| Ajouter la capacité monter sur un ouague à gothmog | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Ajouter la capacité monter sur un ouague à gothmog Sam 29 Mar - 17:33 | |
| Ajouter la capacité monter sur un ouague à gothmog mais le problème est que je ne sais pas comment changer le terme de cheval est mettre ouargue. voici le ini de gandalf: ;------- MOUNTED SPECIAL ABILITY -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_Shadowfax End Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End merci de m'aider | |
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Denescor Moddeur confirmé
Nombre de messages : 378 Age : 28 Location : Forodwaith... mais plus pour longtemps Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I Date d'inscription : 28/05/2013
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Sam 29 Mar - 18:16 | |
| Salut tiatias77 - Citation :
- Ajouter la capacité monter sur un ouague à gothmog mais le problème est que je ne sais pas comment changer le terme de cheval est mettre ouargue.
Ce n'est pas comme ça que ça fonctionne... Quand tu actives le pouvoir tu changes le skin de Gandalf par son skin "avec cheval" (d'ailleurs dans WorldBuilder il te propose les deux, preuves qu'il existe bien deux modèles) Si tu veux rajouter un warg à Gothmog, il va falloir que tu es un skin "Gothmog sur son warg". La bonne nouvelle c'est que ce skin existe déjà (mais sans animation à mon avis ), tu peux donc essayer de le faire avec ce que tu as, sinon il faudra que tu fasses l'animation du warg (et ça va être assez chaud ). Le nom du modèle avec le warg est: MordorGothmogWarg Essaie le d'abord sur une map pour voir son état PS: Après il faudra aussi que tu fasses un nouveau locomotorset si tu veux que ton warg aille plus vite que Gothmog à pied | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Sam 29 Mar - 19:59 | |
| Ou tu trouve le personnage gothmog sur warg il nest pas dans le gamedata et dans mordor? Et le locomortset se met dans la cap? | |
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Denescor Moddeur confirmé
Nombre de messages : 378 Age : 28 Location : Forodwaith... mais plus pour longtemps Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I Date d'inscription : 28/05/2013
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Sam 29 Mar - 20:23 | |
| - Citation :
- Ou tu trouve le personnage gothmog sur warg il nest pas dans le gamedata et dans mordor?
Gothmog.ini Le premier objet c'est Gothmog et si tu explores plus loin tu as accès au second objet Récupères justes ses skins. Pour l'intégrer j'ai regardé rapidement et je pense qu'il faut définir les skin dans le module "Draw" (Après je t'avouerai que je ne suis pas expert dans ça donc pour le moment je ne peux pas plus t'aider ) - Citation :
- Et le locomortset se met dans la cap?
Tu le mets à la suite du second. Pour Gandalf ça donne ça: - Code:
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LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_HERO_SPEED End
LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = NORMAL_CAVALRY_HORDE_SPEED End Le premier c'est pour Gandalf à pied et le second quand il est à cheval. La condition indique au jeu quand il doit utiliser tel ou tel locomotor et le speed donne la vitesse. Je pense que tu peux laisser "NORMAL_CAVALRY_HORDE_SPEED", ça fera déjà bien. PS: J'ai regardé l'ini du GothmogWarg et j'ai une bonne nouvelle: il a des animations T'as juste à les récupérer et à placer tout ça correctement dans Gothmog (et je sais pas trop comment faire... je te donne des pistes) et avec le pouvoir "Monter à Warg" ça devrait passer | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Sam 29 Mar - 20:44 | |
| Merci mais comment on fait pour mettre le son de gothmog car dans worldbuilder j'ai tester mais le bruit est celui ds cavaliers warg d'isengard ainsi que la capacité comment on fait pour laisser les capacité de gothmog quand il est monté. Ah oui on ajoute quoi dans commandset | |
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Denescor Moddeur confirmé
Nombre de messages : 378 Age : 28 Location : Forodwaith... mais plus pour longtemps Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I Date d'inscription : 28/05/2013
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Sam 29 Mar - 21:27 | |
| - Citation :
- Merci mais comment on fait pour mettre le son de gothmog car dans worldbuilder j'ai tester mais le bruit est celui ds cavaliers warg d'isengard ainsi que la capacité comment on fait pour laisser les capacité de gothmog quand il est monté.
- Code:
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; ******************************************* AUDIO Parameters ***********************************;
VoiceAttack = WargRiderVoiceAttackMS VoiceAttackStructure = WargRiderVoiceAttackBuilding VoiceAttackMachine = WargRiderVoiceAttack VoiceAttackCharge = WargRiderVoiceAttackCharge ;VoiceCreated = CampOrcCreateWargRider ;VoiceFullyCreated = CampOrcCreateWargRider VoiceMoveWhileAttacking = WargRiderVoiceDisengage VoiceMove = WargRiderVoiceMoveMS VoiceMoveToCamp = WargRiderVoiceMoveCamp VoicePriority = 44 VoiceRetreatToCastle = WargRiderVoiceRetreat VoiceSelect = WargRiderVoiceSelectMS VoiceSelectBattle = WargRiderVoiceSelectBattle VoiceGuard = WargRiderVoiceMove
VoiceEnterStateAttack = WargRiderVoiceEnterStateAttack VoiceEnterStateAttackStructure = WargRiderVoiceEnterStateAttackBuilding VoiceEnterStateAttackMachine = WargRiderVoiceEnterStateAttackBuilding VoiceEnterStateAttackCharge = WargRiderVoiceEnterStateAttackCharge VoiceEnterStateMoveWhileAttacking = WargRiderVoiceEnterStateDisengage VoiceEnterStateMove = WargRiderVoiceEnterStateMove VoiceEnterStateMoveToCamp = WargRiderVoiceEnterStateMoveCamp VoiceEnterStateRetreatToCastle = WargRiderVoiceEnterStateRetreat SoundAmbient = WargAmbienceVOX SoundImpact = ImpactHorse Voilà les options audio, tu vois que c'est ceux des wargs qui sont entrés, t'as juste à les remplacer par ceux de Gothmog (je pense que remplacer directement ce code par celui de Gothmog ne devrait pas créer de bug... Mais à tester avec prudence ) - Citation :
- Ah oui on ajoute quoi dans commandset
Il faudra ajouter le pouvoir "ToggleMonted" et le définir dans Gothmog en prenant exemple sur le code de Gandalf, ce genre de truc quoi: - Code:
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;------- MOUNTED SPECIAL ABILITY -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_Shadowfax End Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 13:25 | |
| Alors je viens d'ajouter le pouvoir toggle monted à gothmog commandset: CommandSet GothmogCommandSet 1 = Command_ToggleStance 2 = Command_GothmogIronHand 3 = Command_ToggleMounted 4 = Command_SpecialAbilityGothmogCarnage 5 = Command_GothmogDayoftheOrc ; Command_LurtzLeadership 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End et gothmog.ini LocomotorSet Locomotor = IsengardLurtzLocomotor Condition = SET_NORMAL Speed = NORMAL_EVIL_HERO_SPEED End LocomotorSet Locomotor = HumanWanderLocomotor Condition = SET_WANDER Speed = 55 End LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = NORMAL_CAVALRY_HORDE_SPEED End et: ;------- MOUNTED SPECIAL ABILITY -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_Shadowfax End Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End le problème est que le bouton est Grisée est innutilisable et que sur le bouton est inscrit chevalier/rodeur étant la capacité de faramir. | |
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Denescor Moddeur confirmé
Nombre de messages : 378 Age : 28 Location : Forodwaith... mais plus pour longtemps Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I Date d'inscription : 28/05/2013
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 13:48 | |
| - Citation :
- le problème est que le bouton est Grisée est innutilisable
ça ne marche pas car tu t'es contenté de recopier les modules de pouvoirs de Gandalf sans réfléchir plus Ton problème est ici: - Code:
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Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_Shadowfax End Tu débloques le pouvoir quand l'upgrade "Shadowfax" est débloqué. Hors elle se débloque ici: - Code:
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ExperienceLevel GandalfLevel5 TargetNames = GANDALF RequiredExperience = GANDALF_LVL5_EXP_NEEDED ExperienceAward = GANDALF_LVL5_EXP_AWARD Upgrades = Upgrade_Shadowfax Upgrade_GandalfGrey AttributeModifiers = HeroLevelUpDamage4 SpellBookSarumanWhite Rank = 5 LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END Soit au niveau de 5 de Gandalf. Gothmog n'ayant pas les niveaux de Gandalf il n'avait aucun moyen de débloquer ce "Shadowfax" Il faut que tu rajoutes une ligne upgrade dans un des niveaux de Gothmog et que tu lui mettes "Shadowfax", par exemple (tu choisiras le niveau que tu veux, celui nécessaire pour que Gothmog monte son warg ) Les codes des niveaux se trouvent dans "experiencelevel.ini" - Citation :
- sur le bouton est inscrit chevalier/rodeur étant la capacité de faramir
Voilà le bouton que tu as mis. C'est marqué dessus que c'est pour Faramir - Code:
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CommandButton Command_ToggleMounted ;for Faramir Command = SPECIAL_POWER SpecialPower = SpecialAbilityToggleMounted TextLabel = CONTROLBAR:FaramirKnightRanger Options = TOGGLE_IMAGE_ON_WEAPONSET ON_GROUND_ONLY FlagsUsedForToggle = MOUNTED ButtonImage = HSTheodenMountDismount HSTheodenMountDismount ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipEowynMount InPalantir = Yes UnitSpecificSound = FaramirRangerVoiceModeKnightMS FaramirKnightVoiceModeRangerMS End La commande de Gandalf s'appelle "Command_GandalfShadowfax" Mais après si tu veux personnaliser ta commande il va falloir en faire une autre, car il n'existe aucune commande avec des textes pour faire monter Gothmog sur son warg, ça va être à toi de le faire (regarde les tuto sur les CSF et STR, ça t'aideras pour cette tache ) Après il manque les nouveaux module "behavior" dans "Draw" avec le skin et les animations de Gothmog sur son warg (tu as peut fais exprès de ne pas les montrer). Sans ceux-ci je ne pense pas que le rendu fonctionnera (et peut être même le pouvoir...) | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 14:57 | |
