Modderecke > Coding

Feuerdrache-Summondragon

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Ealendril der Dunkle:
So hier das Tutorial, sollte jetzt egtl keine Probleme mehr geben ;)
http://uploaded.to/?id=n4va6t

Das Tutorial wird auch in den EMS reingestellt werden.

Meriath Ifisti:
Wäre nett wenn du die Datei noch einmal Hochlädtst.
Ich kann die Datei nicht öffnen da ich eine andere Version des Words habe.
also bitte als .pdf oder zur "normalen" Word datei convertieren.

Bitte.

LG Jaegita

Ok danke.es geht.

Simbyte:
rtf-Dateien müsstest du sogar mit dem Notepad öffnen können ;)

Meriath Ifisti:

*ohne Worte*
Ich glaube wenn ich das behoben habe ( wie nur?) kommt noch mehr von dem Typ.
 :( :( :( :( :(

TG Jaegita

Edit:
Das ihr das Problem seht:

Firedrake.ini:

   LocomotorSet
      Locomotor = HumanWanderLocomotor
      Condition = SET_WANDER
      Speed     = 80 ; ;120
   End

   Behavior = PhysicsBehavior ModuleTag_04
      GravityMult = 1.0
   End

    Behavior = UnpauseSpecialPowerUpgra de ModuleTag_SwitchEnabler
        SpecialPowerTemplate            = SpecialAbilityFiredrakeS witch
        TriggeredBy                     = Upgrade_GandalfWhite Upgrade_RingHeroGandalf
        RequiresAllTriggers             = Yes
    End

   Behavior = UnpauseSpecialPowerUpgra de ModuleTag_FloodEnabler
      SpecialPowerTemplate = SpecialAbilityPersonalFl ood
      TriggeredBy = Upgrade_ArwenFloodTrigge r
   End
   
   Behavior = SpecialPowerModule ModuleTag_FloodStarter                     
      SpecialPowerTemplate      = SpecialAbilityPersonalFl ood
      UpdateModuleStartsAttack   = Yes
      StartsPaused            = Yes
      InitiateSound            = ArwenVoiceFlood
   End

   Behavior = WeaponFireSpecialAbility Update ModuleTag_FloodUpdate   
      SpecialPowerTemplate    = SpecialAbilityPersonalFl ood

      UnpackTime              = 1300
      PackTime                = 1500

      StartAbilityRange = 150.0
      
      SpecialWeapon = ArwenPersonalFlood
      WhichSpecialWeapon = 1
   End
   

    Behavior = SpecialPowerModule ModuleTag_SwitchStarter                     
         SpecialPowerTemplate           = SpecialAbilityFiredrakeS witch
         UpdateModuleStartsAttack       = Yes
         StartsPaused                   = Yes
    End

    Behavior = ToggleMountedSpecialAbil ityUpdate ModuleTag_Switch
         SpecialPowerTemplate           = SpecialAbilityFiredrakeS witch
         MountedTemplate                = (Objectname des neuen Drachens, zu dem geswitcht werden soll)
         SynchronizeTimerOnSpecia lPower = SpecialAbilityFireDrakeI nferno
         UnpackTime                     = 2000
         PreparationTime                = 0            ; none, cause we hop onto our mount in no time at all :)
         PackTime                       = 0         ; none, cause we hop onto our mount in no time at all :)
         OpacityTarget                  = .0        ; How see-thru to be at peak of change
         AwardXPForTriggering           = 0
         IgnoreFacingCheck              = Yes
    End


     MountedTemplate                    = summoneddragon

   Behavior = SlowDeathBehavior ModuleTag_05
      DeathTypes = ALL -FADED
      SinkDelay = 3000
      SinkRate = 0.600     ; in Dist/Sec
      DestructionDelay = 12000
      Sound = INITIAL FireDrakeVoxDieMS
   End

    Behavior = DoCommandUpgrade Module_DoCommandUpgrade   
        TriggeredBy                     = Upgrade_ArwenFloodTrigge r
        RequiresAllTriggers             = Yes
        GetUpgradeCommandButtonN ame     = Command_SpecialAbilityFi redrakeSwitch
    End

   
   Behavior = SlowDeathBehavior ModuleTag_ConstructionDe ath
      DeathTypes         = NONE +FADED
      DeathFlags         = DEATH_2
      FadeDelay         = 500
      FadeTime         = 3500
      DestructionDelay   = 4000
      Sound = INITIAL SpellGenericUnsummonFast erMS
   End
   
