Modderecke > Tutorials
Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
Er-Mûrazôr, Herr der Neun:
Hier sin die codes ich weis nicht was ich falsch gemacht habe
Horde ini
--- Code: ---Object MorgulSoldier
// This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_GondorSoldier
SelectPortrait = UPGondor_Soldier
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY EMOTION_TAUNTING EMOTION_POINTING SELECTED
DefaultModelConditionState
Model = None //InvisHrdeTmp5x2
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkGUSol
End
End
Side = Men
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeGondorSoldier
DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorFighterHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorFighterHorde
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
// *** AUDIO Parameters ***//
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
UnitSpecificSounds
VoiceDesperateAttack = GondorSoldierVoiceDesperateCharge
End
BuildCost = GONDOR_SOLDIER_BUILDCOST
BuildTime = GONDOR_SOLDIER_BUILDTIME
ShroudClearingRange = GONDOR_SOLDIER_HORDE_SHROUD_RANGE
VisionRange = GONDOR_SOLDIER_HORDE_VISION_RANGE
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
CommandPoints = 60
FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2.
CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE NOTIFY_OF_PREATTACK ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND //UNATTACKABLE
ThreatLevel = GONDOR_FIGHTER_HORDE_THREAT
ThreatBreakdown GondorFighterHorde_DetailedThreat
AIKindOf = INFANTRY
End
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = MorgulSoldier GOOD_MEN_GIANT_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset=X:0 Y:0
MeleeBehavior = Amoeba
End
// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MorgulSoldier Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:MorgulSoldier Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:MorgulSoldier Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:MorgulSoldier Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttacking = 1
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = CommandButtonHuntUpdate ModuleTag_CommandButtonHuntUpdate
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS // max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base
AddEmotion = Doom_Base //OVERRIDE
//StartFXList = FX_GondorSoldierDoom //these have been hooked up in the FXList.INI
//End
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base //OVERRIDE
//StartFXList = FX_GondorSoldierFear
//End
AddEmotion = FearIdle_Base //OVERRIDE
//StartFXList = FX_GondorSoldierFear
//End
AddEmotion = FearBusy_Base //OVERRIDE
//StartFXList = FX_GondorSoldierFear
//End
AddEmotion = Point_Base //OVERRIDE
//Duration = 13980
//StartFXList = FX_GondorSoldierPoint
//End
AddEmotion = Taunt_Base //OVERRIDE
//AttributeModifier = GondorFighterTaunt
//End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_SLOW_HORDE_SPEED
End
LocomotorSet
Locomotor = ScaredMeleeHordeLocomotor
Condition = SET_SCARED
Speed = NORMAL_FOOT_MED_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_GondorBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_GondorForgedBlades
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_GondorHeavyArmor
End
/////////////////////
// AISpecialPowers
/////////////////////
Behavior = AISpecialPowerUpdate GondorFighterHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End
CommandSet = GondorFighterHordeCommandSet
Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 45.0
GeometryHeight = 20.0
GeometryIsSmall = No
//-------------------------------------------------------------------------------------------------
// World Map specific data
//-------------------------------------------------------------------------------------------------
// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Soldier
AutoResolveCombatChain = AutoResolve_SoldierCombatChain
AutoResolveBody = AutoResolve_GondorFighterHordeBody
AutoResolveArmor
RequiredUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorSoldierHeavyArmor
End
AutoResolveArmor
ExcludedUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorSoldierArmor
End
AutoResolveWeapon
RequiredUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorSoldierUpgradedWeapon
End
AutoResolveWeapon
ExcludedUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorSoldierWeapon
End
WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades Upgrade_GondorHeavyArmor
End
ChildObject MorgulSoldierHorde MorgulSoldierHorde_Summoned
IsTrainable = No
CommandPoints = 0
CommandSet = GondorFighterHordeCommandSet_Summoned
EquivalentTo = GondorFighterHorde
DisplayName = OBJECT:HordeGondorSoldier
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = GondorFighter_Summoned GOOD_MEN_GIANT_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
End
RankInfo = RankNumber:1 UnitType:GondorFighter_Summoned Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:GondorFighter_Summoned Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:GondorFighter_Summoned Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttacking = 1
AlternateFormation = GondorFighterHordeBlock
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
// This one displays the timer, but the one in the uint does the work
MinLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME
MaxLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME
DeathType = FADED
End
End
//------------------------------------------------------------------------------
ChildObject MorgulSoldierHordeBlock MorgulSoldierHorde
// Note - for alternate formations, all info outside of the Contain Behavior module is ignored.