| Ou se trouve le module draw? | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 15:07 | |
| C'est le tout premier module dans ton object celui qui désigne l'apparence et l'animation du personnage (s'il existe) | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 15:21 | |
| Je ne trouve rien qui s'appelle draw Ah oui et quand je clique sur le bouton rien ne se passe mais on entend la voix de faramir | |
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Denescor Moddeur confirmé
Nombre de messages : 378 Age : 28 Location : Forodwaith... mais plus pour longtemps Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I Date d'inscription : 28/05/2013
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 15:36 | |
| - Citation :
- Je ne trouve rien qui s'appelle draw
Voilà le module Draw de Gothmog, c'est un très long module qui commence dès le début : - Code:
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Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD ExtraPublicBone = arrrow DefaultModelConditionState Model = MUGothmog_SKN WeaponLaunchBone = PRIMARY arrrow End ; --- Idle Anims IdleAnimationState ;this is his bow out idle Animation = IDLJ AnimationName = MUGothmog_SKL.MUGothmog_IDLJ AnimationMode = ONCE AnimationPriority = 5 End
Animation = IDLE AnimationName = MUGothmog_SKL.MUGothmog_IDLE AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLN AnimationName = MUGothmog_SKL.MUGothmog_IDLN AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLT AnimationName = MUGothmog_SKL.MUGothmog_IDLT AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLG AnimationName = MUGothmog_SKL.MUGothmog_IDLG AnimationMode = ONCE AnimationPriority = 5 End
Animation = IDLA AnimationName = MUGothmog_SKL.MUGothmog_IDLA AnimationMode = ONCE AnimationPriority = 1 End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Bow") end if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end EndScript
StateName = BowIdle End
TransitionState = Trans_Bow_To_Sword
Animation = BtoS2 AnimationName = MUGothmog_SKL.MUGothmog_IDLA AnimationMode = ONCE End End TransitionState = Trans_Sword_To_Bow
Animation = BtoS2 AnimationName = MUGothmog_SKL.MUGothmog_IDLJ AnimationMode = ONCE End End TransitionState = Trans_Sword_To_Bow_Running Animation = BtoS3 AnimationName = MUGothmog_SKL.MUGothmog_RUNC AnimationMode = ONCE End End TransitionState = Trans_Bow_To_Sword_Running Animation = BtoS3 AnimationName = MUGothmog_SKL.MUGothmog_RUND AnimationMode = ONCE End End TransitionState = Trans_Bow_To_Sword_Straight Animation = BtoS1 AnimationName = MUGothmog_SKL.MUGothmog_IDLE AnimationMode = ONCE End
End TransitionState = Trans_Sword_To_Bow_Straight Animation = BtoS1 AnimationName = MUGothmog_SKL.MUGothmog_IDLN AnimationMode = ONCE End End TransitionState = Trans_To_Attention_Bow Animation = ATNA AnimationName = MUGothmog_SKL.MUGothmog_IDLH AnimationMode = ONCE End End TransitionState = Trans_To_Attention_Sword Animation = ATNA AnimationName = MUGothmog_SKL.MUGothmog_IDLH AnimationMode = ONCE End End TransitionState = Trans_To_Bored_Sword Animation = TBoredSword AnimationName = MUGothmog_SKL.MUGothmog_IDLA AnimationMode = ONCE End End TransitionState = Trans_To_Bored_Bow Animation = TBoredBow AnimationName = MUGothmog_SKL.MUGothmog_IDLA AnimationMode = ONCE End End AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = FLYB AnimationName = MUGothmog_SKL.MUGothmog_FLYB ; sword AnimationMode = LOOP End End
; --- Dying anims AnimationState = DYING SPLATTED Animation = LNDA AnimationName = MUGothmog_SKL.MUGothmog_LNDA ; sword AnimationMode = ONCE End End
AnimationState = DYING Animation = DIEB AnimationName = MUGothmog_SKL.MUGothmog_DTHA ; sword AnimationMode = ONCE End Animation = DIEB AnimationName = MUGothmog_SKL.MUGothmog_DTHB ; sword AnimationMode = ONCE End Animation = DIEB AnimationName = MUGothmog_SKL.MUGothmog_DTHC ; sword AnimationMode = ONCE End Animation = DIEB AnimationName = MUGothmog_SKL.MUGothmog_DTHD ; sword AnimationMode = ONCE End End
; --- Stunned anims AnimationState = STUNNED_STANDING_UP Animation = GTPB AnimationName = MUGothmog_SKL.MUGothmog_GTPA ; sword AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED ; sword Animation = LNDB AnimationName = MUGothmog_SKL.MUGothmog_LNDA AnimationMode = ONCE End End
; --- Moving Anims AnimationState = MOVING FIRING_OR_PREATTACK_A Animation = TrotAndFire AnimationName = MUGothmog_SKL.MUGothmog_ATRA AnimationMode = LOOP End Flags = RANDOMSTART StateName = RunAndSwing End
AnimationState = MOVING BACKING_UP Animation = BackingUp AnimationName = MUGothmog_SKL.MUGothmog_BAKA AnimationMode = LOOP End Flags = RANDOMSTART StateName = SwordReady End AnimationState = MOVING Animation = RunWithSword AnimationName = MUGothmog_SKL.MUGothmog_RUNA AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End Flags = RANDOMSTART BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Running") end EndScript StateName = RunningSword End ; --- Crippling Special Weapon anim AnimationState = SPECIAL_WEAPON_ONE Animation = ATKE AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = ONCE End FrameForPristineBonePositions = 35 StateName = BowReady End ; --- Attacking Anims [Weapon_A] Carnage AnimationState = FIRING_OR_PREATTACK_A HERO ; Carnage Mode Animation = ATKE AnimationName = MUGothmog_SKL.MUGothmog_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End StateName = SwordReady End ; Sword - Attacking Anims [Weapon_A] AnimationState = FIRING_OR_PREATTACK_A StateName = WithSword Animation = ATKH_CLOSE_Range3 AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 5 End Animation = ATKK_CLOSE_Range4 AnimationName = MUGothmog_SKL.MUGothmog_ATKC AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 1 End StateName = SwordReady End ; Bow Melee - Attacking Anims [Weapon_A] AnimationState = FIRING_OR_PREATTACK_B Animation = ATKI AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKJ AnimationName = MUGothmog_SKL.MUGothmog_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End FrameForPristineBonePositions = 41 StateName = BowReady End
;--------------------------------------------------- ;New style firing AnimationState = PREATTACK_A StateName = STATE_Firing Animation = ReadyToDrawn AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = ONCE ; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning AnimationBlendTime = 0 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend! ; AnimationSpeedFactorRange = 1.5 1.5 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for End StateName = BowReady End
AnimationState = FIRING_OR_RELOADING_A StateName = STATE_Firing Animation = OneFrameOfShooting AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = ONCE ; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning ; AnimationSpeedFactorRange = 1.1 1.1 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for AnimationBlendTime = 10 End StateName = BowReady End
;--- Holding drawn bow while attacking AnimationState = CONTINUOUS_FIRE_MEAN StateName = STATE_Firing Animation = HangFrameWhileCoasting AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = MANUAL End StateName = BowReady End AnimationState = CONTINUOUS_FIRE_SLOW StateName = STATE_Idle_Bow Animation = PutAwayArrow AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = ONCE End StateName = BowReady End ;End New style firing ; --- Engaged Anims AnimationState = ENGAGED Animation = IDLG AnimationName = MUGothmog_SKL.MUGothmog_IDLG ; sword idle AnimationMode = LOOP AnimationBlendTime = 15 End StateName = BowReady End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_c AnimationName = MUGothmog_SKL.MUGothmog_HITA AnimationMode = ONCE End End AnimationState = WAR_CHANT Animation = Chant AnimationName = MUGothmog_SKL.MUGothmog_CHRB AnimationMode = LOOP End End
AnimationState = RAISING_FLAG Animation = Chant AnimationName = MUGothmog_SKL.MUGothmog_CHRB AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_2 Animation = Chant AnimationName = MUGothmog_SKL.MUGothmog_CHRB AnimationMode = ONCE End End
AnimationState = EMOTION_CELEBRATING Animation = CHRB AnimationName = MUGothmog_SKL.MUGothmog_CHRB AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 1.2 End Flags = RESTART_ANIM_WHEN_COMPLETE End
; --- Idle AnimationState = SELECTED Animation = ATNB AnimationName = MUGothmog_SKL.MUGothmog_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "BowIdle" then CurDrawableSetTransitionAnimState("Trans_To_Attention_Bow") end if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end EndScript StateName = BowReady End End - Citation :
- Ah oui et quand je clique sur le bouton rien ne se passe mais on entend la voix de faramir
Je son c'est normal c'est inscrit dans le bouton et s'il ne se passe rien c'est parce que le jeu ne trouve pas de modèle alternatif (car tu ne l'as pas mis). Mais est-ce que Gothmog va plus vite quand tu actives le pouvoir ? Car c'est ça à ce stade qui va te montrer si ton pouvoir marche | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 15:48 | |
| Et on ajoute quoi dans draw , je sais le behavior mais on le met vers quel ligne et on met quoi dérrière béhavior. (quel est le code à mettre) - Citation :
- Je son c'est normal c'est inscrit dans le bouton et s'il ne se passe rien c'est parce que le jeu ne trouve pas de modèle alternatif (car tu ne l'as pas mis). Smile
Et ou met t'on le modèle alternatif | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 15:49 | |
| Et quel est ce modèle.Et si c'est celui de gothmog sur son warg comment s'appelle t'il est ou le met t'on. | |
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Denescor Moddeur confirmé
Nombre de messages : 378 Age : 28 Location : Forodwaith... mais plus pour longtemps Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I Date d'inscription : 28/05/2013
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 16:14 | |
| - Citation :
- Et on ajoute quoi dans draw , je sais Smile le behavior mais on le met vers quel ligne et on met quoi dérrière béhavior.
