSplatDust2 ParticleSysBone = BAT_HEAD TrollSplatDust2 End
AnimationState = PARALYZED Animation AnimationName = KURogash_IDLB AnimationMode = LOOP End End
; --------- ATTACK------------ AnimationState = FIRING_OR_PREATTACK_A Animation AnimationName = KURogash_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End Animation AnimationName = KURogash_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation AnimationName = KURogash_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
;----------------------------leap animations ------------------------------------------------------ - AnimationState = SPECIAL_WEAPON_TWO UNPACKING Animation = GettingReadyToLeap AnimationName = KURogash_LEPA AnimationMode = ONCE End End
AnimationState = THROWN_PROJECTILE Animation = LEPB AnimationName = KURogash_LEPB AnimationMode = ONCE ; AnimationBlendTime = 10 End End
IdleAnimationState StateName = STATE_Idle Animation AnimationName = KURogash_IDLB AnimationMode = ONCE AnimationPriority = 30 ; AnimationSpeedFactorRange = 0.8 1.0 End Animation AnimationName = KURogash_IDLC AnimationMode = ONCE AnimationPriority = 30 ; AnimationSpeedFactorRange = 0.8 1.0 End Animation AnimationName = KURogash_IDLE ;ROAR THEN HIT GROUND (holding club only) AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 5 End Animation AnimationName = KURogash_IDLD ;BUTT SCRATCH THEN BURP AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 10 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end EndScript End
AnimationState = TURN_LEFT Animation = Moving AnimationName = KURogash_TRNL AnimationMode = LOOP AnimationBlendTime = 10 End ParticleSysBone = None InfantryDustTrails End
AnimationState = TURN_RIGHT Animation = Moving AnimationName = KURogash_TRNR AnimationMode = LOOP AnimationBlendTime = 10 End ParticleSysBone = None InfantryDustTrails End
AnimationState = MOVING PANICKING Animation = RUNM AnimationName = KURogash_MFDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOVING Animation AnimationName = KURogash_RUNA ; Running with club AnimationMode = LOOP Distance = 60 ; AnimationSpeedFactorRange = 0.77 0.77 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails FXEvent = Frame:5 FireWhenSkipped Name:FX_TrollRightFootStep FXEvent = Frame:17 FireWhenSkipped Name:FX_TrollLeftFootStep End
AnimationState = MOVING ATTACKING Animation = RUNB AnimationName = KURogash_RUNB AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails FXEvent = Frame:5 FireWhenSkipped Name:FX_TrollRightFootStep FXEvent = Frame:17 FireWhenSkipped Name:FX_TrollLeftFootStep End
AnimationState = ENGAGED Animation AnimationName = KURogash_IDLA AnimationMode = LOOP End End
AnimationState = DESTROYED_WEAPON Animation AnimationName = KURogash_ATKA AnimationMode = ONCE End End
; --------- Just built ------------
AnimationState = JUST_BUILT Animation AnimationName = KURogash_RUNA ; temp AnimationMode = ONCE AnimationBlendTime = 0 AnimationSpeedFactorRange = 0.9 0.9 End End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION Animation AnimationName = KURogash_HITC AnimationMode = ONCE End End ; --------- Selected Anims and Transitions TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = KURogash_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Selected_To_Idle Animation = ATNC AnimationName = KURogash_ATNC AnimationMode = ONCE End End
;//--------------- TRANSITIONS --------------------------------------------------------------------------- TransitionState = TRANS_TO_USER_1 Animation AnimationName = KURogash_ATNC AnimationMode = ONCE End End TransitionState = TRANS_IdleToSelected Animation = ATNA AnimationName = KURogash_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.0 End End TransitionState = TRANS_SelectedToIdle Animation = ATNB AnimationName = KURogash_ATNB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.0 End End TransitionState = TRANS_AboutToHitGround_To_Idle Animation; = SplashAtEndOfJump AnimationName = KURogash_LEPC AnimationMode = ONCE ;AnimationBlendTime = 0 End Flags = MAINTAIN_FRAME_ACROSS_STATES End ;//-----------------------------------------------------------------------------------------------------------
