| Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) | |
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gardien_elfe Habitué(e)
Nombre de messages : 64 Age : 32 Location : En vacances au Club Imladris Add-On : Bah oui bien sur !!! Date d'inscription : 03/05/2008
| Sujet: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Jeu 14 Mai - 22:12 | |
| Voila je reprend le tuto vite fait pour une petite solution assez simple: au lieu de modifier le Balrog, faisons un ChildObject : - Code:
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ChildObject ModorBalrogM MordorBalrog
BuildCost = 6000 ; 6000 pour être créer BuildTime = 60 ; 1 minute pour être créer IsTrainable = Yes Object MordorBalrog RemoveModule ModuleTag_LifetimeUpdate End
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = BALROG_HEALTH ;BALANCE Eomer Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate ; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_BalrogDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_BalrogInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_BalrogRespawn ;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 = HIBalrog
;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:550 Time:60000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:3000 Time:120000 ; ;50% cost, 1x buildtime ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:3000 Time:120000 RespawnEntry = Level:4 Cost:3000 Time:120000 RespawnEntry = Level:5 Cost:4000 Time:180000 ; ;65% cost, 2x buildtime RespawnEntry = Level:6 Cost:4000 Time:180000 RespawnEntry = Level:7 Cost:4000 Time:180000 RespawnEntry = Level:8 Cost:5000 Time:240000 ; ;80% cost, 3x buildtime RespawnEntry = Level:9 Cost:5000 Time:240000 RespawnEntry = Level:10 Cost:5000 Time:240000
End End Tant qu'à faire une modif, on va bien tout faire : Aller dans Fxlist.ini et rajouter : - Code:
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; ---------------------------------------------- FXList FX_BalrogDieToRespawn ParticleSystem Name = GandalfSwordHitSpark Offset = X:12.0 Y:0.0 Z:8.0 OrientToObject = Yes End ParticleSystem Name = GandalfSwordHitFlash Offset = X:12.0 Y:0.0 Z:8.0 OrientToObject = Yes End EvaEvent EvaEventOwner = BalrogDie EvaEventAlly = None End End
FXList FX_BalrogInitialSpawn Sound Name = GenericRespawn1 End ParticleSystem Name = ResurrectionCenter Offset = X:0.0 Y:0.0 Z:5.0 OrientToObject = Yes End ParticleSystem Name = ResurrectionLightShaft Offset = X:0.0 Y:0.0 Z:0.0 OrientToObject = Yes End ParticleSystem Name = ResurrectionVortex Offset = X:0.0 Y:0.0 Z:5.0 OrientToObject = Yes End ParticleSystem Name = ResurrectionWave Offset = X:0.0 Y:0.0 Z:5.0 OrientToObject = Yes End End
;-------------------------------------
FXList FX_BalrogRespawn Sound Name = GenericRespawn1 End ParticleSystem Name = ResurrectionCenter Offset = X:0.0 Y:0.0 Z:5.0 OrientToObject = Yes End ParticleSystem Name = ResurrectionLightShaft Offset = X:0.0 Y:0.0 Z:0.0 OrientToObject = Yes End ParticleSystem Name = ResurrectionVortex Offset = X:0.0 Y:0.0 Z:5.0 OrientToObject = Yes End ParticleSystem Name = ResurrectionWave Offset = X:0.0 Y:0.0 Z:5.0 OrientToObject = Yes End End Aller dans eva.ini et rajouter quelque part : - Code:
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; NewEvaEvent BalrogDie Priority = 7 TimeBetweenEventsMS = 30000 ; 30 seconds. Don't play more often than this ExpirationTimeMS = 5000 ; 5 seconds. If Eva is busy, hold the event this long before giving up AlwaysPlayFromHomeBase = Yes ; Don't want voice coming from dead body End Puis dans ExperienceLevel.ini : aller à la ligne : - Code:
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#define GANDALF GondorGandalf GondorGandalfGrey GondorGandalfWhite GondorGandalfCavalry Et rajouter MordorBalrogM , Comme ça il aura ces 10 niveaux basés sur ceux de Gandalf. Maintenant si vous voulez mettre des niveaux requis aux pouvoirs, il n'y a qu'a demander je le rajouterais Voila si un modo peut mettre cette suite du tuto de Ankdar dans le tuto de Ankdar, ce serait sympa, merci d'avance | |
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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: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Jeu 14 Mai - 23:02 | |
| Je suis d'accord que le tuto du balrog n'est pas terrible, en fait il apporte plus de probleme que de réponses aux moddeurs débutants. Perso je n'était pas non plus d'accord pour le garder mais bon ... ca tient en 10 lignes dans un map.ini en fait | |
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gardien_elfe Habitué(e)
Nombre de messages : 64 Age : 32 Location : En vacances au Club Imladris Add-On : Bah oui bien sur !!! Date d'inscription : 03/05/2008
| Sujet: Re: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Jeu 14 Mai - 23:13 | |
| c'est toi qui voit , moi y a pas d'explication dans mes tuto, parce que je part sur le fait que les gens vont chercher un peu ce que j'ai changer pour ensuite eux même changer, si tu veut faire ou non la fusion beh c'est toi le modo pas moi | |
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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: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Ven 15 Mai - 9:00 | |
