*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.