AnimationState = SPECIAL_POWER_1 Animation AnimationName = KURogash_SPCA AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_2 Animation AnimationName = KURogash_SPCC AnimationMode = ONCE End End
;----------------------------------- ;Emotion
AnimationState = EMOTION_CELEBRATING Animation AnimationName = KURogash_CHRA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation AnimationName = KURogash_TNTA AnimationMode = ONCE AnimationPriority = 2 End Animation = Taunting3 AnimationName = KURogash_CHRA AnimationMode = ONCE AnimationPriority = 1 End End
;;//====== LEVELED AnimationState = LEVELED ; This state clears itself in 3 seconds Animation = LevelUp AnimationName = KURogash_LVLA AnimationMode = ONCE End End
AnimationState = RAISING_FLAG Animation AnimationName = KURogash_CHRA AnimationMode = ONCE End End
AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = KURogash_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End
End Draw = W3DScriptedModelDraw DustEffects DefaultModelConditionState Model = None End IdleAnimationState End AnimationState = MOVING WADING ParticleSysBone = None FootstepSlash End AnimationState = MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOUNTED MOVING End End #include "..\..\..\includes\StunDrawModuleLarge.inc" ;;================== END ANIMATIONS =================================================================
; ***DESIGN parameters ***
Side = Wild EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = HORDE_UNIT CommandPoints = 11 TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT ; Scale = .8 WeaponSet Conditions = None Weapon = PRIMARY AngmarSword ;BALANCE Wild Marauder Weapon End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY AngmarSwordUpgraded AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
ArmorSet Conditions = None Armor = MarauderSwordArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = MarauderSwordHeavyArmor DamageFX = NormalDamageFX End
; This is required so that the build phase lasts as long as the anim. BuildFadeInOnCreateTime = 0 ; 2.0 ;temporarily set to 0
ShroudClearingRange = WILD_MARAUDERSWORDS_SHROUD_RANGE VisionRange = WILD_MARAUDERSWORDS_VISION_RANGE VisionSide = 35% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 2.0%
BountyValue = WILD_MARAUDERSWORDS_BOUNTY_VALUE DisplayName = OBJECT:WildMarauderswords ; AngmarSnowTroll CrushableLevel = 1 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 1 CrushWeapon = GuardianCrush CrushOnlyWhileCharging = yes ;// the guardian is only supposed to crush during his special charge ability MinCrushVelocityPercent = 50% ;// Has to be moving at least xx% of full speed CrushDecelerationPercent = 30% ;// Lose xx% max velocity when crushing -- thus they only crush 1 row of infantry CrushKnockback = 40 ;// how hard we knock back crushed units. CrushZFactor = 1.0 ;// How much we knock upwards. CrushRevengeWeapon = BasicInfantryCrushRevenge
CommandSet = UnitrogashCommandSet ; *** AUDIO Parameters ***;
VoiceAttack = HalfTrollSwordVoiceAttack VoiceAttackCharge = HalfTrollSwordVoiceAttackCharge VoiceAttackMachine = HalfTrollSwordVoiceAttack VoiceAttackStructure = HalfTrollSwordVoiceAttackBuilding VoiceCreated = EVA:Half-TrollsCreated VoiceFullyCreated = EVA:Half-TrollsCreated ; VoiceCreated = HalfTrollSwordVoiceSalute ; VoiceFullyCreated = HalfTrollSwordVoiceSalute VoiceGuard = HalfTrollSwordVoiceMove VoiceMove = HalfTrollSwordVoiceMove VoiceMoveToCamp = HalfTrollSwordVoiceMoveCamp VoiceMoveWhileAttacking = HalfTrollSwordVoiceDisengage VoicePriority = 61 VoiceRetreatToCastle = HalfTrollSwordVoiceRetreat VoiceSelect = HalfTrollSwordVoiceSelect VoiceSelectBattle = HalfTrollSwordVoiceSelectBattle
VoiceEnterStateAttack = HalfTrollSwordVoiceAttack VoiceEnterStateAttackCharge = HalfTrollSwordVoiceAttackCharge VoiceEnterStateAttackMachine = HalfTrollSwordVoiceAttack VoiceEnterStateAttackStructure = HalfTrollSwordVoiceAttackBuilding VoiceEnterStateMove = HalfTrollSwordVoiceMove VoiceEnterStateMoveToCamp = HalfTrollSwordVoiceMoveCamp VoiceEnterStateMoveWhileAttacking = HalfTrollSwordVoiceDisengage VoiceEnterStateRetreatToCastle = HalfTrollSwordVoiceRetreat