| Tu devrais quand meme expliquer aux gens ce que tu fais car recopier betement du code c'est inutile et si on leur explique pas ils ne devinerons pas Dans le map.ini c'est tout (et encore j'ai mis plein de commentaires) : - Code:
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// on crée un Object qui part du balrog invoqué
ChildObject MordorBalrog2 MordorBalrog
// prix et temps de construction BuildCost = 10000 BuildTime = 300 ; en secondes
EquivalentTo = MordorBalrog KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY BIG_MONSTER CAN_ATTACK_WALLS
// le texte quand on le recrute ou quand on le fait revivre RecruitText = CONTROLBAR:SummonBalrog ReviveText = CONTROLBAR:SummonBalrog
// on vire le module de vie de l'ancien balrog et on en met un nouveau // je n'ai pas fait de ReplaceModule car avant c'etait un ActiveBody // maintenant c'est un RespawnBody pour pouvoir le faire revivre // car ReplaceModule ne fonctionne que si c'est les meme type de module RemoveModule ModuleTag_02 AddModule Body = RespawnBody ModuleTag_02x MaxHealth = BALROG_HEALTH PermanentlyKilledByFilter = NONE End End
// on ajoute un module pour qu'il puisse etre réappelé à la forteresse // je n'ai pas mis de fx mais vous pouvez en mettre pour les voix AddModule Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DEATH_1 ; anim quand il meurt // DeathFX = Nom d'un FXList a jouer quand il meurt RespawnAnim = SPECIAL_WEAPON_ONE ; l'anim quand il revient // RespawnFX = Nom d'un FXList a jouer quand il revient AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ; dans une forteresse ButtonImage = HIBalrog_res ; l'image du balrog en bleue RespawnRules = AutoSpawn:No Cost:8000 Time:300 Health:100% End End
// on vire le module du temps de vie RemoveModule ModuleTag_LifetimeUpdate
End
// ne n'oubliez pas d'ajouter MordorBalrog2 dans la liste des héros recrutable // dans la factions de votre choix visible dans playertemplate.ini | |
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gardien_elfe Habitué(e)
Nombre de messages : 64 Age : 32 Location : En vacances au Club Imladris Add-On : Bah oui bien sur !!! Date d'inscription : 03/05/2008
| Sujet: Re: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Ven 15 Mai - 13:45 | |
| ah oué lol, ça fait plus court déjà mais moi c'était pas pour un map.ini, c'était pour un mod, si jamais une personne veut ajouter le balrog. Ensuite il y a quelques détails que j'ai passé. Beh à l'avenir je mettrai des explications, sur quoi modifier pour que le code soit plus perso, ou serve pour autre chose. (Je ferai un edit de cette extension de tuto pour le balrog quand j'aurais le temps, je mettrai des commentaires.) | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Jeu 21 Juil - 2:22 | |
| Slt Dites moi j'ai un ptit soucis mais je sais pas s'il est propre à moi ou à tous ceux qui ont le jeu... Alors en faite après avoir fait un Balrog en heros nickel, quand je rajoute "Scale =" et que je met une valeur (j'ai essayé que pour des valeurs inférieures à 1, car je veux le rendre un peu plus petit lol) et bien mon héros Balrog devient alors invisible. Et il suffit que je retire la ligne "Scale = 0,5" pour que il réapparaisse... wHY??? | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Jeu 21 Juil - 2:35 | |
| De même que je voulais faire un balrog tout noir (ou le plus noir possible lol) en changeant de couleur ou avec des Fx Donc si quelqu'un aurait des codes ou astuces? :s svp | |
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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: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Jeu 21 Juil - 12:20 | |
| Ya le truc qui rend lurtz rouge dans la fxlist de carnage : - Code:
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TintDrawable Color = R:180 G:0 B:0 PreColorTime = 10 PostColorTime = 10 SustainedColorTime = 600 ; RotWK originally 880 Frequency = 0 Amplitude = 0 End tu pourrais essaye de le rendre noir en mettant R:0 G:0 B:0 vérifie d'abord pour lurtz et son pouvoir, et si ca marche tu feras pareil pour que ce soit permanent au balrog et pour le truc du scale essaye 0.5 au lieu de 0,5 | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Jeu 21 Juil - 16:15 | |
| oK ok OK J'essaie ça de suite et je te dis, et par contre pour donner à mon heros Balrog la capacité de pouvoir capturer un batiment je dois faire quoi? Je pense pas que rajouter la ligne "Includes/captureBuilding.inc" dans "ENGINEERING Parameters" suffit, si? | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Jeu 21 Juil - 16:18 | |
| Et par contre pour le truc du "Scale" ça marche en effet je me suis gouré fallait pas mettre (0,5) mais (0.5).. Merci | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Ven 22 Juil - 4:46 | |
| Slt j'ai encore un petit pb avec mon héros Balrog lol C'est que quand il meurt, son icône ("button image") reste affichés à coté de mes autres héros alors qu'il es mort, et sur la maps son corps reste mais il ne bouge plus... Why hELP | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Sam 23 Juil - 16:12 | |
| J'ai tout essayé mais ça ne marche pas, je sais pas si quelqu'un saurait quoi faire dans ce cas?