// Any modifications need to be done via the Attribute Modifiers in the contain module.
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = GondorFighter GOOD_MEN_GIANT_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = No //Used to determine which armorset to use (and anything else we want!)
AttributeModifiers = GondorFighterBlock
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
End
// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorFighter Pos:X:46.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:GondorFighter Position:X:34 Y:0 Position:X:34 Y:10 Position:X:34 Y:-10 Position:X:34 Y:20 Position:X:34 Y:-20
RankInfo = RankNumber:2 UnitType:GondorFighter Position:X:22 Y:0 Leader 1 0 Position:X:22 Y:10 Leader 1 1 Position:X:22 Y:-10 Leader 1 2 Position:X:22 Y:20 Leader 1 3 Position:X:22 Y:-20 Leader 1 4
RankInfo = RankNumber:3 UnitType:GondorFighter Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:10 Leader 2 1 Position:X:10 Y:-10 Leader 2 2 Position:X:10 Y:20 Leader 2 3 Position:X:10 Y:-20 Leader 2 4
RanksToReleaseWhenAttacking = 1
AlternateFormation = GondorFighterHorde
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
End
Object MordorFighterHorde
; This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_OrcWarrior
SelectPortrait = UPMordor_OrcHorde
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY SIEGE_CONTAIN
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkMUOrc
End
End
Side = Mordor
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeMordorOrcs
DisplayNameStrategic = CONTROLBAR:LW_Unit_MordorFighterHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_MordorFighterHorde
IsAutoBuilt = Yes;
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
; *** AUDIO Parameters ***;
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
BuildCost = MORDOR_FIGHTER_BUILDCOST
BuildTime = MORDOR_FIGHTER_BUILDTIME
ShroudClearingRange = MORDOR_FIGHTER_HORDE_SHROUDCLEAR_RANGE
VisionRange = MORDOR_FIGHTER_HORDE_VISION_RANGE
VisionSide = 50%
VisionRear = 25%
VisionBonusPercentPerFoot = 1.0%
CrushableLevel = 0 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ; What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandPoints = 40 ; originally 60
CommandSet = MordorFighterHordeCommandSet
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = TRANSPORTSLOTCOUNT_LARGE_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_USE_SIEGE_TOWER INFANTRY HORDE ORC MELEE_HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND ;BUILD_FOR_FREE - not anymore you dont.
ThreatLevel = MORDOR_FIGHTER_HORDE_THREAT
ThreatBreakdown MordorFighterHorde_DetailedThreat
AIKindOf = INFANTRY
End
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = MordorFighter 20
Slots = 20
PassengerFilter = ANY +INFANTRY +MONSTER
ShowPips = No
; Banner Carrier info
BannerCarriersAllowed = MordorBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MordorFighter Pos:X:70.0 Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde
RandomOffset = X:5 Y:3
MeleeBehavior = Amoeba
End
RankInfo = RankNumber:1 UnitType:MordorFighter Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:MordorFighter Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:MordorFighter Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RankInfo = RankNumber:3 UnitType:MordorFighter Position:X:-10 Y:0 Leader 3 0 Position:X:-10 Y:20 Leader 3 1 Position:X:-10 Y:-20 Leader 3 2 Position:X:-10 Y:40 Leader 3 3 Position:X:-10 Y:-40 Leader 3 4
RanksToReleaseWhenAttacking = 1
MeleeAttackLeashDistance = 1; How far the hordes can move from the center of the horde when melee attacking.