SoundImpact = ImpactHorse
UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = HalfTrollSwordVoiceMoveShip VoiceEnterUnitMordorMumakil = HalfTrollSwordVoiceMoveGarr VoiceEnterUnitSlaughterHouse = HalfTrollSwordVoiceMoveGarr VoiceGarrison = HalfTrollSwordVoiceMoveGarr VoiceInitiateCaptureBuilding = HalfTrollSwordVoiceCaptureBuilding End
CrowdResponseKey = Uruk
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallOrc Animation:KUHlfTrl_DIEA Frames:72 AnimationSound = Sound:BodyFallOrc Animation:KUHlfTrl_LNDA Frames:7 ; AnimationSound = Sound:BodyFallOrc Animation:WUMaraud_SKL.WUMaraud_DIEC Frames:56 ; AnimationSound = Sound:BodyFallOrc Animation:WUMaraud_SKL.WUMaraud_DTHA Frames:23 ; AnimationSound = Sound:BodyFallOrc Animation:WUMaraud_SKL.WUMaraud_DTHB Frames:34 ; AnimationSound = Sound:BodyFallOrc Animation:WUMaraud_SKL.WUMaraud_LNDD Frames:2 End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionMarauderCompilationVoxCheerSinglesLoop ;MOVING ATTACKING ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionMarauderCompilationVoxTauntSinglesLoop ;MOVING ATTACKING ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMarauderCompilationVoxTauntSinglesLoop End
#include "..\..\..\includes\StandardUnitEvaEvents.inc" ;EvaEventDieOwner = GroupPikemanDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ;For deaths you can respawn from, use the DeathFX
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system Key = Marauder End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT TROLL
Body = PorcupineFormationBodyModule ModuleTag_porcupineFormation CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = WILD_MARAUDERSWORDS_HEALTH ;BALANCE Isengard Pikeman Health MaxHealthDamaged = WILD_MARAUDERSWORDS_HEALTH_DAMAGED RecoveryTime = WILD_MARAUDER_HEALTH_RECOVERY_TIME BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame End
;Heavy Armor Behavior = ArmorUpgrade ArmorUpgradeModuleTag TriggeredBy = Upgrade_WildHeavyArmor ArmorSetFlag = PLAYER_UPGRADE End
Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_WildHeavyArmor UpgradeTexture = KUHlfTroll.tga 0 KUHlfTroll_HA.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End Behavior = SubObjectsUpgrade ForgedBlades_Upgrade TriggeredBy = Upgrade_WildForgedBlades ShowSubObjects = Forged_Blade End Behavior = StatusBitsUpgrade ForgedBlades_UpgradeDetection TriggeredBy = Upgrade_WildForgedBlades End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = IsengardFighterFunctions MoodAttackCheckRate = 500 HoldGroundCloseRangeDistance = 80 AttackPriority = AttackPriority_Spearman BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY End
; LocomotorSet ; Locomotor = HumanSpecialChargeLocomotor ; Condition = SET_NORMAL ; Speed = NORMAL_MOUNTED_MED_MEMBER_SPEED ; End
LocomotorSet Locomotor = HumanSpecialChargeLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_FAST_MEMBER_SPEED End
; LocomotorSet ; Locomotor = HumanLocomotor ; Condition = SET_NORMAL ; Speed = NORMAL_FOOT_FAST_MEMBER_SPEED ; End
LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = 75 End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 1400 ;msec ShockStunnedTimeHigh = 2400 ;msec ShockStandingTime = 2133 ;msec End ; Doesn't work. We are a melee horde now. So we are just gonna have one weapon ; Behavior = AimWeaponBehavior AimWeaponModuleTag ; AimHighThreshold = 0.15 ; End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 4.0 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL MarauderVoxDieMS 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 Sound = INITIAL MarauderVoxDieMS 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 = HordeMemberCollide ModuleTag_HMC ;nothing End ;Doesn't work. We are a melee horde now. So we are just gonna have one weapon ;Behavior = DualWeaponBehavior ModuleTag_09 ; SwitchWeaponOnCloseRangeDistance = 40 ;End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes
Shadow = SHADOW_DECAL ShadowSizeX = 21; ShadowSizeY = 21; ShadowTexture = ShadowI; End
Au passage j'ai supprimer le Behavior concernant la charge vue qu'il me faisais planter le jeu en liaison avec horde j'y viens : Commandbutton : - Code:
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CommandButton Command_ConstructUnitrogash Command = UNIT_BUILD Object = Unitrogash Options = CANCELABLE NEED_UPGRADE TextLabel = CONTROLBAR:ConstructWildMarauderSwordHorde ButtonImage = WOR_Rogash ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ConstructWildMarauderSwordHorde Radial = Yes InPalantir = Yes ShowProductionCount = Yes NeededUpgrade = None End Commandset : - Code:
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CommandSet UnitrogashCommandSet 1 = Command_ToggleStance 2 = Command_AttackMove 3 = Command_Stop 4 = Command_SetStanceBattle 5 = Command_SetStanceAggressive 6 = Command_SetStanceHoldGround End Tout est bon de ce coté la vue que j'arrive à faire 1 troll de Rogash dans une antre. faut penser à ajouter le cout de constructions t builtime dans l'object d'ailleurs. La cela se complique : Dans l'Horde de Wild : Juste avant lebabydrake Horde : - Code:
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;------------------------------------------------------------------------------------------------------------------ ; ; Unitrogash ; ;------------------------------------------------------------------------------------------------------------------ Object Unitrogash ;// This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_Rogash SelectPortrait = KURogashPortrait
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY DefaultModelConditionState Model = None ;InvisHrdeTmp End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeMarkIUPik End End Side = Wild EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:WildMarauderSwordHorde ; WildMarauderHorde DisplayNameStrategic = CONTROLBAR:LW_Unit_WildMarauderSwordHorde ; WildMarauderHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_WildMarauderSwordHorde ; WildMarauderHorde WeaponSet Conditions = None Weapon = PRIMARY TowerGuardHordeRangefinder End
BuildCost = WILD_MARAUDERSWORDS_BUILDCOST BuildTime = WILD_MARAUDERSWORDS_BUILDTIME
ShroudClearingRange = WILD_MARAUDERSWORDS_SHROUD_RANGE VisionRange = WILD_MARAUDERSWORDS_HORDE_VISION_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CrushableLevel = 0 ;//What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ;//What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles CommandPoints = 88 ; originally 48 CommandSet = UnitrogashCommandSet FormationWidth = 2 ;// Width it occupies in formations. Current choices are 1 or 2. FormationDepth = 2 ;// Depth it occupies in formations. Current choices are 1 or 2. TransportSlotCount = TRANSPORTSLOTCOUNT_LARGE_HORDE KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY URUK LARGE_RECTANGLE_PATHFIND;//UNATTACKABLE #include "..\..\..\includes\StandardHordeEvaEvents.inc" ThreatLevel = WILD_MARAUDERSWORDS_HORDE_THREAT ThreatBreakdown WildMauraderHorde_DetailedThreat AIKindOf = INFANTRY End Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = FighterHorde End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = InfantryFunctions MaxCowerTime = 5000 MinCowerTime = 3000 AttackPriority = AttackPriority_Spearman End
Behavior = HordeContain ModuleTag_HordeContain FrontAngle = 270 FlankedDelay = 2000 ObjectStatusOfContained = InitialPayload = Unitrogash 8 PassengerFilter = NONE +INFANTRY Slots = 8 ShowPips = No
ThisFormationIsTheMainFormation = Yes ;//Used to determine which armorset to use (and anything else we want!) MeleeBehavior = Amoeba End
; Banner Carrier info BannerCarriersAllowed = WildMarauderSwordBanner ; types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:WildMarauderswordBanner Pos:X:60.0 Y:6.5 ; (DEFAULT) position of banner carrier for fighter horde RankInfo = RankNumber:1 UnitType:Unitrogash Position:X:30 Y:-25 Position:X:30 Y:0 Position:X:30 Y:25 Position:X:30 Y:50 ;Position:X:25 Y:-50 RankInfo = RankNumber:2 UnitType:Unitrogash Position:X:0 Y:-5 Leader 1 0 Position:X:0 Y:20 Leader 1 1 Position:X:0 Y:45 Leader 1 2 Position:X:0 Y:-30 Leader 1 3 ;Position:X:0 Y:-30 Leader 1 4
RanksToReleaseWhenAttacking = 1 UseSlowHordeMovement = Yes MeleeAttackLeashDistance = 1 ; // How far the hordes can move from the center of the horde when melee attacking.