SVP | |
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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: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Sam 30 Juil - 6:42 | |
| Ne fait pas de child object, fait une copie complete du balrog et modifie ce que tu as à modifier en particulier le type de module de vie (ce pourquoi le childobject n'est pas vraiment envisageable), le temps de vie, et le module de respawn | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Sam 30 Juil - 23:48 | |
| Ben je t'assure que mon héros n'as même pas de ChildObject, voila son code complet :
[/code]Object HerosDämon
Scale = 0.5
; *** ART Parameters ***
SelectPortrait = HPDämon ButtonImage = HIDämon Draw = W3DScriptedModelDraw ModuleTag_BodyDraw ExtraPublicBone = ZZZPASSENGERBON ExtraPublicBone = ZZZWHIPCOIL ExtraPublicBone = SWORD
RandomTexture = mueisdamonwings.tga 0 mubalrogwings.tga RandomTexture = mueisdamon.tga 0 mubalrog.tga RandomTexture = excloudrs05eis.tga 0 excloudrs05.tga RandomTexture = exlnzflar2eis.tga 0 exlnzflar2.tga RandomTexture = ex_firenew02eis.tga 0 ex_firenew02.tga RandomTexture = s3_lavaeis.tga 0 s3_lava.tga
ModelConditionState = NONE Model = MUBalrog_SKN ;;;MUBalIGNT_SKN ParticleSysBone = None SoWolf_Ambient_fog01 ParticleSysBone = None SoWolf_Ambient_Embers01 ParticleSysBone = LFHANDBONE SoWolf_Ambient_fog FollowBone:YES ParticleSysBone = LFHANDBONE SoWolf_Ambient_Embers FollowBone:YES ParticleSysBone = RTHANDBONE SoWolf_Ambient_fog FollowBone:YES ParticleSysBone = RTHANDBONE SoWolf_Ambient_Embers FollowBone:YES ParticleSysBone = BAT_NECK SoWolf_Ambient_fog FollowBone:YES ParticleSysBone = BAT_NECK SoWolf_Ambient_Embers FollowBone:YES ParticleSysBone = BAT_SPINE_2 SoWolf_Ambient_fog FollowBone:YES ParticleSysBone = BAT_SPINE_2 SoWolf_Ambient_Embers FollowBone:YES ParticleSysBone = LFWINGBONE SoWolf_Ambient_fog FollowBone:YES ParticleSysBone = LFWINGBONE SoWolf_Ambient_Embers FollowBone:YES ParticleSysBone = RTWINGBONE SoWolf_Ambient_fog FollowBone:YES ParticleSysBone = RTWINGBONE SoWolf_Ambient_Embers FollowBone:YES End
ModelConditionState = HERO Model = MUBalIGNT_SKN ParticleSysBone = None SoWolf_Ambient_fog01 ParticleSysBone = None SoWolf_Ambient_Embers01 ParticleSysBone = LFHANDBONE SoWolf_Ambient_fog FollowBone:YES ParticleSysBone = LFHANDBONE SoWolf_Ambient_Embers FollowBone:YES ParticleSysBone = RTHANDBONE SoWolf_Ambient_fog FollowBone:YES ParticleSysBone = RTHANDBONE SoWolf_Ambient_Embers FollowBone:YES ParticleSysBone = BAT_NECK SoWolf_Ambient_fog FollowBone:YES ParticleSysBone = BAT_NECK SoWolf_Ambient_Embers FollowBone:YES ParticleSysBone = BAT_SPINE_2 SoWolf_Ambient_fog FollowBone:YES ParticleSysBone = BAT_SPINE_2 SoWolf_Ambient_Embers FollowBone:YES ParticleSysBone = LFWINGBONE SoWolf_Ambient_fog FollowBone:YES ParticleSysBone = LFWINGBONE SoWolf_Ambient_Embers FollowBone:YES ParticleSysBone = RTWINGBONE SoWolf_Ambient_fog FollowBone:YES ParticleSysBone = RTWINGBONE SoWolf_Ambient_Embers FollowBone:YES ParticleSysBone = NONE BalrogIgniteHeatWave FollowBone:No End
;------------------------- ;ModelConditionState = NONE ; Not DefaultConditionState, because that keyword copies anything in here to every other state ; Model = MUBalrog_SKN ; ParticleSysBone = UPPER BODY GaladAura02 FollowBone:YES ; ParticleSysBone = RTWINGBONE GaladAura02 FollowBone:yes ; ParticleSysBone = LFWINGBONE GaladAura02 FollowBone:yes ; ParticleSysBone = BAT_W_NDX_2_L GaladAura02 FollowBone:YES ; ParticleSysBone = BAT_W_ELBOFGR_L GaladAura02 FollowBone:yes ; ParticleSysBone = BAT_HEAD GaladAura02 FollowBone:yes ; ParticleSysBone = BAT_W_ELBOFGR_R GaladAura02 FollowBone:YES ; ParticleSysBone = BAT_W_PNKY_2_R GaladAura02 FollowBone:yes ; ParticleSysBone = BAT_JAW GaladAura02 FollowBone:yes ; ParticleSysBone = BONE88 GaladAura02 FollowBone:yes ;End
; This is triggered by the single player only HitReaction module for the lightningsword ModelConditionState = HIT_LEVEL_2 Model = MUBalLIT_SKN End