(quel est le code à mettre) Smile Heu... là on atteint mes limites, je n'ai jamais manipuler le module Draw donc je vais éviter de te donner de fausses infos... Prends exemple sur Gandalf, il y a des commentaires en anglais pour t'aider à t'y retrouver dans les skin car lui il a quatre skin (d'après ce que j'ai vu): Gandalf Gris, Gandalf Blanc, Gandalf à cheval et Gandalf spécial Moria (n'ayant pas fait la mission de la moria je ne connais pas la différence avec les autres) | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 16:36 | |
| Tout d'abord gandalf moria est gandalf avec la lumière blanche sur son baton lorsque qu'il passe un certain niveaux je crois. Mais ma question est ou est le skin est les info de gothmog monté. | |
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Denescor Moddeur confirmé
Nombre de messages : 378 Age : 28 Location : Forodwaith... mais plus pour longtemps Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I Date d'inscription : 28/05/2013
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 16:41 | |
| - Citation :
- Mais ma question est ou est le skin est les info de gothmog monté.
ba dans l'objet "MordorGothmogWarg" qui se trouve dans "Gothmog.ini"... Je te l'ai déjà dis voyons C'est tout au début, t'as l'apparence et les animations de Gothmog quand il est sur son warg tu viens un peu de perdre du temps non ? | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 17:22 | |
| Ah oui autre chose j'aimerais à la place d'entendre la voix de faramir et le bouton de celui ci avoir le bouton de la bouche de sauron je trouve que celui-ci irez bien mais je ne sais pas comment le changer. ps: la vitesse du héros à été changès le pouvoir marche | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 17:45 | |
| - Citation :
- ba dans l'objet "MordorGothmogWarg" qui se trouve dans "Gothmog.ini"... Je te l'ai déjà dis voyons lol!
C'est tout au début, t'as l'apparence et les animations de Gothmog quand il est sur son warg Wink tu viens un peu de perdre du temps non ? Ce que tu me dit se repete et je ne comprend toujours rien certes je sais qu'ils copier coller un truc mais je ne sais pas quoi (si je sais que c'est les animation et apparence ) mais je ne sais pas quel parti exactement copier. | |
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Denescor Moddeur confirmé
Nombre de messages : 378 Age : 28 Location : Forodwaith... mais plus pour longtemps Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I Date d'inscription : 28/05/2013
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 18:25 | |
| - Citation :
- Ah oui autre chose j'aimerais à la place d'entendre la voix de faramir et le bouton de celui ci avoir le bouton de la bouche de sauron je trouve que celui-ci irez bien mais je ne sais pas comment le changer.
Il y a une option dans le bouton pour le son: - Code:
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ommandButton Command_ToggleMounted ;for Faramir Command = SPECIAL_POWER SpecialPower = SpecialAbilityToggleMounted TextLabel = CONTROLBAR:FaramirKnightRanger Options = TOGGLE_IMAGE_ON_WEAPONSET ON_GROUND_ONLY FlagsUsedForToggle = MOUNTED ButtonImage = HSTheodenMountDismount HSTheodenMountDismount ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipEowynMount InPalantir = Yes UnitSpecificSound = FaramirRangerVoiceModeKnightMS FaramirKnightVoiceModeRangerMS End C'est à la ligne "UnitSpecificSound", si tu trouves un son de la bouche de Sauron tu peux le placer à la place de celui de faramir (par contre il faudra faire un autre commandbutton si tu veux éviter que ça affecte Faramir en même temps ) - Citation :
- la vitesse du héros à été changès le pouvoir marche
Voilà une bonne nouvelle et une bonne avancée - Citation :
- Ce que tu me dit se repete et je ne comprend toujours rien certes je sais qu'ils copier coller un truc mais je ne sais pas quoi (si je sais que c'est les animation et apparence ) mais je ne sais pas quel parti exactement copier.
Bon... en fait c'est pas clair car moi non plus je ne maîtrise pas cette partie de l'ini... mais je pense qu'il faut copier les différents modules de skin et d'animations: - Code:
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;exemple de module de skin (il y en généralement peu, un ou deux) DefaultModelConditionState Model = MUGothWarg_SKN Skeleton = MUGothWarg_SKL End
;exemple de Module d'animation (ici pour tourner à droite) AnimationState = TURN_LEFT_HIGH_SPEED Animation = MTurnLeft AnimationName = MUGothWarg_TNL1 AnimationMode = LOOP End End Il faut que tu copies tout les modules de ce type pour le Gothmog warg et que ensuite tu précises quand ils doivent être pris en compte: - Code:
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; Modèle de base de Gandalf ;;; MODEL STATES ;;; DefaultModelConditionState ;gandalf is grey to start out with Model = GUGandalfG_SKN WeaponLaunchBone = TERTIARY STAFF End
;;; Gandalf the White version on foot ;;; ModelConditionState = HERO ;turn me white when the spell is cast <-- Modèle où il devient blanc Model = GUGandalf_SKN WeaponLaunchBone = TERTIARY STAFF End
; Modèle à cheval (il y a un code au début qui précise la condition: à cheval) ;;; Mounted version of Gandalf White ;;; ModelConditionState = MOUNTED HERO ;<-- La condition pour utiliser ce modèle: être à cheval Model = GUGdfHrs_SKN_M WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End Pour les animations c'est pareille, faut que tu précises quand est-ce que ton héro monte un cheval (ou warg c'est la même chose pour le jeu) avec le terme "MOUNTED" (en gros tu copies tout et tu rajoutes "MOUNTED" pour toutes les animations et les définitions de skin du Gothmog sur warg) PS: Sauvergarde bien ton ini de base avant de flinguer Gothmog avec ma méthode (très expérimentale et jamais testé) car si ça fait planter tout l'ini tu sera bien content d'avoir un sauvegarde Si tu comprends tjs pas dis le moi (en me disant ce qui t'échappes ) | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 21:45 | |
| Voila je n'ai pas très bien compris le principe donc j'ai copier/coller celui de la bouche de sauron sauf que quen jactive la capacité gothmog prend le skin de la bouche de Sauron. gothmog.ini - Spoiler:
;------------------------------------------------------------------------------ ; Gothmog ;------------------------------------------------------------------------------
Object MordorGothmog ; *** ART Parameters ***
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ; This is required for garrisoned objects - please put in all objects. SelectPortrait = HPGothmogPortrait ButtonImage = WOR_Gothmog
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Gothmog Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = arrrow
DefaultModelConditionState Model = MUGothmog_SKN WeaponLaunchBone = PRIMARY arrrow End
; --- Idle Anims IdleAnimationState ;this is his bow out idle Animation = IDLJ AnimationName = MUGothmog_SKL.MUGothmog_IDLJ AnimationMode = ONCE AnimationPriority = 5 End
Animation = IDLE AnimationName = MUGothmog_SKL.MUGothmog_IDLE AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLN AnimationName = MUGothmog_SKL.MUGothmog_IDLN AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLT AnimationName = MUGothmog_SKL.MUGothmog_IDLT AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLG AnimationName = MUGothmog_SKL.MUGothmog_IDLG AnimationMode = ONCE AnimationPriority = 5 End
Animation = IDLA AnimationName = MUGothmog_SKL.MUGothmog_IDLA AnimationMode = ONCE AnimationPriority = 1 End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Bow") end if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end EndScript
StateName = BowIdle End
;;;;;;;;;;; MOUNTED STATE ;;;;;;;;;;;;;;; ModelConditionState = MOUNTED Model = MUMthMnt_SKN End
; --- stunned anims AnimationState = FREEFALL MOUNTED Animation = freefall AnimationName = MUBlkRider_SKL.MUBlkRider_FLYB AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED_FLAILING MOUNTED Animation = JustDie AnimationName = MUBlkRider_SKL.MUBlkRider_FLYB AnimationMode = LOOP End Flags = RANDOMSTART End
; --- death anims mounted AnimationState = DYING SPLATTED MOUNTED Animation = Land AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA AnimationMode = ONCE End End
; This is the no-spawn-horse type of death AnimationState = DYING MOUNTED; DEATH_2 Normally has DEATH_2, but just as a backup don't insist Animation = JustDie AnimationName = MUBlkRider_SKL.MUBlkRider_DIEA AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP MOUNTED Animation = StandUp AnimationName = MUBlkRider_SKL.MUBlkRider_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED MOUNTED Animation = Land AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_ONE MOUNTED Animation AnimationName = MUBlkRider_SKL.MUMthMnt_SPCC AnimationMode = ONCE AnimationSpeedFactorRange = 0.741 0.741 End FrameForPristineBonePositions = 33 End AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking_throw Animation AnimationName = MUMthSrn_SKL.MUMthSrn_SPCC AnimationMode = ONCE AnimationSpeedFactorRange = 0.72 0.72 End FrameForPristineBonePositions = 43 End
