Modderecke > Coding
Feuerdrache-Summondragon
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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