;ModelConditionState = HERO ; Model = MUBalIGNT_SKN ; ParticleSysBone = UPPER BODY GaladAura02 FollowBone:YES ; ParticleSysBone = RTWINGBONE GaladAura02 FollowBone:yes ; ParticleSysBone = LFWINGBONE GaladAura02 FollowBone:yes ; ParticleSysBone = BAT_W_NDX_2_L GaladAura02 FollowBone:YES ; ParticleSysBone = BAT_W_ELBOFGR_L GaladAura02 FollowBone:yes ; ParticleSysBone = BAT_HEAD GaladAura02 FollowBone:yes ; ParticleSysBone = BAT_W_ELBOFGR_R GaladAura02 FollowBone:YES ; ParticleSysBone = BAT_W_PNKY_2_R GaladAura02 FollowBone:yes ; ParticleSysBone = BAT_JAW GaladAura02 FollowBone:yes ; ParticleSysBone = BONE88 GaladAura02 FollowBone:yes ; ParticleSysBone = NONE BalrogIgniteHeatWave FollowBone:no ;End
;----------------- IdleAnimationState StateName = State_Idle Animation = Breathe AnimationName = MUBalrog_SKL.MUBalrog_IDLA AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 20 End Animation = LookAround AnimationName = MUBalrog_SKL.MUBalrog_IDLB AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 2 End Animation = SnortLikeABull AnimationName = MUBalrog_SKL.MUBalrog_IDLC AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 1 End ParticleSysBone = BAT_JAW EisDämonIceSnort FollowBone:Yes ParticleSysBone = BAT_JAW EisDämonIceSnortEmbers FollowBone:Yes BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_JustBuilt" then CurDrawableSetTransitionAnimState("TRANS_JustBuilt_To_Idle") end if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end EndScript End AnimationState = DYING DEATH_1 Animation = Dying AnimationName = MUBalrog_SKL.MUBalrog_DIEA AnimationMode = ONCE End ParticleSysBone = None BalrogFallDust FollowBone:No End
AnimationState = DYING DEATH_2 Animation = FadingOut AnimationName = MUBalrog_SKL.MUBalrog_RORC AnimationMode = ONCE End End
; This is triggered by the single player only HitReaction module for the lightningsword ; It is highest instead of lowest priority, because the hit reaction Paralyzes us, where for others it is just a fancy idle. AnimationState = HIT_LEVEL_2 Animation = Owowowowowowowow AnimationName = MUBalrog_SKL.MUBalrog_HITB AnimationMode = ONCE End End AnimationState = EATING Animation = DoingHorribleThingToGrabbedGuy AnimationName = MUBalrog_SKL.MUBalrog_BRNA AnimationMode = ONCE AnimationBlendTime = 0 End ParticleSysBone = ZZZPassengerBon EisDämonHandSqueezeFlames FollowBone:Yes ParticleSysBone = ZZZPassengerBon EisDämonHandSqueezeFlames2 FollowBone:Yes ParticleSysBone = ZZZPassengerBon EisDämonHandSqueezeFlamesFinal FollowBone:Yes ParticleSysBone = ZZZPassengerBon EisDämonHandSqueezeFlash FollowBone:Yes ParticleSysBone = ZZZPassengerBon EisDämonHandSmoke FollowBone:Yes ParticleSysBone = RING_2_L EisDämonHandAsh FollowBone:Yes ParticleSysBone = RING_2_L EisDämonHandAshSmall FollowBone:Yes FXEvent = Frame:5 Name:FX_EisDämonEat1 FXEvent = Frame:15 Name:FX_EisDämonEat2 FXEvent = Frame:25 Name:FX_EisDämonEat3 End
AnimationState = UNPACKING PACKING_TYPE_3 Animation = GrabbingToTouching AnimationName = MUBalrog_SKL.MUBalrog_GRBA AnimationMode = ONCE AnimationBlendTime = 0 End End
AnimationState = PACKING PACKING_TYPE_3 Animation = GrabbingFollowThrough AnimationName = MUBalrog_SKL.MUBalrog_GRBC AnimationMode = ONCE AnimationBlendTime = 0 End End
AnimationState = JUST_BUILT StateName = State_JustBuilt Animation AnimationName = MUBalrog_SKL.MUBalrog_RORA AnimationMode = MANUAL AnimationBlendTime = 0 End End TransitionState = TRANS_JustBuilt_To_Idle Animation = BeingSummoned AnimationName = MUBalrog_SKL.MUBalrog_RORA AnimationMode = ONCE End End AnimationState = FIRING_OR_PREATTACK_B Animation = CrackThatWhip AnimationName = MUBalrog_SKL.MUBalrog_WIPA AnimationMode = ONCE End End
AnimationState = SPECIAL_POWER_1 Animation = RoaringFear AnimationName = MUBalrog_SKL.MUBalrog_RORB AnimationMode = ONCE End ParticleSysBone = BAT_JAW BalrogScreamEffect FollowBone:Yes FXEvent = Frame:20 Name:FX_BalrogScreamEfx ParticleSysBone = BAT_JAW balrogPixelDisplScrm FollowBone:Yes ParticleSysBone = BAT_JAW balrogScrmEmbers FollowBone:Yes End AnimationState = SPECIAL_WEAPON_ONE Animation = BreathingFireAnimation AnimationName = MUBalrog_SKL.MUBalrog_FIRA AnimationMode = ONCE End ;This is Balrog's fire breath efx ParticleSysBone = BAT_JAW balrogFireBreath FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathProxy FollowBone:Yes End AnimationState = SPECIAL_WEAPON_TWO UNPACKING StateName = State_LeapStart Animation = GettingReadyToLeap AnimationName = MUBalrog_SKL.MUBalrog_JMP1 AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_TWO PACKING Animation = FirstWingBeatGoingUp AnimationName = MUBalrog_SKL.MUBalrog_JMP2 