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Autor Thema: Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit  (Gelesen 140382 mal)

Radagast der Musikalische

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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #405 am: 7. Jun 2014, 00:28 »
Wieso wollt ihr das Model denn überhaupt neu verlinken, wenn es genau das selbe ist wie das, das Gandalf der Weiße benutzt?

Marci_99

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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #406 am: 7. Jun 2014, 00:49 »
Es ist und wird noch abgeändert. das Verlinken wollen wir aber direkt machen,
weil das für mich der schwierigste teil ist.

Radagast der Musikalische

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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #407 am: 7. Jun 2014, 01:21 »
Du musst die Änderungen aber vor dem Verlinken machen. Du kannst zwar nach dem Verlinken noch neue Subobjects hinzufügen, aber an dem bereits verlinkten Subobjects ist das nur noch bedingt möglich.

Marci_99

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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #408 am: 7. Jun 2014, 09:37 »
Es werden keine großen änderungen sein, und allgemein muss ich das binden
üben da ich es noch oft brauchen werde und deshalb sollte ich meinen Fehler wissen.

Gwanw

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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #409 am: 7. Jun 2014, 10:52 »
Das Problem ist schlicht und einfach, dass du einige Vertex Points mit den falschen Bones verbunden hast. Z.B. sieht es danach aus, als dass der Stab z.T. mit dem Headbone verbunden ist.
Wer Lust hat, kann gerne mal auf meinem Stream vorbei schauen:
Stream Gwanw

Über einen Follow würde ich mich riesig freuen :).

steve1313

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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #410 am: 3. Nov 2014, 19:23 »
Hi!
Bei mir werden die Einheiten auch nicht rekrutiert und ich bin darauf gestoßen:
Es ist völlig klar das in der Beschreibung "Gondor Turmwache" steht, wenn du den Text noch nicht geändert hast.
Desweiteren ist der Fehler warum keine Einheit kommt, der selbe den "Hexenprinz von Angmar" auf der vorseite begannen hat, weswegen ich einfach nochmal meine Antwort von damals Poste (mit einer kleinen korektur in Grün) :

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 GondorPikemanHorde . 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.

Besser also das aus und es müsste funktionieren.
Übrigens hab ich grad im Einheiten Tutorial nachgeguckt, da steht es richtig drinnen.
Ich weiß aber nicht, durch was ich das initial payload ausbessern muss.
LG steve1313
Viele die leben verdienen den Tod, und manche die sterben verdienen das Leben. Kannst du es ihnen geben?
Dann sei nicht so voreilig mit einem Todesurteil.

Turin Turumbar

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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #411 am: 3. Nov 2014, 19:30 »
Dort muss das Objekt der Einheit, nicht der Horde hin.

steve1313

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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #412 am: 3. Nov 2014, 19:51 »
Dort muss das Objekt der Einheit, nicht der Horde hin.
also einfach bei
InitialPayload       = GondorPikemanHorde ...
das Horde weglassen oder?
Viele die leben verdienen den Tod, und manche die sterben verdienen das Leben. Kannst du es ihnen geben?
Dann sei nicht so voreilig mit einem Todesurteil.

Turin Turumbar

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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #413 am: 3. Nov 2014, 20:01 »
Sofern dein Object GondorPikeman heißt ja. Wenn du alles wie im Tutorial gemacht hast, heißt es so. Allerdings steht es dort auch ohne das "Horde" drin.

steve1313

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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #414 am: 3. Nov 2014, 20:11 »
Sofern dein Object GondorPikeman heißt ja. Wenn du alles wie im Tutorial gemacht hast, heißt es so. Allerdings steht es dort auch ohne das "Horde" drin.
Hab ich gerade erst gesehen.
Danke für die Hilfe!

Edit: Ich habe es gerade so versucht, aber es geht immer noch nicht. Ich weiß nicht was ich falsch habe. Ich hoffe ihr könnt mir helfen.