; --- movements
; AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED ; Animation = TurnLeft ; AnimationName = MUBlkRider_SKL.MUBlkRider_TNL1 ; AnimationMode = LOOP ; AnimationSpeedFactorRange= 1.8 1.8 ; AnimationBlendTime = 20 ; End ; End
; AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED ; Animation = TurnLeft ; AnimationName = MUBlkRider_SKL.MUBlkRider_TNR1 ; AnimationMode = LOOP ; AnimationSpeedFactorRange= 1.8 1.8 ; AnimationBlendTime = 20 ; End ; End
AnimationState = MOVING TURN_LEFT TURN_LEFT_HIGH_SPEED MOUNTED Animation = TurnLeft AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA AnimationMode = LOOP End End
AnimationState = MOVING TURN_LEFT MOUNTED Animation = TurnLeft AnimationName = MUBlkRider_SKL.MUBlkRider_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING TURN_RIGHT TURN_RIGHT_HIGH_SPEED MOUNTED Animation = TurnRight AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA AnimationMode = LOOP End End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation = TurnRight AnimationName = MUBlkRider_SKL.MUBlkRider_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING ACCELERATE MOUNTED Animation = Accelerate AnimationName = MUBlkRider_SKL.MUBlkRider_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING DECELERATE MOUNTED Animation = Decelerate AnimationName = MUBlkRider_SKL.MUBlkRider_DECL AnimationMode = ONCE End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING WALKING MOUNTED Animation = Walk AnimationName = MUBlkRider_SKL.MUBlkRider_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOVING BACKING_UP MOUNTED Animation = BackingUp AnimationName = MUBlkRider_SKL.MUBlkRider_BAKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
; AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ; ShareAnimation = Yes ; Animation = MountedRunAndFire ; AnimationName = MUBlkRider_SKL.MUBlkRider_ATRA ; AnimationMode = LOOP ; End ; Flags = RANDOMSTART ; End
AnimationState = MOVING MOUNTED Animation = RunA AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = FIRING_OR_PREATTACK_A MOUNTED Animation = AttackA AnimationName = MUBlkRider_SKL.MUBlkRider_ATKA AnimationMode = ONCE End Animation = AttackB AnimationName = MUBlkRider_SKL.MUBlkRider_ATKB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = RAISING_FLAG MOUNTED Animation = CHRA AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA AnimationMode = ONCE End Animation = CHRA AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = SELECTED MOUNTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = MUBlkRider_SKL.MUBlkRider_IDLG AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_Select") end EndScript End
TransitionState = TRANS_Select Animation = ATNA AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA AnimationMode = ONCE End End
AnimationState = MOUNTED Animation AnimationName = MUBlkRider_SKL.MUBlkRider_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleB AnimationName = MUBlkRider_SKL.MUBlkRider_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = MUBlkRider_SKL.MUBlkRider_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE ;BeginScript ; Prev = CurDrawablePrevAnimationState() ; if Prev == "STATE_Idle" then CurDrawablePlaySound("EomerVoiceMount") end ;EndScript ;StateName = STATE_IdleMounted End
TransitionState = Trans_Bow_To_Sword
Animation = BtoS2 AnimationName = MUGothmog_SKL.MUGothmog_IDLA AnimationMode = ONCE End End TransitionState = Trans_Sword_To_Bow
Animation = BtoS2 AnimationName = MUGothmog_SKL.MUGothmog_IDLJ AnimationMode = ONCE End End
TransitionState = Trans_Sword_To_Bow_Running
Animation = BtoS3 AnimationName = MUGothmog_SKL.MUGothmog_RUNC AnimationMode = ONCE End End
TransitionState = Trans_Bow_To_Sword_Running
Animation = BtoS3 AnimationName = MUGothmog_SKL.MUGothmog_RUND AnimationMode = ONCE End End
TransitionState = Trans_Bow_To_Sword_Straight Animation = BtoS1 AnimationName = MUGothmog_SKL.MUGothmog_IDLE AnimationMode = ONCE End
End TransitionState = Trans_Sword_To_Bow_Straight Animation = BtoS1 AnimationName = MUGothmog_SKL.MUGothmog_IDLN AnimationMode = ONCE End End
TransitionState = Trans_To_Attention_Bow Animation = ATNA AnimationName = MUGothmog_SKL.MUGothmog_IDLH AnimationMode = ONCE End End
TransitionState = Trans_To_Attention_Sword Animation = ATNA AnimationName = MUGothmog_SKL.MUGothmog_IDLH AnimationMode = ONCE End End
TransitionState = Trans_To_Bored_Sword Animation = TBoredSword AnimationName = MUGothmog_SKL.MUGothmog_IDLA AnimationMode = ONCE End End
TransitionState = Trans_To_Bored_Bow Animation = TBoredBow AnimationName = MUGothmog_SKL.MUGothmog_IDLA AnimationMode = ONCE End End
AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = FLYB AnimationName = MUGothmog_SKL.MUGothmog_FLYB ; sword AnimationMode = LOOP End End
; --- Dying anims AnimationState = DYING SPLATTED Animation = LNDA AnimationName = MUGothmog_SKL.MUGothmog_LNDA ; sword AnimationMode = ONCE End End
AnimationState = DYING Animation = DIEB AnimationName = MUGothmog_SKL.MUGothmog_DTHA ; sword AnimationMode = ONCE End Animation = DIEB AnimationName = MUGothmog_SKL.MUGothmog_DTHB ; sword AnimationMode = ONCE End Animation = DIEB AnimationName = MUGothmog_SKL.MUGothmog_DTHC ; sword AnimationMode = ONCE End Animation = DIEB AnimationName = MUGothmog_SKL.MUGothmog_DTHD ; sword AnimationMode = ONCE End End
; --- Stunned anims
AnimationState = STUNNED_STANDING_UP Animation = GTPB AnimationName = MUGothmog_SKL.MUGothmog_GTPA ; sword AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED ; sword Animation = LNDB AnimationName = MUGothmog_SKL.MUGothmog_LNDA AnimationMode = ONCE End End
; --- Moving Anims
AnimationState = MOVING FIRING_OR_PREATTACK_A Animation = TrotAndFire AnimationName = MUGothmog_SKL.MUGothmog_ATRA AnimationMode = LOOP End Flags = RANDOMSTART StateName = RunAndSwing End
AnimationState = MOVING BACKING_UP Animation = BackingUp AnimationName = MUGothmog_SKL.MUGothmog_BAKA AnimationMode = LOOP End Flags = RANDOMSTART StateName = SwordReady End
AnimationState = MOVING Animation = RunWithSword AnimationName = MUGothmog_SKL.MUGothmog_RUNA AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End Flags = RANDOMSTART BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Running") end EndScript StateName = RunningSword End
; --- Crippling Special Weapon anim AnimationState = SPECIAL_WEAPON_ONE Animation = ATKE AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = ONCE End FrameForPristineBonePositions = 35 StateName = BowReady End
; --- Attacking Anims [Weapon_A] Carnage AnimationState = FIRING_OR_PREATTACK_A HERO ; Carnage Mode Animation = ATKE AnimationName = MUGothmog_SKL.MUGothmog_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End StateName = SwordReady End
; Sword - Attacking Anims [Weapon_A] AnimationState = FIRING_OR_PREATTACK_A StateName = WithSword Animation = ATKH_CLOSE_Range3 AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 5 End Animation = ATKK_CLOSE_Range4 AnimationName = MUGothmog_SKL.MUGothmog_ATKC AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 1 End StateName = SwordReady End
; Bow Melee - Attacking Anims [Weapon_A] AnimationState = FIRING_OR_PREATTACK_B Animation = ATKI AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKJ AnimationName = MUGothmog_SKL.MUGothmog_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End FrameForPristineBonePositions = 41 StateName = BowReady End
;--------------------------------------------------- ;New style firing AnimationState = PREATTACK_A StateName = STATE_Firing Animation = ReadyToDrawn AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = ONCE ; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning AnimationBlendTime = 0 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend! ; AnimationSpeedFactorRange = 1.5 1.5 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for End StateName = BowReady End
AnimationState = FIRING_OR_RELOADING_A StateName = STATE_Firing Animation = OneFrameOfShooting AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = ONCE ; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning ; AnimationSpeedFactorRange = 1.1 1.1 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for AnimationBlendTime = 10 End StateName = BowReady End
;--- Holding drawn bow while attacking AnimationState = CONTINUOUS_FIRE_MEAN StateName = STATE_Firing Animation = HangFrameWhileCoasting AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = MANUAL End StateName = BowReady End
AnimationState = CONTINUOUS_FIRE_SLOW StateName = STATE_Idle_Bow Animation = PutAwayArrow AnimationName = MUGothmog_SKL.MUGothmog_ATKA AnimationMode = ONCE End StateName = BowReady End
;End New style firing
; --- Engaged Anims
AnimationState = ENGAGED Animation = IDLG AnimationName = MUGothmog_SKL.MUGothmog_IDLG ; sword idle AnimationMode = LOOP AnimationBlendTime = 15 End StateName = BowReady End
; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_c AnimationName = MUGothmog_SKL.MUGothmog_HITA AnimationMode = ONCE End End
AnimationState = WAR_CHANT Animation = Chant AnimationName = MUGothmog_SKL.MUGothmog_CHRB AnimationMode = LOOP End End