   Behavior = SquishCollide ModuleTag_06
      ;nothing
   End
   
   Behavior = HitReactionBehavior HitReactionBehaviorModul eTag
      HitReactionLifeTimer1 = 1993 ; level 1 (light  damage)  hit reaction animations in ms
      HitReactionLifeTimer2 = 1993 ; level 2 (medium damage)  hit reaction animations in ms
      HitReactionLifeTimer3 = 1993 ; level 3 (heavy  damage)  hit reaction animations in ms

      HitReactionThreshold1 = 0.0   ; level 1 (light  damage) threshold trigger
      HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger
      HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger

      FastHitsResetReaction = No    ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
   End
   
   Behavior = EmotionTrackerUpdate   Module_EmotionTracker         ; required for faramir's wounding arrow
      AddEmotion         =   Terror_Base
      //   AddEmotion         =   Doom_Base
      //   AddEmotion         =   BraceForBeingCrushed_Bas e
      //   AddEmotion         =   UncontrollableFear_Base
      //   AddEmotion         =   FearIdle_Base
      //   AddEmotion         =   FearBusy_Base
      AddEmotion         =   Point_Base
      AddEmotion         =   Taunt_Base
       AddEmotion         =   CheerIdle_Base
      AddEmotion         =   CheerBusy_Base
      AddEmotion         =   HeroCheerIdle_Base
      AddEmotion         =   HeroCheerBusy_Base
      AddEmotion         =   Alert_Base
   End      

experencelevels.ini:

;------------------Firedrakepower-------------------

ExperienceLevel   FortressFireDrakeLevel1
   TargetNames                    =   WildFortressFireDrake
   RequiredExperience              =   5
   ExperienceAward               =   30
   AttributeModifiers            =   EvilMonsterBonusRank5
   Rank                     =   1
   SelectionDecal
      Texture                  =   decal_I_level1
      Texture2               =   decal_evil_CO ;decal_hero_evil ;
      Style                  =   SHADOW_MERGE_DECAL
      OpacityMin               =   80%
      OpacityMax               =   100%
      MinRadius                 =   70
      MaxRadius               =   200
      MaxSelectedUnits           =   40
   End   
END


ExperienceLevel   FortressFireDrakeLevel2
   TargetNames                    =   WildFortressFireDrake
   RequiredExperience              =   1
   ExperienceAward               =   30
   AttributeModifiers            =   EvilMonsterBonusRank5
   Rank                     =   2
   SelectionDecal
      Texture                  =   decal_I_level1
      Texture2               =   decal_evil_CO ;decal_hero_evil ;
      Style                  =   SHADOW_MERGE_DECAL
      OpacityMin               =   80%
      OpacityMax               =   100%
      MinRadius                 =   70
      MaxRadius               =   200
      MaxSelectedUnits           =   40
   End   
End

ExperienceLevel   FortressFireDrakeLevel3
   TargetNames                    =   WildFortressFireDrake
   RequiredExperience              =   1
   ExperienceAward               =   30
   AttributeModifiers            =   EvilMonsterBonusRank5
   Rank                     =   3
   SelectionDecal
      Texture                  =   decal_I_level1
      Texture2               =   decal_evil_CO ;decal_hero_evil ;
      Style                  =   SHADOW_MERGE_DECAL
      OpacityMin               =   80%
      OpacityMax               =   100%
      MinRadius                 =   70
      MaxRadius               =   200
      MaxSelectedUnits           =   40
   End   
End

ExperienceLevel   FortressFireDrakeLevel4
   TargetNames                    =   WildFortressFireDrake
   RequiredExperience              =   1
   ExperienceAward               =   30
   AttributeModifiers            =   EvilMonsterBonusRank5
   Rank                     =   4
   SelectionDecal
      Texture                  =   decal_I_level1
      Texture2               =   decal_evil_CO ;decal_hero_evil ;
      Style                  =   SHADOW_MERGE_DECAL
      OpacityMin               =   80%
      OpacityMax               =   100%
      MinRadius                 =   70
      MaxRadius               =   200
      MaxSelectedUnits           =   40
   End   
End