Hier sind meine Codes:

commandbutton.ini
CommandButton Command_ConstructGondorPikemenHorde
Command = UNIT_BUILD
Object = GondorPikemenHorde
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructGondorShieldGuardHorde
ButtonImage = BGBarracks_TowerGuard
ButtonBorderType    = BUILD
DescriptLabel       = CONTROLBAR:ToolTipBuildGondorShieldGuardHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes     
End

commandset.ini
CommandSet GondorBarracksCommandSet
  1 = Command_ConstructGondorFighterHorde
  2 = Command_ConstructGondorPikemenHorde
  3 = Command_ConstructGondorTowerShieldGuardHorde
  4 = Command_PurchaseTechnologyGondorBasicTraining ; ;
  5 = Command_PurchaseUpgradeGondorBarracksLevel2 ; ;
  6 = Command_Sell
End

menhordes.ini
Object GondorPikemenHorde

// This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_GondorTowerGuard
SelectPortrait = UPGondor_TowerGuard

Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
    DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None //InvisHrdeTmp5x2
End
ModelConditionState = HORDE_EMPTY
Model = None
End

ModelConditionState = WORLD_BUILDER
Model = HordeMarkGUTow
End
End

Side = Men
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeGondorTowerGuard
DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorTowerGuardHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorTowerGuardHorde

WeaponSet
Conditions = None
Weapon = PRIMARY    TowerGuardHordeRangefinder
End

// *** AUDIO Parameters ***//
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members


BuildCost = GONDOR_TOWERGUARD_BUILDCOST
BuildTime = GONDOR_TOWERGUARD_BUILDTIME
VisionRange = GONDOR_TOWERGUARD_HORDE_VISION_RANGE
ShroudClearingRange = GONDOR_TOWERGUARD_HORDE_SHROUD_RANGE
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
CommandPoints = 60

CommandSet = GondorTowerShieldGuardCommandSet


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 ARMY_SUMMARY MELEE_HORDE PIKE LARGE_RECTANGLE_PATHFIND
#include "..\..\..\includes\StandardHordeEvaEvents.inc"

Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End

ThreatLevel = GONDOR_TOWERSHIELDGUARD_HORDE_THREAT
ThreatBreakdown GondorTowerShieldGuardHorde_DetailedThreat
AIKindOf = PIKEMAN
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = PikeHorde
    End

Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Spearman
End

Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 180
FlankedDelay = 4000
ObjectStatusOfContained =
InitialPayload = GondorPikemen 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
FacingBonus = 30.0
AngleLimitCos = -0.17
InnerRange = 30
OuterRange = 80
OuterRangeBuildings = 140
End

// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorFighter Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier

RankInfo = RankNumber:1 UnitType:GondorPikemen 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:GondorPikemen 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:GondorPikemen 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 = 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
// AddEmotion =   BraceForBeingCrushed_Base // Pikemen don't fear getting crushed
AddEmotion = UncontrollableFear_Base
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
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_GOOD_INFANTRY_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 GondorTowerShieldGuardHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End

Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 45.0
GeometryHeight = 20.0
GeometryIsSmall = No


// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Pikemen
AutoResolveCombatChain = AutoResolve_PikemenCombatChain

AutoResolveBody = AutoResolve_GondorTowerGuardHordeBody

AutoResolveArmor
RequiredUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorTowerGuardHeavyArmor
End

AutoResolveArmor
ExcludedUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorTowerGuardArmor
End

AutoResolveWeapon
RequiredUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorTowerGuardUpgradedWeapon
End

AutoResolveWeapon
ExcludedUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorTowerGuardWeapon
End

WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades Upgrade_GondorHeavyArmor
End

ChildObject GondorTowerShieldGuardHorde_Summoned GondorTowerShieldGuardHorde

IsTrainable   = No
CommandPoints = 0
CommandSet   = GondorTowerShieldGuardCommandSet_Summoned
EquivalentTo  = GondorTowerShieldGuardHorde

DisplayName = OBJECT:HordeGondorTowerGuard

Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 180
FlankedDelay = 4000
ObjectStatusOfContained =
InitialPayload = GondorTowerShieldGuard_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
FacingBonus = 30.0
AngleLimitCos = -0.17
InnerRange = 30
OuterRange = 80
OuterRangeBuildings = 140
End

RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard_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:GondorTowerShieldGuard_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:GondorTowerShieldGuard_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 = GondorTowerShieldGuardHordePorcupine
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 GondorTowerShieldGuardHordePorcupine GondorTowerShieldGuardHorde