AnimationState = RAISING_FLAG Animation = Chant AnimationName = MUGothmog_SKL.MUGothmog_CHRB AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_2 Animation = Chant AnimationName = MUGothmog_SKL.MUGothmog_CHRB AnimationMode = ONCE End End
AnimationState = EMOTION_CELEBRATING Animation = CHRB AnimationName = MUGothmog_SKL.MUGothmog_CHRB AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 1.2 End Flags = RESTART_ANIM_WHEN_COMPLETE End
; --- Idle AnimationState = SELECTED Animation = ATNB AnimationName = MUGothmog_SKL.MUGothmog_IDLA AnimationMode = LOOP End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "BowIdle" then CurDrawableSetTransitionAnimState("Trans_To_Attention_Bow") end if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end EndScript StateName = BowReady End End
; ***DESIGN parameters ***
Side = Mordor EditorSorting = UNIT ThreatLevel = GOTHMOG_THREAT_LEVEL ThingClass = CHARACTER_UNIT BuildCost = GOTHMOG_BUILDCOST BuildTime = GOTHMOG_BUILDTIME
;//DisplayMeleeDamage = GOTHMOG_DAMAGE ;//DisplayRangedDamage = GOTHMOG_RANGE_DAMAGE
MaxSimultaneousOfType = 1 TransportSlotCount = TRANSPORTSLOTCOUNT_HERO ; WeaponSet ; Conditions = None ; Weapon = PRIMARY LurtzWeapon ; End
;;; SPECIAL CARNAGE MODE, MAKE SURE IT"S THE CARNAGE WEAPON NO MATTER WHAT ;;; WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY LurtzCarnageWeapon End WeaponSet Conditions = WEAPONSET_HERO_MODE CLOSE_RANGE Weapon = PRIMARY LurtzCarnageWeapon End
;HERO
ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End
VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO
DisplayName = OBJECT:MordorGothmog RecruitText = CONTROLBAR:MordorGothmogRecruit ReviveText = CONTROLBAR:MordorGothmogRevive Hotkey = CONTROLBAR:MordorGothmogHotkey CrushableLevel = 2 ; 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
CommandSet = GothmogCommandSet CommandPoints = 25
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_GothmogBody
AutoResolveArmor Armor = AutoResolve_GothmogArmor End
AutoResolveWeapon Weapon = AutoResolve_GothmogWeapon End
; *** AUDIO Parameters ***;
VoiceAttack = GothmogVoiceAttack VoiceAttackCharge = GothmogVoiceAttackCharge VoiceAttackMachine = GothmogVoiceAttack VoiceAttackStructure = GothmogVoiceAttackBuilding VoiceFear = GothmogVoiceHelpMe VoiceCreated = GothmogVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX VoiceFullyCreated = GothmogVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX VoiceGuard = GothmogVoiceMove VoiceMove = GothmogVoiceMove VoiceMoveToCamp = GothmogVoiceMoveCamp VoiceMoveWhileAttacking = GothmogVoiceMove VoicePriority = 66 VoiceSelect = GothmogVoiceSelect VoiceSelectBattle = GothmogVoiceSelectBattle
VoiceEnterStateAttackCharge = GothmogVoiceEnterStateAttackCharge UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = GothmogVoiceMoveShip VoiceEnterUnitMordorMumakil = GothmogVoiceMove VoiceEnterUnitSlaughterHouse = GothmogVoiceMove VoiceGarrison = GothmogVoiceGarrison VoiceInitiateCaptureBuilding = GothmogVoiceCaptureBuilding End
SoundImpact = ImpactHorse
CrowdResponseKey = Orc
#include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = GothmogDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system Key = Hero End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: ArrowDrawBow Animation: MUOrcWarr_SKL.MUOrcWarr_ATKA Frames: 0 AnimationSound = Sound: ArrowDrawBow Animation: MUOrcWarr_SKL.MUOrcWarr_ATKA Frames: 4 ;AnimationSound = Sound: ArrowDrawBow Animation: MUOrcWarr_SKL.MUOrcWarr_ATKA Frames: 17 AnimationSound = Sound: ImpactSword02 Animation: MUOrcWarr_SKL.MUOrcWarr_ATKC Frames: 21 37 ;AnimationSound = Sound: ImpactSword02 Animation: MUOrcWarr_SKL.MUOrcWarr_ATKC Frames: 28 49 ;AnimationSound = Sound: ImpactSword02 Animation: MUOrcWarr_SKL.MUOrcWarr_ATKJ Frames: 19 39 AnimationSound = Sound: FootstepDirtA Animation: MUOrcWarr_SKL.MUOrcWarr_RUNA Frames: 10 20 AnimationSound = Sound: FootstepDirtA Animation: MUOrcWarr_SKL.MUOrcWarr_RUNB Frames: 8 18 AnimationSound = Sound: FootstepDirtA Animation: MUOrcWarr_SKL.MUOrcWarr_RUNC Frames: 10 20 31 41 AnimationSound = Sound: FootstepDirtA Animation: MUOrcWarr_SKL.MUOrcWarr_RUND Frames: 8 18 27 37 AnimationSound = Sound: BodyFallOrc Animation: MUOrcWarr_SKL.MUOrcWarr_DIEA Frames: 43 AnimationSound = Sound: BodyFallOrc Animation: MUOrcWarr_SKL.MUOrcWarr_LNDA Frames: 3 AnimationSound = Sound: BodyFallGeneric2 Animation: MUOrcWarr_SKL.MUOrcWarr_DIEB Frames: 82
AnimationSound = Sound: WeaponSwitchBow Animation: MUOrcWarr_SKL.MUOrcWarr_IDLJ Frames: 59 AnimationSound = Sound: SwordShingDirty1 Animation: MUOrcWarr_SKL.MUOrcWarr_IDLA Frames: 56
AnimationSound = Sound: WeaponSwitchBow Animation: MUOrcWarr_SKL.MUOrcWarr_IDLN Frames: 10 AnimationSound = Sound: SwordShingDirty1 Animation: MUOrcWarr_SKL.MUOrcWarr_IDLE Frames: 3
;AnimationSound = Sound: ?????? Animation: MUOrcWarr_SKL.MUOrcWarr_TNTA Frames: 28 End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ARCHER ATTACK_NEEDS_LINE_OF_SIGHT URUK PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = GOTHMOG_HEALTH ;BALANCE Gothmog Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn DeathFX = FX_LurtzDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 6033 ; 1133 ;How long DeathAnim will take. InitialSpawnFX = FX_LurtzInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_LurtzRespawn ;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 = HIGothmogRecall
;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:600 Time:90000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:700 Time:90000 ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:800 Time:90000 RespawnEntry = Level:4 Cost:900 Time:90000 RespawnEntry = Level:5 Cost:1000 Time:120000 RespawnEntry = Level:6 Cost:1100 Time:120000 RespawnEntry = Level:7 Cost:1200 Time:120000 RespawnEntry = Level:8 Cost:1300 Time:120000 RespawnEntry = Level:9 Cost:1400 Time:120000 RespawnEntry = Level:10 Cost:1500 Time:120000 End
Behavior = AutoHealBehavior ModuleTag_LurtzHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 ; HoldGroundCloseRangeDistance = 50 AttackPriority = AttackPriority_Archer End
LocomotorSet Locomotor = IsengardLurtzLocomotor Condition = SET_NORMAL Speed = NORMAL_EVIL_HERO_SPEED End
LocomotorSet Locomotor = HumanWanderLocomotor Condition = SET_WANDER Speed = 55 End LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = NORMAL_CAVALRY_HORDE_SPEED End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2000 ; (2 secs) End
Behavior = DualWeaponBehavior ModuleTag_09 SwitchWeaponOnCloseRangeDistance = 40 End
Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 6000 SinkRate = 1.5 ; in Dist/Sec DestructionDelay = 11000 Sound = INITIAL GothmogVoiceDie End
Behavior = SquishCollide ModuleTag_06 ;nothing End
;;; AUTO ABILITY MODULE ;;; Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2500 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger End
;------- MOUNTED SPECIAL ABILITY -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_Shadowfax End Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End
;;; GOTHMOG IRON HAND ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GothmogIronHandEnabler SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_GothmogIronHand End
Behavior = SpecialPowerModule ModuleTag_GothmogIronHandSpecialPowerModule SpecialPowerTemplate = SpecialAbilityFakeLeadership StartsPaused = Yes UpdateModuleStartsAttack = Yes End
Behavior = AttributeModifierAuraUpdate ModuleTag_IronHandLeadership StartsActive = No ;If no, requires upgrade to turn on. BonusName = GothmogIronHand TriggeredBy = Upgrade_GothmogIronHand ; Upgrade_LurtzLeadership RefreshDelay = 2000 Range = 200 ObjectFilter = ANY +MordorArcher +MordorBlackOrc +MordorFighter +MordorFighter_Summoned ; GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End
; Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor ; SpecialPowerTemplate = SpecialAbilityGothmogIronHand ; StartAbilityRange = 100.0 ; UnpackingVariation = 2 ; LevelFX = FX_LevelUp ; RadiusEffect = 100 ; AcceptanceFilter = NONE +MordorArcher +MordorBlackOrc +MordorFighter +MordorFighter_Summoned ; UnpackTime = 1600 ; PackTime = 1000 ; FreezeAfterTriggerDuration = 500 ; Hold AI for this long after we fire. ; ; End
;;; GOTHMOG PASSIVE LEADERSHIP ABILITY ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership2 TriggeredBy = Upgrade_GothmogDayoftheOrc ; Upgrade_LurtzLeadership End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership2 UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership StartsActive = No ;If no, requires upgrade to turn on. BonusName = GenericHeroLeadership TriggeredBy = Upgrade_GothmogDayoftheOrc ; Upgrade_LurtzLeadership RefreshDelay = 2000 Range = 200 ObjectFilter = ANY +MordorArcher +MordorBlackOrc +MordorFighter +MordorFighter_Summoned ; GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End