AnimationMode = ONCE End End AnimationState = ABOUT_TO_HIT ; Before ThrownProjectile, since by definition this set for nn frames while T_P is still on StateName = State_AboutToHitGround Animation = StartingToLandToTouchingGround AnimationName = MUBalrog_SKL.MUBalrog_LND1 AnimationMode = ONCE End End AnimationState = THROWN_PROJECTILE Animation = HurtlingThroughAir AnimationName = MUBalrog_SKL.MUBalrog_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End TransitionState = TRANS_AboutToHitGround_To_Idle Animation = SplashAtEndOfJump AnimationName = MUBalrog_SKL.MUBalrog_LND2 AnimationMode = ONCE AnimationBlendTime = 0 End End AnimationState = TURN_RIGHT Animation = TurningRight AnimationName = MUBalrog_SKL.MUBalrog_TRNA AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = TURN_LEFT Animation = TurningLeft AnimationName = MUBalrog_SKL.MUBalrog_TRNB AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = MOVING Animation = Running AnimationName = MUBalrog_SKL.MUBalrog_WLKA AnimationMode = LOOP AnimationBlendTime = 10 End Flags = RANDOMSTART FXEvent = Frame:20 FireWhenSkipped Name:FX_EisdamonRightFootStep FXEvent = Frame:44 FireWhenSkipped Name:FX_EisdamonLeftFootStep End AnimationState = WEAPONSET_HERO_MODE UNPACKING PACKING_TYPE_1 Animation = StartIgniteRoar AnimationName = MUBalrog_SKL.MUBalrog_IGNTA AnimationMode = ONCE End End AnimationState = HERO PACKING PACKING_TYPE_1 Animation = FinishIgniteRoar AnimationName = MUBalrog_SKL.MUBalrog_IGNTB AnimationMode = ONCE End EnteringStateFX = FX_EisdämonIgniteStart End AnimationState = FIRING_OR_PREATTACK_A Animation = Swipe AnimationName = MUBalrog_SKL.MUBalrog_RORB AnimationMode = ONCE UseWeaponTiming = Yes End ;ParticleSysBone = BAT_JAW ColdDrakeFireBreath FollowBone:Yes ;ParticleSysBone = BAT_JAW ColdDrakeFireProxy FollowBone:Yes ParticleSysBone = BAT_JAW EisDämonBreath FollowBone:Yes ParticleSysBone = BAT_JAW EisDämonBreathEmbers FollowBone:Yes ParticleSysBone = BAT_JAW EisDämonBreathProxy FollowBone:Yes End
;AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Animation = Swipe ; AnimationName = MUBalrog_SKL.MUBalrog_ATKB ; AnimationMode = ONCE ; UseWeaponTiming = Yes ; End ;End ; ; AnimationState = FIRING_OR_PREATTACK_A HERO ; Animation = Swipe ; AnimationName = MUBalrog_SKL.MUBalrog_ATKB ; AnimationMode = ONCE ; UseWeaponTiming = Yes ; End ; End AnimationState = FIRING_OR_PREATTACK_C Animation = Chop AnimationName = MUBalrog_SKL.MUBalrog_RORB AnimationMode = ONCE UseWeaponTiming = Yes End End End
Behavior = SubObjectsUpgrade ModuleTag_MakingTheDämon TriggeredBy = Upgrade_AngmarFaction Upgrade_IsengardFaction Upgrade_MordorFaction Upgrade_WildFaction Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction HideSubObjects = BALROGFIRENORMA SWORDFIRE SWORD End
; ***DESIGN parameters *** DisplayName = OBJECT:HerosDämon RecruitText = CONTROLBAR:HerosDämonRecruit ReviveText = CONTROLBAR:HerosDämonRevive Hotkey = CONTROLBAR:HerosDämonHotkey DisplayMeleeDamage = BALROG_DAMAGE_DISPLAY
Side = Angmar BuildCost = 6660 ;WITCHKING_ON_FELLBEAST_BUILDCOST BuildTime = 100 ;WITCHKING_ON_FELLBEAST_BUILDTIME EditorSorting = UNIT ThreatLevel = BALROG_THREAT_LEVEL ThingClass = CHARACTER_UNIT CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushWeapon = BalrogCrush MaxSimultaneousOfType = 1 TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER WeaponSet Conditions = None Weapon = PRIMARY MordorBalrogSwordSwipe Weapon = SECONDARY MordorBalrogWhipEdain Weapon = TERTIARY MordorBalrogSwordChop AutoChooseSources = SECONDARY None OnlyAgainst = TERTIARY STRUCTURE BIG_MONSTER End ArmorSet Conditions = None Armor = EdainNazgulArmor ;BalrogArmor DamageFX = None ;NormalDamageFX End
VisionRange = VISION_BALROG ShroudClearingRange = SHROUD_CLEAR_BALROG
DisplayName = OBJECT:Balrog ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS CommandSet = EisDämonCommandSet ;DämonAlterWeltCommandSet DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior.
;------------------ AUDIO Parameters ----------------------
VoiceAttack = BalrogVoiceAttack VoiceAttackCharge = BalrogVoiceAttack VoiceAttackMachine = BalrogVoiceAttack VoiceAttackStructure = BalrogVoiceAttack VoiceGuard = BalrogVoiceMove VoiceMove = BalrogVoiceMove VoiceSelect = BalrogVoiceSelect VoiceSelectBattle = BalrogVoiceSelect