ExperienceLevel   FortressFireDrakeLevel5
   TargetNames                    =   WildFortressFireDrake
   RequiredExperience              =   1
   ExperienceAward               =   30
   AttributeModifiers            =   EvilMonsterBonusRank5
   Rank                     =   5
   SelectionDecal
      Texture                  =   decal_I_level1
      Texture2               =   decal_evil_CO ;decal_hero_evil ;
      Style                  =   SHADOW_MERGE_DECAL
      OpacityMin               =   80%
      OpacityMax               =   100%
      MinRadius                 =   70
      MaxRadius               =   200
      MaxSelectedUnits           =   40
   End   
End

ExperienceLevel   FortressFireDrakeLevel6
   TargetNames                    =   WildFortressFireDrake
   RequiredExperience              =   1
   ExperienceAward               =   30
   AttributeModifiers            =   EvilMonsterBonusRank5
   Rank                     =   6
   SelectionDecal
      Texture                  =   decal_I_level1
      Texture2               =   decal_evil_CO ;decal_hero_evil ;
      Style                  =   SHADOW_MERGE_DECAL
      OpacityMin               =   80%
      OpacityMax               =   100%
      MinRadius                 =   70
      MaxRadius               =   200
      MaxSelectedUnits           =   40
   End   
End

ExperienceLevel   FortressFireDrakeLevel7
   TargetNames                    =   WildFortressFireDrake
   RequiredExperience              =   1
   ExperienceAward               =   30
   AttributeModifiers            =   EvilMonsterBonusRank5
   Rank                     =   7
   SelectionDecal
      Texture                  =   decal_I_level1
      Texture2               =   decal_evil_CO ;decal_hero_evil ;
      Style                  =   SHADOW_MERGE_DECAL
      OpacityMin               =   80%
      OpacityMax               =   100%
      MinRadius                 =   70
      MaxRadius               =   200
      MaxSelectedUnits           =   40
   End   
End

ExperienceLevel   FortressFireDrakeLevel8
   TargetNames                    =   WildFortressFireDrake
   RequiredExperience              =   1
   ExperienceAward               =   30
   AttributeModifiers            =   EvilMonsterBonusRank5
   Rank                     =   8
   SelectionDecal
      Texture                  =   decal_I_level1
      Texture2               =   decal_evil_CO ;decal_hero_evil ;
      Style                  =   SHADOW_MERGE_DECAL
      OpacityMin               =   80%
      OpacityMax               =   100%
      MinRadius                 =   70
      MaxRadius               =   200
      MaxSelectedUnits           =   40
   End   
End

ExperienceLevel   FortressFireDrakeLevel9
   TargetNames                    =   WildFortressFireDrake
   RequiredExperience              =   1
   ExperienceAward               =   30
   AttributeModifiers            =   EvilMonsterBonusRank5
   Rank                     =   9
   SelectionDecal
      Texture                  =   decal_I_level1
      Texture2               =   decal_evil_CO ;decal_hero_evil ;
      Style                  =   SHADOW_MERGE_DECAL
      OpacityMin               =   80%
      OpacityMax               =   100%
      MinRadius                 =   70
      MaxRadius               =   200
      MaxSelectedUnits           =   40
   End
End

ExperienceLevel   FortressFireDrakeLevel10
   TargetNames                    =   WildFortressFireDrake
   RequiredExperience              =   1
   ExperienceAward               =   30
   AttributeModifiers            =   EvilMonsterBonusRank5
   Rank                     =   10
   Upgrades            = Upgrade_ArwenFloodTrigge r
   SelectionDecal
      Texture                  =   decal_I_level1
      Texture2               =   decal_evil_CO ;decal_hero_evil ;
      Style                  =   SHADOW_MERGE_DECAL
      OpacityMin               =   80%
      OpacityMax               =   100%
      MinRadius                 =   70
      MaxRadius               =   200
      MaxSelectedUnits           =   40
   End   
END

Commandbutton.ini:

CommandButton Command_GoblinKingMounte dSkullTotem
    Command            = SPECIAL_POWER
    SpecialPower      = SpecialAbilityMountedSku llTotem
    TextLabel         = CONTROLBAR:GoblinKingSkullTotem
    ButtonImage         = HSGoblinKingSkullTotem
    Options            = NEED_TARGET_POS CONTEXTMODE_COMMAND
    CursorName         = EvilAbilityObj
    InvalidCursorName   = GenericInvalid 
    ButtonBorderType   = ACTION
    DescriptLabel      = CONTROLBAR:TooltipGoblinKingSkullTo tem
    InPalantir         = Yes
End