; AlternateFormation = WildMarauderHordePorcupine End ;// Behavior = SpecialEnemySenseUpdate ModuleTag_EnemySenseUpdate ;// SpecialEnemyFilter = NONE +CAVALRY +INFANTRY ;// ScanRange = 300 ;// ScanInterval = 2000 ;// 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 = INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base AddEmotion = Doom_Base //AddEmotion = BraceForBeingCrushed_Base // Pikemen don't fear getting crushed AddEmotion = UncontrollableFear_Base_Evil 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
#include "..\..\..\includes\CaptureBuilding.inc" LocomotorSet Locomotor = NormalChargeMeleeHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_MED_HORDE_SPEED End
Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_WildBasicTraining LevelsToGain = 1 LevelCap = 2 End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_WildHeavyArmor End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3 TriggeredBy = Upgrade_WildForgedBlades End ;//--- NEW CHARGE ABILITY --- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ChargeUnpause SpecialPowerTemplate = SpecialAbilityAngmarCharge TriggeredBy = Upgrade_ObjectLevel2 End Behavior = SpecialPowerModule ModuleTag_ChargeStarter SpecialPowerTemplate = SpecialAbilityAngmarCharge UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = MarauderVoiceEnterStateAttackCharge End #include "..\..\..\includes\AngmarChargeUpdate.inc"
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate WildMarauderHordeCaptureBuildingAI 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
Geometry = BOX GeometryMajorRadius = 25 ;30.4 GeometryMinorRadius = 50 ;30.4 GeometryHeight = 8.0 GeometryIsSmall = No // *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Soldier AutoResolveCombatChain = AutoResolve_SoldierCombatChain AutoResolveBody = AutoResolve_WildMarauderHordeBody
AutoResolveArmor RequiredUpgrades = Upgrade_WildHeavyArmor Armor = AutoResolve_WildMarauderHeavyArmor End
AutoResolveArmor ExcludedUpgrades = Upgrade_WildHeavyArmor Armor = AutoResolve_WildMarauderArmor End
AutoResolveWeapon RequiredUpgrades = Upgrade_WildForgedBlades Weapon = AutoResolve_WildMarauderUpgradedWeapon End
AutoResolveWeapon ExcludedUpgrades = Upgrade_WildForgedBlades Weapon = AutoResolve_WildMarauderWeapon End WorldMapArmoryUpgradesAllowed = Upgrade_WildBasicTraining Upgrade_WildForgedBlades Upgrade_WildHeavyArmor End
;==================================================================================================================== Note : les tiret sont à mettre ici estpas ailleurs !! je suis arrivé àtout faire démarré avec ce code dans horde qui m'a posé pas mal de souci. A noter que le code dela Horde n'est pas encore au point je n'ai fais que les changement mineur pour observer si une horde de rogash sors de l'antre. Cela marche si vous remplacer Unitrogash sur une quelconque unité mais voulant crée cette unité à part : voila ce que tout cela me donne : cette fois c'est en créan l'unité : Unitrogash - Spoiler:
J'ai plusieurs rogash qui se bouscule devant l'antre et disparaisse .... ! Je pense que il doit y avoir un code tout bête qui dis que les Rogash comme les hilltroll doivent marcher et sortir de lafissure (ou d'une antre). J'approche du but Help !!!! | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Projet Troll Ven 20 Juil - 18:52 | |
| personne pour un coup de pouce? En attendant une réponse positive de votre part voici les troll porter pour crée les bâtiments !! - Spoiler:
Dernière édition par Korl le Ven 20 Juil - 19:10, édité 1 fois | |
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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: Projet Troll Ven 20 Juil - 19:09 | |
| La horde et ton object ont le meme nom.... | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Projet Troll Ven 20 Juil - 19:11 | |
| ben j'ai repris le modèle des autres hordes tu veux dire quoi parlaqu'il faut que je conserve un object d'une autre horde?? je boss sur un forto troll : - Spoiler:
Avec des assise ! (pour le moment je me contente de modifié la forto wild pour testé les model et les possibilité) ps : elle est pas tourner dans le bon sens xd . Du coup les héros sortent pas au bon endroit xd ya un truc pour la tourner? | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