// 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 = 360 // Can't be flanked
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = GondorTowerShieldGuard GOOD_MEN_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = No //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:2 Y:1
RanksToReleaseWhenAttacking = 0
RanksToJustFreeWhenAttacking   = 0
AttributeModifiers = GondorTowerShieldGuardHordePorcupine
IsPorcupineFormation = Yes
MinimumHordeSize = 5

AlternateFormation = GondorTowerShieldGuardHorde
VisionRearOverride = 100%
VisionSideOverride = 100%
NotComboFormation = Yes // this formation is not suitable for combo, so it will switch out of this when combo-ing

// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorTowerShieldGuard Pos:X:0.0 Y:0.0 // (DEFAULT) position of banner carrier

RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:20 Y:0 Position:X:-16.18 Y:11.76 Position:X:6.18 Y:-19.02 Position:X:6.18 Y:19.02 Position:X:-16.18 Y:-11.76 Position:X:36.54 Y:16.27 Position:X:-39.13 Y:8.32 Position:X:26.77 Y:-29.73 Position:X:-4.18 Y:39.78 Position:X:-20 Y:-34.64 Position:X:26.77 Y:29.73 Position:X:-39.13 Y:-8.32 Position:X:36.54 Y:-16.27 Position:X:-20 Y:34.64 Position:X:-4.18 Y:-39.78
End
End

gondorpikemen.ini
// Moved from MenInfantry.INI Aug 24 2005

//------------------------------------------------------------------------------
// aka GondorTowerGuard TowerShieldGuard GuardTowerShield
Object GondorPikeman
// *** ART Parameters ***

SelectPortrait         = UPGondor_TowerGuard
ButtonImage          = WOR_GondorTowerGuard

Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes

StaticModelLODMode = Yes

// specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End

LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End

LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End

DefaultModelConditionState
Model               = guxspe_skn
Skeleton            = GUTwrGrd_SKL
End

ModelConditionState WEAPONSET_PLAYER_UPGRADE
Model               = guxspe_skn
Skeleton            = GUTwrGrd_SKL
End

AnimationState        = THROWN_PROJECTILE
Animation           = FLYA
AnimationName     = GUTwrGrd_FLYA
AnimationMode     = LOOP
End
End

AnimationState = PASSENGER FREEFALL
Animation = Grabbed
AnimationName = GUTwrGrd_FLLA
AnimationMode = LOOP
End
End

AnimationState = FREEFALL
Animation = Falling
AnimationName = GUTwrGrd_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End


AnimationState = PARALYZED
Animation
AnimationName = GUTwrGrd_IDLA
AnimationMode = LOOP
End
End

AnimationState = DYING BURNINGDEATH
Animation = DIEA
AnimationName      = GUTwrGrd_DIEA
AnimationMode      = ONCE
AnimationBlendTime = 10
End
Animation = DIEA
AnimationName      = GUTwrGrd_DIEB
AnimationMode      = ONCE
AnimationBlendTime = 10
End
Animation = DIEA
AnimationName      = GUTwrGrd_DIEC
AnimationMode      = ONCE
AnimationBlendTime = 10
End
End

AnimationState        = DYING SPLATTED
Animation           = LNDA
AnimationName     = GUTwrGrd_LNDA
AnimationMode     = ONCE
End
End

AnimationState        = DYING
Animation           = DIEA
AnimationName     = GUTwrGrd_DIEA
AnimationMode     = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Animation           = DIEA
AnimationName     = GUTwrGrd_DIEB
AnimationMode     = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Animation           = DIEA
AnimationName     = GUTwrGrd_DIEC
AnimationMode     = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End


AnimationState = BURNINGDEATH
Animation
AnimationName = GUTwrGrd_MFDA
AnimationMode = LOOP
Distance = 60
End
End


AnimationState        = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation           = RunAndFire
AnimationName       = GUTwrGrd_ATRA
AnimationMode       = LOOP
End
Flags               = RANDOMSTART 
End

//=======TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
ShareAnimation = Yes
Animation = TerrorFromTheSky
AnimationName = GUTwrGrd_RUNE
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR
ShareAnimation = Yes
Animation = Terror
AnimationName = GUTwrGrd_RUNE
AnimationMode = LOOP
End
End
//----------------
//=======BACK UP
AnimationState = MOVING BACKING_UP
ShareAnimation = Yes
Animation = BackingUp
AnimationName = GUTwrGrd_BAKA
AnimationMode = LOOP
End
Animation = BackingUp
AnimationName = GUTwrGrd_BAKB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//--------------------