End
Behavior = SiegeDeployHordeSpecialPower SiegeDeployHordeSpecialPowerModuleTag
SpecialPowerTemplate = SpecialAbilitySiegeDeploy
End
Behavior = BloodthirstyUpdate ModuleTag_Bloodthirsty
;In order to sacrifice or be sacrificed, you must have a BloodthirstyUpdate
SacrificeFilter = ALL ; Hordes with BloodthirstyUpdates I can sacrifice (hint: use template names)
ExperienceModifier = 1.95 ; Balance this so that a level 1 orc horde eating a level 1 orc horde gets enough exp to get to level 2
InitiateVoice = EVA:BloodthirstySacrificOfOrcs
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = LargeGroupBonusUpdate ModuleTag_LargeGroupBonus
UpdateRate = 1000
HordeMemberFilter = NONE +MordorFighter +MordorArcher
Count = 100
Radius = 160.0
RubOffRadius = 160.0
AlliesOnly = Yes
AttributeModifier = MordorLargeGroupBonus
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS; 350 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS ;250
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base_Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = OVERRIDE Taunt_Base
;AttributeModifier = GondorFighterTaunt
End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
QuarrelProbability = 0.0002%
AddEmotion = Quarrel_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_MED_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_MordorBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality ; Added for BFME Expansion
TriggeredBy = Upgrade_MordorHeavyArmor
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 ; Added for BFME Expansion
TriggeredBy = Upgrade_MordorForgedBlades
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate MordorFighterHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End
Geometry = BOX
GeometryMajorRadius = 40.0
GeometryMinorRadius = 50.0
GeometryHeight = 20.0
GeometryIsSmall = No
// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Soldier
AutoResolveCombatChain = AutoResolve_SoldierCombatChain
AutoResolveBody = AutoResolve_MordorFighterHordeBody
AutoResolveArmor
Armor = AutoResolve_MordorFighterArmor
End
AutoResolveWeapon
Weapon = AutoResolve_MordorFighterWeapon
End
WorldMapArmoryUpgradesAllowed = Upgrade_MordorBasicTraining
End
--- Ende Code ---
Radagast der Musikalische:
Du hast das ChildObject genau falsch herum angelegt.
--- Code: ---ChildObject MorgulSoldierHorde MorgulSoldierHorde_Summoned
--- Ende Code ---
Es müsste aber eigentlich so sein:
--- Code: ---ChildObject MorgulSoldierHorde_Summoned MorgulSoldierHorde
--- Ende Code ---
Außerdem musst du nochmal die RankInfo-Zeilen überprüfen, da dort manchmal noch Gondor-Soldaten definiert sind.
MfG Radagast
Er-Mûrazôr, Herr der Neun:
War gut gemeint aber noch immer die Meldung
thepinking:
Wie wärs wenn du die Meldung posten würdest?
Ohne kann man dir schlecht helfen.
Hab den oben geposteten Code kurz überflogen, und ausser dem was Radgast schon gesagt hat ist mir noch ein Fehler aufgefallen:
Im Object MorgulSoldier befindet sich bei dir folgender Contain:
--- Code: --- Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = MorgulSoldier GOOD_MEN_GIANT_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset=X:0 Y:0
MeleeBehavior = Amoeba
End
// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MorgulSoldier Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:MorgulSoldier Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:MorgulSoldier Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:MorgulSoldier Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttacking = 1
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
--- Ende Code ---
Sieht soweit gut aus, bis auf einen Fehler:
Der InitialPayload!
Der bestimmt welche Einheiten und wieviele in der Horde sind. Bei dir ist es das Object MorgulSoldier. Was fällt dir auf? Die Horde steckt 15 mal sich selbst rein. Jede einzelne dieser 15 Horden beinhaltet danach wieder 15 mal sich selbst usw. Also eine Endlosschleife. Ich hab sowas zwar noch nie probiert, aber ich denke es kann der Auslöser für die Meldung ist.
Edit:
Ausserdem ist mir aufgefallen das das Object MorgulSoldierHorde nicht in deinen Codes ist. Entweder es exestiert nicht (was eine Fehlermeldung auch erklären würde) oder du hast vergessen es in den Beitrag zu schreiben. Eventuell soll aber auch das erste Object (MorgulSoldier) diese Horde sein, und du hast vergessen Horde dahinter zu schreiben, was oben erwähntes Problem erklären würde.
Zemdreg:
Ich habe eine Frage zur Key-Anforderung:
Was muss in das Feld Zip/Postal Code?
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