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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: Projet Troll Sam 21 Juil - 1:45 | |
| Ton unité simple s'appelle Object Unitrogash, ok pas de probleme Et ta horde s'appelle .... Object Unitrogash aussi, donc tu dois changer son nom UnitrogashHorde par exemple C'est plutot étonnant que le jeu ne te balance pas une erreur pour ca Dans ton commandbutton pour créer la horde tu mets alors Object = UnitrogashHorde pour faire la horde
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Projet Troll Sam 21 Juil - 11:47 | |
| J'ai réussi !!!!!! MERCI CDD pour m'avoir montré le chemin !!!!J'ai encore galéré longtemps avant de trouver la bonne méthode alors par contre j'ai deux questions : j'affiche les codes : - Code:
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CommandSet GoblinFissureCommandSet 1 = Command_ConstructWildMarauderHorde 2 = Command_ConstructGoblinTroll 3 = Command_ConstructWildMarauderSwordHorde 4 = Command_ConstructWildMountainGiant 5 = Command_ConstructWildBabyDrakeHorde 6 = Command_ConstructUnitrogashHorde 7 = Command_UpgradeWildFissureLevel2 8 = Command_Sell End - Code:
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CommandButton Command_ConstructUnitrogashHorde Command = UNIT_BUILD Object = UnitrogashHorde Options = CANCELABLE NEED_UPGRADE TextLabel = CONTROLBAR:ConstructWildMarauderSwordHorde ButtonImage = WOR_Rogash ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ConstructWildMarauderSwordHorde Radial = Yes InPalantir = Yes ShowProductionCount = Yes NeededUpgrade = None End - Code:
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;------------------------------------------------------------------------------------------------------------------ ; ; UnitrogashHorde ; ;------------------------------------------------------------------------------------------------------------------ Object UnitrogashHorde ;// This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_Rogash SelectPortrait = KURogashPortrait
Ce dernier code est il correct? (il marche en tout cas) Comment cela se fait il qu'il ne plante pas à object :UnitrogashHorde alors que mon object d'origine est Unitrogash ?? Si je renomme ce dernier UnitrogashHorde cela va changer quelque chose? Merci de ton aide j'ai eu du mal à tout pigé de ce que tu m'a dis galéré bien 30 minutes xd et la encore j'ai pas tout compris sur ce que je viens de te dire là. | |
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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: Projet Troll Sam 21 Juil - 13:05 | |
| Bin d'un coté ya le code pour 1 soldat unitrogash, et de l'autre ya le code pour la horde unitrogashhorde qui est composée de plusieurs soldats unitrogash. Et tu recrutes la horde pour avoir tout les soldats. Tu veux savoir quoi de plus ? | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Projet Troll Sam 21 Juil - 13:20 | |
| Ben le fait que j'ai qu'un object Unitrogash et le fait de rajouter Horde un peu partout fait qu'ils sortent en groupe ^^ (sans bug). je trouvais cela bizarre qu'il ne me crash pas en me disant unknown block bject : UnitrogashHorde comme il n'existait que Unitrogash. Par contre j'ai remarqué que ya pas la sélection anneau en dessous des unités, on peut arrangé cela? - Spoiler:
Je cherche également à placer le code de la limite d'unité pour n'en faire que 2 escouade mais je trouve pas le bon emplacement dans le code Unitrogash. - Code:
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MaxSimultaneousOfType = 3 | |
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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: Projet Troll Sam 21 Juil - 13:45 | |
| C'est dans l'object de la horde qu'il faut mettre ce code vu que tu crées la horde | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Projet Troll Sam 21 Juil - 14:42 | |
| Oui mais la ou je l'ai mis il le prenais pas en compte je cherche le bon emplacement. Vla une petite armée gobelin ^^ : - Spoiler:
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Contenu sponsorisé
| Sujet: Re: Projet Troll | |
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| Projet Troll | |
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