AnimationState        = MOVING ALTERNATE_FORMATION
//ShareAnimation = Yes
StateName = STATE_EnrouteToPorcupine
Animation
AnimationName     = GUTwrGrd_RUNA
AnimationMode     = LOOP
End
Animation
AnimationName     = GUTwrGrd_RUNB
AnimationMode     = LOOP
End
Flags               = RANDOMSTART
//ParticleSysBone     = None InfantryDustTrails
End

AnimationState        = MOVING
ShareAnimation = Yes
Animation           = RUNA
AnimationName     = GUTwrGrd_RUNA
AnimationMode     = LOOP
End
Animation
AnimationName     = GUTwrGrd_RUNB
AnimationMode     = LOOP
End
Flags               = RANDOMSTART
//ParticleSysBone     = None InfantryDustTrails
End

AnimationState        =  FIRING_OR_PREATTACK_A
Animation           = ATKA
AnimationName     = GUTwrGrd_ATKA
AnimationMode     = ONCE
UseWeaponTiming = Yes
End
Animation           = ATKA
AnimationName     = GUTwrGrd_ATKB
AnimationMode     = ONCE
UseWeaponTiming = Yes
End
//ParticleSysBone     = None MeleeDust
End


AnimationState        = STUNNED_FLAILING
Animation           = FLYA
AnimationName     = GUTwrGrd_FLYA
AnimationMode     = LOOP
End
Flags               = RANDOMSTART
End

AnimationState        = STUNNED_STANDING_UP
Animation           = GTPA
AnimationName     = GUTwrGrd_GTPA
AnimationMode     = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState        = STUNNED
Animation           = LNDA
AnimationName     = GUTwrGrd_LNDA
AnimationMode     = ONCE
End
End

TransitionState       = TRANS_Plant
Animation           = PLTA
AnimationName     = GUTwrGrd_PLTA
AnimationMode     = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End

TransitionState       = TRANS_Unplant
Animation           = PLTB
AnimationName     = GUTwrGrd_PLTC
AnimationMode     = ONCE
AnimationSpeedFactorRange = 0.5 1.2
End
End
//------------------ Hit Reaction ---------------------------------------
AnimationState = HIT_REACTION
Animation = HIT REACTION
AnimationName = GUTwrGrd_HITA
AnimationMode = ONCE
End
End
//------------------ EMOTIONS -------------------------------------------
//======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID
ShareAnimation = Yes
Animation = Apprehensive
AnimationName = GUTwrGrd_FERA
AnimationMode = LOOP //Change this to ONCE if adding additional anims
End
Flags = RANDOMSTART
End

//======= AFRAID

AnimationState = EMOTION_AFRAID
ShareAnimation = Yes
Animation = FERA
AnimationName = GUTwrGrd_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

//======= TAUNTING

AnimationState = EMOTION_TAUNTING ALTERNATE_FORMATION
Animation = TNTA
AnimationName = GUTwrGrd_TNTA
AnimationMode = LOOP
End
Animation = TNTA
AnimationName = GUTwrGrd_TNTB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation = Taunting
AnimationName = GUTwrGrd_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = GUTwrGrd_TNTB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

//======= POINTING

AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = GUTwrGrd_PNTA
AnimationMode = LOOP
End
Animation = Pointing1
AnimationName = GUTwrGrd_PNTB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

//======= CELEBRATING

AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = GUTwrGrd_CHRA
AnimationMode = LOOP
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRB
AnimationMode = LOOP
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRC
AnimationMode = LOOP
End
End
//-------------- ALERT STATE ------------------------------------------------------------

AnimationState = EMOTION_ALERT
Animation = CHRA
AnimationName = GUTwrGrd_IDLA
AnimationMode = LOOP
End
End

//-------------- SELECTED & IDLE --------------------------------------------------------
//======== SELECTED

AnimationState = SELECTED ALTERNATE_FORMATION PORCUPINE
//ShareAnimation = Yes
StateName = STATE_SelectedAlternateFormation
Animation
AnimationName = GUTwrGrd_PLTB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_SelectedAlternateFormation" and Prev ~= "STATE_Planted" and Prev ~= "TRANS_Plant" then CurDrawableSetTransitionAnimState("TRANS_Plant") end
EndScript
End
AnimationState = SELECTED ALTERNATE_FORMATION
//ShareAnimation = Yes
StateName = STATE_SelectedAlternateFormation
Animation
AnimationName = GUTwrGrd_ATNB
AnimationMode = LOOP
End
End

AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = GUTwrGrd_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = SELECTED
StateName = STATE_Selected

ShareAnimation = Yes
Animation = ATNB
AnimationName = GUTwrGrd_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
EndScript
End

//======== IDLE

AnimationState = ALTERNATE_FORMATION PORCUPINE // aka Porcupine formation
StateName = STATE_Planted

//ShareAnimation = Yes
Animation = IDLB
AnimationName = GUTwrGrd_PLTB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_SelectedAlternateFormation" and Prev ~= "STATE_Planted" and Prev ~= "TRANS_Plant" then CurDrawableSetTransitionAnimState("TRANS_Plant") end
EndScript
End
IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = GUTwrGrd_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLC
AnimationName = GUTwrGrd_IDLC
AnimationMode = ONCE
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLD
AnimationName = GUTwrGrd_IDLD
AnimationMode = ONCE
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLE
AnimationName = GUTwrGrd_IDLE
AnimationMode = ONCE
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.8 1.2
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
EndScript
End

//-------------------------------------------------------------------------------------------------------------
End

    #include "..\..\..\includes\StunDrawModuleSmall.inc"

// ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 4
BountyValue = GONDOR_TOWERGUARD_BOUNTY_VALUE

TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY    GondorTowerShieldGuardSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
// WeaponSet
// Conditions = PLAYER_UPGRADE
// Weapon = PRIMARY GondorTowerShieldGuardSwordUpgraded
// AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
// End


ArmorSet
Conditions      = None
Armor           = TowerGuardArmor
DamageFX        = NormalDamageFX
End

ArmorSet
Conditions = PLAYER_UPGRADE
Armor = TowerGuardHeavyArmor
DamageFX = NormalDamageFX
End

VisionRange = GONDOR_TOWERGUARD_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_STANDARD

VisionSide = 35%
VisionRear = 25%

MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%

DisplayName = OBJECT:GondorTowerShieldGuard
CrushableLevel = 0  //What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

CrushRevengeWeapon = SuperInfantryCrushRevenge

CommandSet = GondorTowerShieldGuardCommandSet


// *** AUDIO Parameters ***//

;VoiceAmbushed = TowerGuardVoiceAmbushed   OBSOLETE VOICE
VoiceAttack = TowerGuardVoiceAttack
VoiceAttackCharge = TowerGuardVoiceAttackCharge
VoiceAttackMachine = TowerGuardVoiceAttack
VoiceAttackStructure = TowerGuardVoiceAttackBuilding
VoiceEnterStateAttack = TowerGuardVoiceEnterStateAttack
VoiceEnterStateAttackCharge = TowerGuardVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = TowerGuardVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = TowerGuardVoiceEnterStateAttackBuilding
VoiceCreated = TowerGuardVoiceSalute //GondorSoldierVoiceCreated
VoiceFullyCreated = TowerGuardVoiceSalute
VoiceMove = TowerGuardVoiceMove
VoiceMoveToCamp = TowerGuardVoiceMoveCamp
VoiceMoveWhileAttacking = TowerGuardVoiceDisengage
VoiceEnterStateMove = TowerGuardVoiceEnterStateMove
VoiceEnterStateMoveToCamp = TowerGuardVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = TowerGuardVoiceEnterStateDisengage
VoicePriority = 56
VoiceRetreatToCastle = TowerGuardVoiceRetreat
VoiceEnterStateRetreatToCastle = TowerGuardVoiceEnterStateRetreat
VoiceSelect = TowerGuardVoiceSelectMS
VoiceSelectBattle = TowerGuardVoiceSelectBattle //GondorSoldierVoiceSelect //GondorSoldierVoiceSelectBattle
VoiceGuard = TowerGuardVoiceMove

SoundImpact = ImpactHorse

CrowdResponseKey = GoodMen

UnitSpecificSounds
VoiceGarrison = TowerGuardVoiceGarrison
VoiceEnterUnitElvenTransportShip = TowerGuardVoiceMove
VoiceInitiateCaptureBuilding = TowerGuardVoiceMove
End