SoundAmbient = BalrogAmbientLoop SoundImpact = ImpactHorse
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_WLKA Frames: 42 17 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNA Frames: 21 52 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNB Frames: 21 52 AnimationSound = Sound: BalrogWhipPart1 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 1 AnimationSound = Sound: BalrogWhipPart2 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 21 AnimationSound = Sound: ImpactWhipCrack Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 34
AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKB Frames: 32 AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKA Frames: 32 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKA Frames:41 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKB Frames:40 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKC Frames:27 53 88
AnimationSound = Sound: BalrogJump_Part1 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 0 AnimationSound = Sound: BalrogJump_Part2 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 41 AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_FLYA Frames: 9 AnimationSound = Sound: BalrogLand Animation: MUBalrog_SKL.MUBalrog_LND1 Frames: 0 AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_JMP2 Frames: 0 AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 6 AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 27
AnimationSound = Sound: BalrogBreathFireExhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 31 AnimationSound = Sound: BalrogBreathFireInhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 0
AnimationSound = Sound: BalrogRoar Animation: MUBalrog_SKL.MUBalrog_RORB Frames: 25 AnimationSound = Sound: BalrogVanquishedRoar Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 21 AnimationSound = Sound: BalrogVanquished Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 50
AnimationSound = Sound: BalrogInjuredB_Part1 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 0 AnimationSound = Sound: BalrogInjuredB_Part2 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 70
AnimationSound = Sound: BalrogChuckle Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 1 AnimationSound = Sound: BalrogContentVox Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 0 AnimationSound = Sound: BalrogIdleB_Part1 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 0 AnimationSound = Sound: BalrogIdleB_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 37 AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 95 AnimationSound = Sound: BalrogIdleC_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 29 AnimationSound = Sound: BalrogIdleC_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 60 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 61
AnimationSound = Sound: BalrogDieVox Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 13 AnimationSound = Sound: BalrogBodyfall1 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 56 AnimationSound = Sound: BalrogBodyfall2 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 57 AnimationSound = Sound: OliphantFall Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 21 AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 54
AnimationSound = Sound: BalrogIgnite Animation: MUBalrog_SKL.MUBalrog_IGNTA Frames: 51 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY BIG_MONSTER CAN_ATTACK_WALLS SUMMONED SCARY ThreatBreakdown MordorBalrog_DetailedThreat AIKindOf = SIEGEWEAPON End Body = RespawnBody ModuleTag_RespawnBody MaxHealth = 1666 PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING DeathFX = FX_WitchKingDeath ;FXList to play when killed-to-respawn DeathAnimationTime = 5133 ;How long DeathAnim will take. RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_Resurrection ;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 = HIBalrog RespawnAsTemplate = MordorNekromantSauron ;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:6660 Time:120000 Health:100% ;DEFAULT VALUES End
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag TriggeredBy = Upgrade_Level_10 End
Behavior = AttributeModifierAuraUpdate ModuleTag_FearMe StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = SauronFear RefreshDelay = 5000 Range = 250.0 ObjectFilter = ANY +INFANTRY +CAVALRY TargetEnemy = Yes MaxActiveRank = 1 ;Only affects level 1 rank units End