;;; LURTZ CARNAGE (aka rampage) ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LurtzCarnage SpecialPowerTemplate = SpecialAbilityLurtzCarnage TriggeredBy = Upgrade_GothmogCarnage End Behavior = SpecialPowerModule ModuleTag_LurtzCarnageStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special SpecialPowerTemplate = SpecialAbilityLurtzCarnage StartsPaused = Yes AttributeModifier = LurtzCarnage AttributeModifierAffectsSelf = Yes ; TriggerFX = FX_LurtzBloodRage End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_CarnageUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing. SpecialPowerTemplate = SpecialAbilityLurtzCarnage HeroEffectDuration = 10000 UnpackTime = 1 ;how long the weaponset is active ; RequiredConditions = WEAPON_TOGGLE End
;///////////////////// ;// AISpecialPowers ;/////////////////////
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End
Behavior = AISpecialPowerUpdate CarnageAI CommandButtonName = Command_SpecialAbilityGothmogCarnage SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End
Behavior = AISpecialPowerUpdate CrippleAI CommandButtonName = Command_LurtzCripple SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME ;Shadow = SHADOW_DECAL ;ShadowSizeX = 19; ;ShadowSizeY = 19; ;ShadowTexture = ShadowI; End
;------------------------------------------------------------------------------ ; Temporary Gothmog on a warg
Object MordorGothmogWarg
; *** ART Parameters *** ; This is required for garrisoned objects - please put in all objects. ButtonImage = BIWargPit_Riders
SelectPortrait = UPIsenguard_WargRiders ;SelectPortrait = BIWargPit_Riders;SP_Gondor_Horseman
Draw = W3DHordeModelDraw ModuleTag_01
WadingParticleSys = EntRipples
OkToChangeModelColor = Yes StaticModelLODMode = Yes ; specify options for static LODs LodOptions = LOW AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW End
LodOptions = MEDIUM AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED MaxRandomTextures = MAX_RANDOM_TEXTURES_MED MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED End
LodOptions = HIGH AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH End
DefaultModelConditionState Model = MUGothWarg_SKN Skeleton = MUGothWarg_SKL End
; ModelConditionState WEAPONSET_PLAYER_UPGRADE ; Model = MUGothWarg_SKN ; Skeleton = MUGothWarg_SKL ; End
ModelConditionState = COMING_OUT_OF_FACTORY Model = MUGothWarg_SKN Skeleton = MUGothWarg_SKL End
; AnimationState = JUST_BUILT ; Animation = Being_Built ; AnimationName = MUGothWarg_RUNA ;MUGothWarg_BLDB ; AnimationMode = ONCE ; AnimationBlendTime = 0 ; End ; End
; -------------- STUNNED ANIMS ---------------- AnimationState = PASSENGER Animation = Grabbed AnimationName = MUGothWarg_GBDA AnimationMode = LOOP End End
AnimationState = FREEFALL Animation = freefall AnimationName = MUGothWarg_FLYB AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = STUNNED_FLAILING Animation = JustDie AnimationName = MUGothWarg_FLYB AnimationMode = LOOP End End
AnimationState = DYING SPLATTED Animation = splatted AnimationName = MUGothWarg_LNDA AnimationMode = ONCE End End
AnimationState = DYING Animation = JustDie AnimationName = MUGothWarg_DIEB AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP Animation = StandUp AnimationName = MUGothWarg_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED Animation = Land AnimationName = MUGothWarg_LNDA AnimationMode = ONCE End End
; -------------- MOVING ANIMS ---------------
AnimationState = COMING_OUT_OF_FACTORY Animation = Being_Built AnimationName = MUGothWarg_RUNA AnimationMode = LOOP AnimationBlendTime = 0 End End
AnimationState = MOVING FIRING_OR_PREATTACK_A Animation = TrotAndFire AnimationName = MUGothWarg_ATRA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
AnimationState = TURN_LEFT_HIGH_SPEED Animation = MTurnLeft AnimationName = MUGothWarg_TNL1 AnimationMode = LOOP End End
AnimationState = TURN_RIGHT_HIGH_SPEED Animation = MTurnRight AnimationName = MUGothWarg_TNR1 AnimationMode = LOOP End End
AnimationState = TURN_LEFT Animation = TurnRight AnimationName = MUGothWarg_TRNL AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 End End
AnimationState = TURN_RIGHT Animation = TurnRight AnimationName = MUGothWarg_TRNR AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 End End
AnimationState = MOVING ACCELERATE Animation = Accelerate AnimationName = MUGothWarg_ACCL AnimationMode = ONCE End ; ParticleSysBone = None GenericSiegeTrailDust End
AnimationState = MOVING DECELERATE Animation = Decelerate AnimationName = MUGothWarg_DECL AnimationMode = ONCE End ; ParticleSysBone = None GenericSiegeTrailDust End
AnimationState = MOVING BACKING_UP Animation = BackingUp AnimationName = MUGothWarg_BAKA AnimationMode = LOOP End End
AnimationState = MOVING ShareAnimation = Yes Animation = RunA AnimationName = MUGothWarg_RUNA AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
; ----------- ATTACKING ANIMS -------------- AnimationState = BETWEEN_FIRING_SHOTS_A Animation = BetweenFiringShots AnimationName = MUGothWarg_IDLA AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = FIRING_OR_PREATTACK_A Animation = AttackA3 AnimationName = MUGothWarg_ATKA AnimationMode = ONCE UseWeaponTiming = Yes AnimationBlendTime = 10 End End
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID Animation = FERA AnimationName = MUGothWarg_FERA AnimationMode = LOOP End End
AnimationState = ATTACKING Animation = AttackA3 AnimationName = MUGothWarg_ATKA AnimationMode = MANUAL End End
; ----------- WAR CHANT ANIMS ------------- AnimationState = WAR_CHANT Animation = Chant AnimationName = MUGothWarg_TNTA AnimationMode = LOOP End End
; ----------- EMOTION ANIMS --------------- AnimationState = EMOTION_ALERT EMOTION_AFRAID Animation = Apprehensive AnimationName = MUGothWarg_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End
AnimationState = EMOTION_AFRAID ;coming soon Animation = FERA AnimationName = MUGothWarg_FERA AnimationMode = LOOP End End
AnimationState = EMOTION_TAUNTING Animation = TNTA AnimationName = MUGothWarg_TNTA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = MUGothWarg_PNTA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = MUGothWarg_CHRA AnimationMode = ONCE End Flags = RANDOMSTART End
; ----------- IDLE ANIMS --------------- AnimationState = EMOTION_ALERT StateName = STATE_Ready Animation = ALERT AnimationName = MUGothWarg_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Ready") end EndScript End
; ----------- SELECTED ANIMS -------------- AnimationState = SELECTED SimilarRestart = Yes Animation = AtAttention AnimationName = MUGothWarg_ATNB AnimationMode = LOOP End StateName = Selected BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("Idle_to_Selected") end if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("Ready_to_Selected") end EndScript End
IdleAnimationState Animation = IDLJ AnimationName = MUGothmog_SKL.MUGothmog_IDLJ AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLE AnimationName = MUGothmog_SKL.MUGothmog_IDLE AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLN AnimationName = MUGothmog_SKL.MUGothmog_IDLN AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLT AnimationName = MUGothmog_SKL.MUGothmog_IDLT AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLG AnimationName = MUGothmog_SKL.MUGothmog_IDLG AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLA AnimationName = MUGothmog_SKL.MUGothmog_IDLA AnimationMode = ONCE AnimationPriority = 1 End StateName = Idle BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Idle") end EndScript End
;------------ TRANSITION ANIMS ---------------- TransitionState = Selected_to_Idle Animation = ATNE AnimationName = MUGothWarg_ATNE AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End
TransitionState = Idle_to_Selected Animation = ATND AnimationName = MUGothWarg_ATND AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End
TransitionState = Ready_to_Selected Animation = ATNC AnimationName = MUGothWarg_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End
TransitionState = Selected_to_Ready Animation = ATNCReverse AnimationName = MUGothWarg_ATNC AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.7 1.3 End 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 DECELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING End End
; ***DESIGN parameters ***
Side = Mordor EditorSorting = UNIT ThreatLevel = 2.0 TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet Conditions = None Weapon = PRIMARY WargRiderWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY WargRiderWeaponUpgraded AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
ArmorSet Conditions = None Armor = CavalryArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CavalryHeavyArmor DamageFX = NormalDamageFX End
; This is required so that the build phase lasts as long as the anim. BuildFadeInOnCreateTime = 0
VisionRange = VISION_STANDARD_HORSE ShroudClearingRange = SHROUD_CLEAR_STANDARD
BountyValue = ISENGARD_WARGRIDER_BOUNTY_VALUE DisplayName = OBJECT:IsengardWargRider CrushableLevel = 3 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 1 ; What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CrushWeapon = WargCrush
CommandSet = WargRiderCommandSet CommandPoints = 4
MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed. CrushDecelerationPercent =20 ; Lose 10 percent of max velocity when crushing.
