Also nach langer Zeit einmal wieder etwas von mir.
@Ea ja man könnte das Tutorial in den DL-Bereich aufnehmen, sofern ich die Kriterien erfülle.
Aber zu erst brauche ich noch ein paar Informationen.
Könnt Ihr mir helfen bei der Definierung folgender Begriffe.
Damage = LEGOLAS_BOW_DAMAGE
;DamageScalar = 25000% NONE +MordorMumakil
Radius = 0.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody.
DelayTime = 0
DamageType = HERO_RANGED
DamageFXType = GOOD_ARROW_PIERCE
DeathType = NORMAL
End
Was bedeutet hier der Radius, DelayTime?
Oder
Weapon LurtzWeapon ;BALANCE Lurtz
LeechRangeWeapon = Yes
; AttackRange = 20.0
AttackRange = 15.0
MeleeWeapon = Yes
DelayBetweenShots = LURTZ_DELAYBETWEENSHOTS ; time between shots, msec
PreAttackDelay = LURTZ_PREATTACKDELAY ; 433 is natural time of the stabbing animation.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = LURTZ_FIRINGDURATION ; min 600 for anim
; IdleAfterFiringDelay = LURTZ_FIRINGDURATION ; don't set for any weapon other than rocks.
FireFX = FX_GondorSwordHit
DamageNugget ; A basic Nugget that just does damage
Damage = LURTZ_DAMAGE
Radius = 0.0
DelayTime = 0
DamageType = HERO
DamageFXType = SWORD_SLASH
DeathType = NORMAL
End
End
LeechRangeWeapon, PreAttackDelay, PreAttackType, FiringDuration?
MetaImpactNugget ; A Nugget that throws things back with force
HeroResist = 0.25 ; 0.75
ShockWaveAmount = 80.00
ShockWaveRadius = SARUMAN_FIREBALL_RADIUS
ShockWaveTaperOff = 0.75
ShockWaveZMult = 1.20
End
ShockWaveAmount, ShockWaveRadius, ShockwaveTaperOff, ShockWaveZMult?
Falls Ihr irgendwelche Anregungen habt so lasst es mich wissen.
Mit Freundlichen Grüssen
Kcinnay