Behavior = AutoHealBehavior ModuleTag_GlorfindelHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End
Body = ActiveBody ModuleTag_02 MaxHealth = 1666 ;6660 ;BALROG_HEALTH ;BALANCE Balrog Health End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = FighterHorde End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = BalrogFunctions End
LocomotorSet Locomotor = BalrogLocomotor Condition = SET_NORMAL Speed = 70 End
Behavior = BezierProjectileBehavior ModuleTag_Projectile ; Module starts asleep, and wakes up when thrown. ; To tweak a Bezier path FirstHeight = 104 ; Height of Bezier control points above highest intervening terrain SecondHeight = 52 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
BounceCount = 0 ; When I hit the ground, I'll arc again
FinalStuckTime = 1766 ; Can't move for this long afterwards
GroundHitFX = FX_BalrogJumpHitGround GroundHitWeapon = RohanGimliLeapWarhead PreLandingStateTime = 300; Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End
Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -FADED DestructionDelay = 2500 FX = FINAL FX_BalrogFinalDeath DeathFlags = DEATH_1 End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED FX = INITIAL FX_BalrogUnsummonInitial DestructionDelay = 3800 FX = FINAL FX_BalrogUnsummonFinal DeathFlags = DEATH_2 End
Behavior = CreateObjectDie ModuleTag_CrushUnitsOnDeath CreationList = OCL_BalrogDie End
; ---------------------------------------------------------------------- ; Morgoths Brut ; ----------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DainSummonEnabler SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard TriggeredBy = Upgrade_Level_1 End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard OCL = OCL_MorgothsBrut CreateLocation = CREATE_AT_LOCATION StartsPaused = No End
;--------------------------------------------------------- ; Eiszornklinge des Nordens ;---------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_IgniteStarter SpecialPowerTemplate = SpecialAbilityHeroMode UpdateModuleStartsAttack = Yes ;InitiateSound = End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IgniteUpdate SpecialPowerTemplate = SpecialAbilityHeroMode UnpackingVariation = 1 UnpackTime = 1800 PackTime = 1600 AwardXPForTriggering = 0 HeroAttributeModifier = BalrogIceIgniteState HeroEffectDuration = 30000 End
Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag FireWeaponNugget WeaponName = EisDämonHeroEffect FireDelay = 0 OneShot = No End HeroModeTrigger = Yes ; this only happens when hero mode is active End
Behavior = SubObjectsUpgrade ModuleTag_MakingTheDämon2 TriggeredBy = Upgrade_RaiseShield ShowSubObjects = SWORDFIRE SWORD End
;----------------------------------------------------------------------------- ; Eisaura ;-----------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EisauraLeadershipUnpause SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_Level_1 End
Behavior = SpecialPowerModule ModuleTag_EisauraLeadershipPower SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = No End Behavior = AttributeModifierAuraUpdate ModuleTag_EisauraLeadershipUpdate StartsActive = No BonusName = EisAuraDamonButton1 TriggeredBy = Upgrade_Level_1 RefreshDelay = 2000 Range = 250 AntiCategory = BUFF ObjectFilter = ANY +INFANTRY +CAVALRY -MACHINE -SHIP -STRUCTURE -BASE_FOUNDATION -DOZER -HERO ALLIES End
Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisageAura StartsActive = No TriggeredBy = Upgrade_Level_1 RefreshDelay = 2000 Range = 250 TargetEnemy = Yes AntiCategory = LEADERSHIP BUFF BonusName = EisAuraDamonButton2 ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -MACHINE -SHIP -BASE_FOUNDATION -HERO -HORDE End
;----------------------------------------------------------------------------- ; Kreischen ;-----------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_ScreamStarter SpecialPowerTemplate = SpecialAbilityBalrogScream UpdateModuleStartsAttack = Yes ;InitiateSound = End
Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ScreamUpdate ; So the difference in SpecialPower is that it takes timing from this UpdateG, instead of simply firing. SpecialPowerTemplate = SpecialAbilityBalrogScream