RamPower = 30; RamZMult = 0.5;
; ******************************************* AUDIO Parameters ***********************************;
VoiceAttack = WargRiderVoiceAttackMS VoiceAttackStructure = WargRiderVoiceAttackBuilding VoiceAttackMachine = WargRiderVoiceAttack VoiceAttackCharge = WargRiderVoiceAttackCharge ;VoiceCreated = CampOrcCreateWargRider ;VoiceFullyCreated = CampOrcCreateWargRider VoiceMoveWhileAttacking = WargRiderVoiceDisengage VoiceMove = WargRiderVoiceMoveMS VoiceMoveToCamp = WargRiderVoiceMoveCamp VoicePriority = 44 VoiceRetreatToCastle = WargRiderVoiceRetreat VoiceSelect = WargRiderVoiceSelectMS VoiceSelectBattle = WargRiderVoiceSelectBattle VoiceGuard = WargRiderVoiceMove
VoiceEnterStateAttack = WargRiderVoiceEnterStateAttack VoiceEnterStateAttackStructure = WargRiderVoiceEnterStateAttackBuilding VoiceEnterStateAttackMachine = WargRiderVoiceEnterStateAttackBuilding VoiceEnterStateAttackCharge = WargRiderVoiceEnterStateAttackCharge VoiceEnterStateMoveWhileAttacking = WargRiderVoiceEnterStateDisengage VoiceEnterStateMove = WargRiderVoiceEnterStateMove VoiceEnterStateMoveToCamp = WargRiderVoiceEnterStateMoveCamp VoiceEnterStateRetreatToCastle = WargRiderVoiceEnterStateRetreat
SoundAmbient = WargAmbienceVOX SoundImpact = ImpactHorse ;SoundMoveLoop = WargMoveFootsteps ;SoundCrushing = WargRiderCrushing ; Sound made when crushing another unit underhoof
;WargRiderVoiceFearCower ;WargRiderVoiceFearDisperse ;WargRiderVoiceFearRegroup ;WargRiderVoiceTauntEnemy
;UnitSpecificSounds ; VoiceGarrison = NoSound ;End
#include "..\..\..\includes\StandardUnitEvaEvents.inc" ;EvaEventDieOwner = GroupWargRiderDie ;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 = Warg End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:WargMoveFootsteps Animation:MUGothWarg_SKL.MUGothWarg_RUNA Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:MUGothWarg_SKL.MUGothWarg_TNL1 Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:MUGothWarg_SKL.MUGothWarg_TNR1 Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:MUGothWarg_SKL.MUGothWarg_TRNL Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:MUGothWarg_SKL.MUGothWarg_TRNR Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:MUGothWarg_SKL.MUGothWarg_ACCL Frames:0
AnimationSound = Sound:WargRiderTauntCallouts Animation:MUGothWarg_SKL.MUGothWarg_TNTA Frames:27
AnimationSound = Sound:WargTauntCallouts Animation:MUGothWarg_SKL.MUGothWarg_TNTA Frames:26 AnimationSound = Sound:WargTauntCallouts Animation:MUGothWarg_SKL.MUGothWarg_ATND Frames:7 AnimationSound = Sound:WargTauntCallouts Animation:MUGothWarg_SKL.MUGothWarg_HWLA Frames:17 AnimationSound = Sound:WargTauntFootstep Animation:MUGothWarg_SKL.MUGothWarg_TNTA Frames:7 12 64 73
AnimationSound = Sound:WargSaddleFoleySingles Animation:MUGothWarg_SKL.MUGothWarg_TNTA Frames:25 AnimationSound = Sound:WargSaddleFoleySingles Animation:MUGothWarg_SKL.MUGothWarg_RUNA Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:MUGothWarg_SKL.MUGothWarg_TNL1 Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:MUGothWarg_SKL.MUGothWarg_TNR1 Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:MUGothWarg_SKL.MUGothWarg_ACCL Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:MUGothWarg_SKL.MUGothWarg_ATNA Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:MUGothWarg_SKL.MUGothWarg_ATND Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:MUGothWarg_SKL.MUGothWarg_GTPA Frames:5 101 AnimationSound = Sound:WargSaddleFoleySingles Animation:MUGothWarg_SKL.MUGothWarg_HWLA Frames:15 AnimationSound = Sound:WargSaddleFoleySingles Animation:MUGothWarg_SKL.MUGothWarg_RDYA Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:MUGothWarg_SKL.MUGothWarg_RDYB Frames:5
AnimationSound = Sound:BuildingWargPitRiderDrop Animation:MUGothWarg_SKL.MUGothWarg_BLDB Frames:44
AnimationSound = Sound:BodyFallOrc Animation:MUGothWarg_SKL.MUGothWarg_DIEB Frames:10 AnimationSound = Sound:BodyFallGenericNoArmor Animation:MUGothWarg_SKL.MUGothWarg_DIEB Frames:45 AnimationSound = Sound:BodyFallOrc Animation:MUGothWarg_SKL.MUGothWarg_LNDA Frames:1 17 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT ThingClass = CAVALRY_UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE GRAB_AND_DROP
Body = ActiveBody BodyModuleTag CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ISENGARD_WARGRIDER_HEALTH ;BALANCE Warg Health MaxHealthDamaged = ISENGARD_WARGRIDER_HEALTH_DAMAGED ;RecoveryTime = ISENGARD_WARGRIDER_HEALTH_RECOVERY_TIME End
;Heavy Armor Behavior = ArmorUpgrade ArmorUpgradeModuleTag TriggeredBy = Upgrade_IsengardHeavyArmor ArmorSetFlag = PLAYER_UPGRADE End
Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_IsengardHeavyArmor UpgradeTexture = MUGothWarg.tga 0 MUGothWarg_HA.tga UpgradeTexture = MUGothWarg_A.tga 0 MUGothWarg_HA.tga UpgradeTexture = MUGothWarg_AL.tga 0 MUGothWarg_HA.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End
; Sword Upgrade Behavior = WeaponSetUpgrade ModuleTag_Fire TriggeredBy = Upgrade_IsengardForgedBlades End
Behavior = SubObjectsUpgrade ForgedBlades_Upgrade TriggeredBy = Upgrade_IsengardForgedBlades ShowSubObjects = Forged_Blade End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = WargRiderFunctions End
LocomotorSet Locomotor = WargLocomotor Condition = SET_NORMAL Speed = 100 ;80 End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533 ;msec End
; IsengardWargRider Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End
Behavior = SquishCollide ModuleTag_06 ;nothing End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End
Behavior = SlowDeathBehavior ModuleTag_08 ; Die and don't spawn horse DeathTypes = ALL SinkDelay = 5000 SinkRate = 1.50 ; in Dist/Sec DestructionDelay = 17000 Sound = INITIAL WargVoxDie End
Geometry = CYLINDER GeometryMajorRadius = 16 GeometryMinorRadius = 16 GeometryHeight = 20.0 GeometryIsSmall = No
Shadow = SHADOW_DECAL ShadowSizeX = 30; ShadowSizeY = 20; ShadowTexture = ShadowI;
End
merci de m'aider | |
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Denescor Moddeur confirmé
Nombre de messages : 378 Age : 28 Location : Forodwaith... mais plus pour longtemps Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I Date d'inscription : 28/05/2013
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Dim 30 Mar - 22:05 | |
| - Citation :
- Voila je n'ai pas très bien compris le principe donc j'ai copier/coller celui de la bouche de sauron sauf que quen jactive la capacité gothmog prend le skin de la bouche de Sauron.