CommandButton Command_SpecialAbilityFi redrakeSwitch
  Command               = SPECIAL_POWER
  SpecialPower          = SpecialAbilityFiredrakeS witch
  TextLabel             = CONTROLBAR:SpecialAbilityFiredrakeS witch
  Options               = TOGGLE_IMAGE_ON_WEAPONSE T ON_GROUND_ONLY
  FlagsUsedForToggle    = MOUNTED
  ButtonImage           = HSSpecialAbilityFiredrak eSwitch
  ButtonBorderType      = ACTION
  DescriptLabel         = CONTROLBAR:ToolTipSpecialAbilityFir edrakeSwitch
  InPalantir            = Yes 
End


CommandButton Command_FireDrakeInferno
  Command                 = SPECIAL_POWER
  SpecialPower            = SpecialAbilityFireDrakeI nferno
  Options                 = NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel               = CONTROLBAR:SpecialAbilityFireDrakeI nferno
  ButtonImage             = HSFireDrakeInferno
  ButtonBorderType        = ACTION
  RadiusCursorType        = FireBreathRadiusCursor
  DescriptLabel           = CONTROLBAR:ToolTipSpecialAbilityFir eDrakeInferno
;  UnitSpecificSound       =
  InPalantir           = Yes
End

Ich glaube das war alles.

Ealendril der Dunkle:
In dem Fehelerbericht steht doch: TryggeredBy Fehler Upgrade_RingHeroGandalf ;)
Dieses Upgrade gibt es nicht im Originalspiel, also warum hast du das bei dir irgendwo hingeschrieben?
Du hast meherere Dinge gepostet, die überhaupt nicht in meinem Tutorial drinnenstehen, also kann ich dir auch keine Tips geben.

    Behavior = UnpauseSpecialPowerUpgra de ModuleTag_SwitchEnabler
        SpecialPowerTemplate            = SpecialAbilityFiredrakeS witch
        TriggeredBy                     = Upgrade_GandalfWhite Upgrade_RingHeroGandalf
        RequiresAllTriggers             = Yes
    End

   Behavior = UnpauseSpecialPowerUpgra de ModuleTag_FloodEnabler
      SpecialPowerTemplate = SpecialAbilityPersonalFl ood
      TriggeredBy = Upgrade_ArwenFloodTrigge r
   End
   
   Behavior = SpecialPowerModule ModuleTag_FloodStarter                     
      SpecialPowerTemplate      = SpecialAbilityPersonalFl ood
      UpdateModuleStartsAttack   = Yes
      StartsPaused            = Yes
      InitiateSound            = ArwenVoiceFlood
   End

   Behavior = WeaponFireSpecialAbility Update ModuleTag_FloodUpdate   
      SpecialPowerTemplate    = SpecialAbilityPersonalFl ood

      UnpackTime              = 1300
      PackTime                = 1500

      StartAbilityRange = 150.0
     
      SpecialWeapon = ArwenPersonalFlood
      WhichSpecialWeapon = 1
   End


Warum hast du das hingeschrieben? Das steht doch gar nicht in meinem Tutorial drinnen.


MountedTemplate                    = summoneddragon

Das hier muss hier reingeschrieben werden, damit es so aussieht (bin egtl davon ausgegangen, dass man diesen Schritt nachvollziehen kann  :o :

    Behavior = SpecialPowerModule ModuleTag_SwitchStarter                     
         SpecialPowerTemplate           = SpecialAbilityFiredrakeS witch
         UpdateModuleStartsAttack       = Yes
         StartsPaused                   = Yes
    End

    Behavior = ToggleMountedSpecialAbil ityUpdate ModuleTag_Switch
         SpecialPowerTemplate           = SpecialAbilityFiredrakeS witch
         MountedTemplate                = summoneddragon
         SynchronizeTimerOnSpecia lPower = SpecialAbilityFireDrakeI nferno
         UnpackTime                     = 2000
         PreparationTime                = 0            ; none, cause we hop onto our mount in no time at all
         PackTime                       = 0         ; none, cause we hop onto our mount in no time at all
         OpacityTarget                  = .0        ; How see-thru to be at peak of change
         AwardXPForTriggering           = 0
         IgnoreFacingCheck              = Yes
    End



gehe doch bitte das Tutorial genau durch und lese dir alles durch.
Was hat das Ringhero Upgrade aus Edain in deinen Daten verloren? Warum schreibst du diesen Eintrag rein?
;)
Greez

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