UnpackTime = 1500 ; Drawing the horn PreparationTime = 1 ; nothing PackTime = 1800 ; Putting horn away
AwardXPForTriggering = 0 WhichSpecialPower = 1 End
Behavior = SpecialPowerModule ModuleTag_BreathStarter SpecialPowerTemplate = SpecialAbilityBalrogBreath UpdateModuleStartsAttack = Yes InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate SpecialPowerTemplate = SpecialAbilityBalrogBreath
UnpackTime = 1300 ; Drawing the horn PackTime = 3700 ; Putting horn away
AwardXPForTriggering = 0 StartAbilityRange = 40.0 SpecialWeapon = MordorBalrogBreath WhichSpecialWeapon = 1 End
;----------------------------------------------------------------------------- ; Fliegen ;-----------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_LeapStarter SpecialPowerTemplate = SpecialAbilityBalrogWings UpdateModuleStartsAttack = Yes InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LeapUpdate SpecialPowerTemplate = SpecialAbilityBalrogWings
UnpackTime = 1733 ; Drawing the horn PackTime = 1160 ; Putting horn away
AwardXPForTriggering = 0 StartAbilityRange = 800.0 ApproachRequiresLOS = No SpecialWeapon = MordorBalrogLeap BusyForDuration = 3000 ; don't accept any AI for this long... ai commands will be queued WhichSpecialWeapon = 2 End
;----------------------------------------------------------------------------- ; Grunz, Grunz, das große Fressen ;-----------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_SpecialAbilityGrabPassenger SpecialPowerTemplate = SpecialAbilityGrabPassenger UpdateModuleStartsAttack = Yes InitiateSound = BalrogChuckle End Behavior = SpecialAbilityUpdate ModuleTag_SpecialAbilityGrabPassengerUpdate SpecialPowerTemplate = SpecialAbilityGrabPassenger StartAbilityRange = 8.0 UnpackTime = 300 ; This does not match the animation, but looks good. PreparationTime = 1 ; touching it to grabbing it PersistentPrepTime = 630 ; grabbing it to whacking it on the ground (if shrubbery) PackTime = 1000 ; whacking it to holding it nice CustomAnimAndDuration = AnimState:EATING AnimTime:4000 TriggerTime:400 ;AnimTime:3000 TriggerTime:1400 AwardXPForTriggering = 0 End
Behavior = TransportContain ModuleTag_TransportContainTag ObjectStatusOfContained = UNSELECTABLE PassengerFilter = NONE +INFANTRY +CAVALRY -MONSTER -HORDE -SUMMONED Slots = 1 ShowPips = No AllowEnemiesInside = No AllowNeutralInside = Yes AllowAlliesInside = Yes DamagePercentToUnits = 20% ;TypeOneForWeaponSet = HOBBIT PassengerBonePrefix = PassengerBone:ZZZPASSENGERBON KindOf:INFANTRY EjectPassengersOnDeath = Yes End
;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate IgniteAI CommandButtonName = Command_SpecialAbilityIgnite SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End
Behavior = AISpecialPowerUpdate ScreamAI CommandButtonName = Command_SpecialAbilityBalrogScream SpecialPowerRange = 100 SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_DEBUFF End
Behavior = AISpecialPowerUpdate BreathAI CommandButtonName = Command_SpecialAbilityBalrogBreath SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK End
Behavior = AISpecialPowerUpdate GimliLeapAttackAI CommandButtonName = Command_SpecialAbilityBalrogWings SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 100 End
Geometry = CYLINDER GeometryMajorRadius = 30.0 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ;SHADOW_DECAL ; SHADOW_VOLUME has trouble with his wings. Possibly because of the transparent bits ShadowSizeX = 100 ShadowSizeY = 100 ShadowTexture = ShadowI End [code] | |
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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: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Dim 31 Juil - 0:54 | |
| vire le - Code:
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Body = ActiveBody ModuleTag_02 MaxHealth = 1666 ;6660 ;BALROG_HEALTH ;BALANCE Balrog Health End | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) Jeu 4 Aoû - 16:41 | |
| Merci Cdd en effet ça marche une fois viré | |
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Contenu sponsorisé
| Sujet: Re: Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) | |
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| Reprise du tuto pour mettre le Balrog en héros ( si cela peut etre integré au tuto svp un modo) | |
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