Et bien c'est déjà un grand pas, très prometteur qui montre que t'es sur la bonne piste Ton problème c'est que t'as copier/coller le code de la bouche de Sauron donc forcément Gothmog prend son skin. Il faut que tu modifies le noms des skin et anime par ceux que tu veux: Voici le nom du skin de la bouche de Sauron: - Code:
-
MUMthMnt_SKN toi il te faut celui-ci: - Code:
-
MUGothWarg_SKN et il faut faire pareil pour les animations. En fait je vais te donner tout le module draw de Gothmog à cheval et tu auras juste à récupérer les bon nom d'animation pour les mettre dans ton code: - Module Draw Gothmog à Cheval a écrit:
-
- Code:
-
Draw = W3DHordeModelDraw ModuleTag_01
WadingParticleSys = EntRipples
OkToChangeModelColor = Yes StaticModelLODMode = Yes ; specify options for static LODs LodOptions = LOW AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW End LodOptions = MEDIUM AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED MaxRandomTextures = MAX_RANDOM_TEXTURES_MED MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED End LodOptions = HIGH AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH End
DefaultModelConditionState Model = MUGothWarg_SKN ;<-- Skin Général Skeleton = MUGothWarg_SKL End
; ModelConditionState WEAPONSET_PLAYER_UPGRADE ;<-- Partie supprimé ; Model = MUGothWarg_SKN ; Skeleton = MUGothWarg_SKL ; End
ModelConditionState = COMING_OUT_OF_FACTORY <--Inutile pour toi, Gothmog est invoqué à pied Model = MUGothWarg_SKN Skeleton = MUGothWarg_SKL End
;////////////////////////////////Début Animation////////////////////////////////////////////// ; AnimationState = JUST_BUILT ; Animation = Being_Built ; AnimationName = MUGothWarg_RUNA ;MUGothWarg_BLDB <-- Nom de l'animation (ce qu'il te faut) ; AnimationMode = ONCE ; AnimationBlendTime = 0 ; End ; End
; -------------- STUNNED ANIMS ---------------- AnimationState = PASSENGER Animation = Grabbed AnimationName = MUGothWarg_GBDA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = freefall AnimationName = MUGothWarg_FLYB AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = STUNNED_FLAILING Animation = JustDie AnimationName = MUGothWarg_FLYB AnimationMode = LOOP End End
AnimationState = DYING SPLATTED Animation = splatted AnimationName = MUGothWarg_LNDA AnimationMode = ONCE End End
AnimationState = DYING Animation = JustDie AnimationName = MUGothWarg_DIEB AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation = StandUp AnimationName = MUGothWarg_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = Land AnimationName = MUGothWarg_LNDA AnimationMode = ONCE End End
; -------------- MOVING ANIMS ---------------
AnimationState = COMING_OUT_OF_FACTORY Animation = Being_Built AnimationName = MUGothWarg_RUNA AnimationMode = LOOP AnimationBlendTime = 0 End End AnimationState = MOVING FIRING_OR_PREATTACK_A Animation = TrotAndFire AnimationName = MUGothWarg_ATRA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = TURN_LEFT_HIGH_SPEED Animation = MTurnLeft AnimationName = MUGothWarg_TNL1 AnimationMode = LOOP End End
AnimationState = TURN_RIGHT_HIGH_SPEED Animation = MTurnRight AnimationName = MUGothWarg_TNR1 AnimationMode = LOOP End End AnimationState = TURN_LEFT Animation = TurnRight AnimationName = MUGothWarg_TRNL AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 End End
AnimationState = TURN_RIGHT Animation = TurnRight AnimationName = MUGothWarg_TRNR AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 End End
AnimationState = MOVING ACCELERATE Animation = Accelerate AnimationName = MUGothWarg_ACCL AnimationMode = ONCE End ; ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING DECELERATE Animation = Decelerate AnimationName = MUGothWarg_DECL AnimationMode = ONCE End ; ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING BACKING_UP Animation = BackingUp AnimationName = MUGothWarg_BAKA AnimationMode = LOOP End End AnimationState = MOVING ShareAnimation = Yes Animation = RunA AnimationName = MUGothWarg_RUNA AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End ; ----------- ATTACKING ANIMS -------------- AnimationState = BETWEEN_FIRING_SHOTS_A Animation = BetweenFiringShots AnimationName = MUGothWarg_IDLA AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = FIRING_OR_PREATTACK_A Animation = AttackA3 AnimationName = MUGothWarg_ATKA AnimationMode = ONCE UseWeaponTiming = Yes AnimationBlendTime = 10 End End AnimationState = EMOTION_UNCONTROLLABLY_AFRAID Animation = FERA AnimationName = MUGothWarg_FERA AnimationMode = LOOP End End AnimationState = ATTACKING Animation = AttackA3 AnimationName = MUGothWarg_ATKA AnimationMode = MANUAL End End
; ----------- WAR CHANT ANIMS ------------- AnimationState = WAR_CHANT Animation = Chant AnimationName = MUGothWarg_TNTA AnimationMode = LOOP End End
; ----------- EMOTION ANIMS --------------- AnimationState = EMOTION_ALERT EMOTION_AFRAID Animation = Apprehensive AnimationName = MUGothWarg_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End AnimationState = EMOTION_AFRAID ;coming soon Animation = FERA AnimationName = MUGothWarg_FERA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = TNTA AnimationName = MUGothWarg_TNTA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = MUGothWarg_PNTA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = MUGothWarg_CHRA AnimationMode = ONCE End Flags = RANDOMSTART End ; ----------- IDLE ANIMS --------------- AnimationState = EMOTION_ALERT StateName = STATE_Ready Animation = ALERT AnimationName = MUGothWarg_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Ready") end EndScript End ; ----------- SELECTED ANIMS -------------- AnimationState = SELECTED SimilarRestart = Yes Animation = AtAttention AnimationName = MUGothWarg_ATNB AnimationMode = LOOP End StateName = Selected BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("Idle_to_Selected") end if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("Ready_to_Selected") end EndScript End
IdleAnimationState Animation = IDLJ AnimationName = MUGothmog_SKL.MUGothmog_IDLJ AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLE AnimationName = MUGothmog_SKL.MUGothmog_IDLE AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLN AnimationName = MUGothmog_SKL.MUGothmog_IDLN AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLT AnimationName = MUGothmog_SKL.MUGothmog_IDLT AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLG AnimationName = MUGothmog_SKL.MUGothmog_IDLG AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLA AnimationName = MUGothmog_SKL.MUGothmog_IDLA AnimationMode = ONCE AnimationPriority = 1 End StateName = Idle BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Idle") end EndScript End
;------------ TRANSITION ANIMS ---------------- TransitionState = Selected_to_Idle Animation = ATNE AnimationName = MUGothWarg_ATNE AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End TransitionState = Idle_to_Selected Animation = ATND AnimationName = MUGothWarg_ATND AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End
TransitionState = Ready_to_Selected Animation = ATNC AnimationName = MUGothWarg_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End
TransitionState = Selected_to_Ready Animation = ATNCReverse AnimationName = MUGothWarg_ATNC AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.7 1.3 End End End
Le début n'est pas important (les LodOptions ) J'espère qu'avec ça tu t'en sortiras car tu es vraiment très prêt du but, à un truc prêt | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
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Denescor Moddeur confirmé
Nombre de messages : 378 Age : 28 Location : Forodwaith... mais plus pour longtemps Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I Date d'inscription : 28/05/2013
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Lun 31 Mar - 19:24 | |
| - Citation :
- pour la voix et l'icone j'ai penser à mettre l'icone de la bouche de Sauron plus la voix de gothmog enfin si c'est possible
A quelle moment la voix ? Lors de l'activation du pouvoir ? Sinon pour l'icône tu peux chercher celle de Gothmog (quand tu l'achètes) elle se trouver dans le code de Gothmog tout au début: - Code:
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; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ; This is required for garrisoned objects - please put in all objects. SelectPortrait = HPGothmogPortrait <-- image qui s'affiche dans le palantir (à côté des pouvoirs), un peu marron ButtonImage = WOR_Gothmog ;<-- l'icône de Gothmog (achat, sélection dans la barre des héros, etc...) et tu la places dans ton bouton à la ligne - Code:
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ButtonImage = D'ailleurs tu remarques que la ligne porte le même nom que dans le code de Gothmog - Citation :
- et si je peux pousser le bouchon plus loin j'aissairer mais sa a l'air assez dur de mettre le son de la meute de warg quand gothmog monte sur son warg.
Je te rassure c'est des plus simple, et il me semble à la lecture du code de Faramir (regardes sans les messages précédents) que tu peux le mixer avec la voix de la bouche de Sauron . Il se place dans la ligne - Code:
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UnitSpecificSound = de ton bouton (mais ça je doit déjà te l'avoir dit pour l'histoire de la voix de Faramir ) Il te faut juste trouver le son mais la je te laisse rechercher un peu dans audio.ini Bon courage | |
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tiatias77 Débutant(e)
Nombre de messages : 42 Location : Quelque part dans la moria Add-On : Oui Date d'inscription : 18/03/2014
| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog Mer 2 Avr - 18:32 | |
| Autre question j'aimerais ajouter des archers orques sur les coté de grond comme dans le film version longue ou on y voit un passage comment fait t'on. | |
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| Sujet: Re: Ajouter la capacité monter sur un ouague à gothmog | |
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| Ajouter la capacité monter sur un ouague à gothmog | |
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