    #include "..\..\..\includes\StandardUnitEvaEvents.inc"

ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop
End

// Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Man Man_Male Unit Infantry Gondor_Guard
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:TauntHitShieldPitchShifted Animation:GUTwrGrd_SKL.GUTwrGrd_TNTB Frames: 23 43
AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DIEA Frames:30 51
AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DIEB Frames:57
AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DIEC Frames:38
AnimationSound = Sound:BodyFallSoldier Animation:GUTWRGRD_SKL.GUTWRGRD_LNDA Frames:4
AnimationSound = Sound:BodyFallSoldier Animation:GUTwrGrd_SKL.GUTwrGrd_LNDB Frames:2
End

// *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP

Body = ActiveBody ModuleTag_02
CheerRadius   = EMOTION_CHEER_RADIUS
MaxHealth         = GONDOR_TOWERGUARD_HEALTH             
MaxHealthDamaged  = GONDOR_TOWERGUARD_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX       = FX_InfantryBurningFlame
End

Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
TriggeredBy = Upgrade_GondorForgedBlades
End

Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_GondorHeavyArmor
    //KillArmorUpgrade = Yes //This cancels any previous armor upgrade.
    ArmorSetFlag = PLAYER_UPGRADE
End

//-----------------------------------------------------------------------
//
// Sub objects
//
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_GondorHeavyArmor
UpgradeTexture = GUTowrGrd.tga 0 GUTowrGrd_HA.tga
UpgradeTexture = GUTowrGrd_L.tga 0 GUTowrGrd_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End

Behavior = SubObjectsUpgrade ForgedBlade_Upgrade
TriggeredBy = Upgrade_GondorForgedBlades
ShowSubObjects = Forged_Blade
End
//-----------------------------------------------------------------------

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = GondorFighterFunctions
AttackPriority = AttackPriority_Spearman
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End

LocomotorSet
Locomotor = GondorTowerShieldGuardLocomotor
Condition = SET_NORMAL
Speed     = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End

LocomotorSet
Locomotor = GondorTowerShieldGuardDeployedLocomotor
Condition = SET_NORMAL_UPGRADED
Speed     = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End

LocomotorSet
Locomotor = GondorTowerShieldGuardLocomotor
Condition = SET_COMBO
Speed     = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End

LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed   = BURNINGDEATH_WANDERSPEED_INFANTRY
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStunnedTimeLow = 1400 //msec
ShockStunnedTimeHigh = 2400 //msec
ShockStandingTime = 1333 //msec
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40     // in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL HumanVoiceDie// TowerGuardVoiceDie
End

Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
SinkDelay = 3000
SinkRate = 0.40     // in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL SpellGenericUnsummonFasterMS
End

Behavior = SquishCollide ModuleTag_06
//nothing
End

Behavior = HordeMemberCollide ModuleTag_HMC
//nothing
End

Behavior = SlowDeathBehavior ModuleTag_07
// Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40     // in Dist/Sec
DestructionDelay = 8000
End

Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown.
// To tweak a Bezier path
FirstHeight = 24  // Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% // Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes

CrushStyle = Yes // I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1   // When I hit the ground, I'll arc again
BounceDistance = 40 // this far
BounceFirstHeight = 24  // Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% // Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%

GroundHitFX       = FX_ThrownRockGroundHit
GroundBounceFX    = FX_ThrownRockBounceHit
End

// The below is a good start to the actual implementation of the unit,
// if someone wants to revert back to the exact state

//Normal mode (shield is raised and unit is able to move normally)
//  Behavior = GrantUpgradeCreate ModuleTag_09
//    UpgradeToGrant = Upgrade_RaiseShield
//  End
//  Behavior = ModelConditionUpgrade ModuleTag_10
//    TriggeredBy = Upgrade_RaiseShield
//    RemovesUpgrades = Upgrade_PlantShield
//    RemoveConditionFlags = DEPLOYED
//  End
//  Behavior = LocomotorSetUpgrade ModuleTag_11
//    TriggeredBy = Upgrade_RaiseShield
//    RemovesUpgrades = Upgrade_PlantShield
//    KillLocomotorUpgrade = Yes //Removes the PlantShield locomotor.
//  End
//  Behavior = ArmorUpgrade ModuleTag_12
//    TriggeredBy = Upgrade_RaiseShield
//    RemovesUpgrades = Upgrade_PlantShield
//    KillArmorUpgrade = Yes //This cancels any previous armor upgrade.
//  End
//
//  //Defensive mode (shield is planted -- the unit can move but much more slowly)
//  Behavior = ModelConditionUpgrade ModuleTag_13
//    TriggeredBy = Upgrade_PlantShield
//    RemovesUpgrades = Upgrade_RaiseShield
//    AddConditionFlags = DEPLOYED
//  End
//  Behavior = LocomotorSetUpgrade ModuleTag_14
//    TriggeredBy = Upgrade_PlantShield
//    RemovesUpgrades = Upgrade_RaiseShield
//  End
//  Behavior = ArmorUpgrade ModuleTag_15
//    TriggeredBy = Upgrade_PlantShield
//    RemovesUpgrades = Upgrade_RaiseShield
//  End

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes

    Shadow = SHADOW_DECAL
    ShadowSizeX = 19//
    ShadowSizeY = 19//
    ShadowTexture = ShadowI//
End

//------------------------------------------------------------------------------
« Letzte Änderung: 3. Nov 2014, 21:03 von steve1313 »
Viele die leben verdienen den Tod, und manche die sterben verdienen das Leben. Kannst du es ihnen geben?
Dann sei nicht so voreilig mit einem Todesurteil.

Prinz von Dol Amroth

  • Edain Ehrenmember
  • Held von Helms Klamm
  • *****
  • Beiträge: 1.262
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #415 am: 3. Nov 2014, 21:09 »
BannerCarrierPosition = UnitType:GondorFighterHier sollte GondorPikemen aufjedenfall stehen.
Sonst sah es für mich Inordnung aus.
Ich bin der selbst ernannte Herrscher, oberster Befehlshaber und noch vieles anderes von Dol Amroth
oft in tunngle zu finden

Azaril

  • Bibliothekar Bruchtals
  • **
  • Beiträge: 256
  • I am the bone of my sword.
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #416 am: 3. Nov 2014, 21:15 »
Meines Erachtens kann man GondorFighter als Bannerträger stehen lassen, habe ich auch schon öfters gemacht.

Der Fehler liegt eher daran, dass bei InitialPayload in der Horde GondorPikemen angegeben ist, das gleiche bei den RankInfos, wohingegen das Objekt der einzelnen Einheit GondorPikeman genannt wurde.

Demnach einfach dafür sorgen, dass die Namen übereinstimmen, dann sollte es funktionieren.

Ich kenne die Hälfte von euch nicht halb so gut, wie ich es gern möchte, und ich mag weniger als die Hälfte von euch auch nur halb so gern, wie ihr es verdient.
- Bilbo Beutlin -

1. Char Aldoc befindet sich in Bree

hallihallo

  • Hobbit
  • *
  • Beiträge: 1
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #417 am: 3. Nov 2014, 21:17 »
Danke!
Funktioniert aber immer noch nicht   :(
« Letzte Änderung: 3. Nov 2014, 21:36 von hallihallo »

steve1313

  • Thain des Auenlandes
  • *
  • Beiträge: 37
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #418 am: 3. Nov 2014, 21:38 »
Danke!
Funktioniert aber immer noch nicht   :(

Das bin ich, sry war mit einem anderen Account angemeldet.
« Letzte Änderung: 4. Nov 2014, 20:13 von steve1313 »
Viele die leben verdienen den Tod, und manche die sterben verdienen das Leben. Kannst du es ihnen geben?
Dann sei nicht so voreilig mit einem Todesurteil.

steve1313

  • Thain des Auenlandes
  • *
  • Beiträge: 37
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
« Antwort #419 am: 4. Nov 2014, 20:13 »
 Mittlerweile habe ich es geschafft, die Einheiten zu rekrutieren, allerdings sind sie jetzt unsichtbar. Wie kann ich das beheben?
« Letzte Änderung: 4. Nov 2014, 20:25 von steve1313 »
Viele die leben verdienen den Tod, und manche die sterben verdienen das Leben. Kannst du es ihnen geben?
Dann sei nicht so voreilig mit einem Todesurteil.