hallo alle zusammen:)
ich habe letztens mal wieder sum1 ausgegraben und ein bisschen dran rumgemoddet...
schließlich bin ich zu dem ergebnis gekommen, dass ich ein panzer aus C&C Generals in das spiel einfügen will
, weil ich gemerkt habe, dass C&C relativ ähnlich aufgebaut ist und ein panzer in sum bestimmt ziemlich gut kommt:D
nun die frage: was muss ich alles tun?
meine codingskills sind mittelmäßig , aber mein wille ist groß^^
-bisher hab ich eine panzer.ini ( aus der default/object.ini und ein paar anderen zusammengebastelt)
;------------------------------------------------------------------------------
;
; Panzer.ini
;
;------------------------------------------------------------------------------
; *** ART Parameters ***
SelectPortrait = SNBattlemaster_L
ButtonImage = HIGandalfTheWhite
Draw = W3DTankDraw ModuleTag_01
; ***DESIGN parameters ***
Buildable = Yes
Side = Gondor
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY BattleMasterTankGun
End
ArmorSet
Conditions = None
Armor = SoldierArmor
DamageFX = NormalDamageFX
End
VisionRange = 100.0 ;How far we can see
BuildCost = 200 ;Cost to build
BuildTime = 5 ;Time to build in seconds
RefundValue = 0 ;Sell value (0 = use default)
EnergyProduction = 0 ;Energy required, below 0 values produce energy
IsForbidden = No ;Forbidden on this map
IsBridge = No ;Not a landmark bridge object.
IsPrerequisite = No ;Is this object a prereq to any other object
; *** AUDIO Parameters ***
;; This is a complete list of all the sounds you can give for to an Object. All of these
;; are potentially playable in the game, though some may not actually be reachable any more
VoiceSelect = NoSound ; Played when selected
VoiceSelectGroup = NoSound
VoiceSelectBattle = NoSound ; Played when selected and ENGAGED
VoiceSelectBattleGroup = NoSound
VoiceMove = NoSound ; Given a move order
VoiceMoveGroup = NoSound
VoiceAttack = NoSound ; Given an attack order
VoiceAttackGroup = NoSound
VoiceAttackCharge = NoSound ; Given an attack order, not attacking, been a while since given an attack order
VoiceAttackChargeGroup = NoSound
VoiceFear = NoSound ; Played when object gets into "red" health zone
VoiceCreated = NoSound ; Played when first created (First unit created, if entire group is created at once)
VoiceTaskComplete = NoSound ; Generic task complete
VoiceDefect = NoSound ; Unit defects to another player
VoiceAttackAir = NoSound ; Given an order to attack an air unit. Defaults to VoiceAttack
VoiceAttackAirGroup = NoSound
VoiceGuard = NoSound ; Ordered to guard area
VoiceGuardGroup = NoSound
VoiceAlert = NoSound ; Object is entering EMOTION_ALERT
VoiceFullyCreated = NoSound ; Object is part of a horde, and the horde just had its last member produced (from factory)
VoiceRetreatToCastle = NoSound ; Object is (a) in battle (ENGAGED), (b) losing the battle, (c) outside the owner's camps/castles, and (d) given an order to move into one of the owner's camps / castle
VoiceRetreatToCastleGrou p = NoSound
VoiceMoveToCamp = NoSound ; Object is outside of the owner's camp / castles, and is ordered to move into one the owner's camps / castles
VoiceMoveToCampGroup = NoSound
VoiceAttackStructure = NoSound ; Object is ordered to attack an object with KindOf = STRUCTURE
VoiceAttackStructureGrou p = NoSound
VoiceAttackMachine = NoSound ; Object is ordered to attack an object with KindOf = MACHINE
VoiceAttackMachineGroup = NoSound
VoiceMoveWhileAttacking = NoSound ; Object is given a move order while ENGAGED
VoiceMoveWhileAttackingG roup = NoSound
VoiceAmbushed = NoSound ; Object is not ATTACKING or ENGAGED, and takes damage from an enemy who is invisible due to stealth
VoiceCombineWithHorde = NoSound ; Unit is not a member of a horde, and is being told to combine with a horde
VoiceEnterStateAttack = NoSound ; AI is actually entering an attack state
VoiceEnterStateAttackCha rge = NoSound ; AI is actually entering an attack state for first time in n seconds
VoiceEnterStateAttackAir = NoSound ; AI is actually entering an attack state for an airborn target
VoiceEnterStateAttackStr ucture = NoSound ; AI is actually entering an attack state for a structure
VoiceEnterStateAttackMac hine = NoSound ; AI is actually entering an attack state for a machine
VoiceEnterStateMove = NoSound ; AI is actually entering a move state
VoiceEnterStateRetreatTo Castle = NoSound ; AI is actually entering a move state during battle from outside castle to inside
VoiceEnterStateMoveToCam p = NoSound ; AI is actually entering a move state NOT during battle from outside castle to inside
VoiceEnterStateMoveWhile Attacking = NoSound ; AI is actually entering a move state during battle
VoiceSelect2 = NoSound
VoiceSelectGroup2 = NoSound
VoiceSelectBattle2 = NoSound
VoiceSelectBattleGroup2 = NoSound
VoiceMove2 = NoSound
VoiceMoveGroup2 = NoSound
VoiceAttack2 = NoSound
VoiceAttackGroup2 = NoSound
VoiceAttackCharge2 = NoSound
VoiceAttackChargeGroup2 = NoSound
VoiceFear2 = NoSound
VoiceCreated2 = NoSound
VoiceTaskComplete2 = NoSound
VoiceDefect2 = NoSound
VoiceAttackAir2 = NoSound
VoiceAttackAirGroup2 = NoSound
VoiceGuard2 = NoSound
VoiceGuardGroup2 = NoSound
VoiceAlert2 = NoSound
VoiceFullyCreated2 = NoSound
VoiceRetreatToCastle2 = NoSound
VoiceRetreatToCastleGrou p2 = NoSound
VoiceMoveToCamp2 = NoSound
VoiceMoveToCampGroup2 = NoSound
VoiceAttackStructure2 = NoSound
VoiceAttackStructureGrou p2 = NoSound
VoiceAttackMachine2 = NoSound
VoiceAttackMachineGroup2 = NoSound
VoiceMoveWhileAttacking2 = NoSound
VoiceMoveWhileAttackingG roup2 = NoSound
VoiceAmbushed2 = NoSound
VoiceCombineWithHorde2 = NoSound
VoiceEnterStateAttack2 = NoSound
VoiceEnterStateAttackCha rge2 = NoSound
VoiceEnterStateAttackAir 2 = NoSound
VoiceEnterStateAttackStr ucture2 = NoSound
VoiceEnterStateAttackMac hine2 = NoSound
VoiceEnterStateMove2 = NoSound
VoiceEnterStateRetreatTo Castle2 = NoSound
VoiceEnterStateMoveToCam p2 = NoSound
VoiceEnterStateMoveWhile Attacking2 = NoSound
SoundMoveStart = NoSound ; When starting a move
SoundMoveStartDamaged = NoSound ; Starting a move while damaged
SoundMoveLoop = NoSound ; Played while moving
SoundMoveLoopDamaged = NoSound
SoundAmbient = NoSound ; Always played until dead (if SoundAmbientDamaged / SoundAmbientReallyDamage d defined, played until that damage level is reached)
SoundAmbientDamaged = NoSound ; Played when damaged (looping)
SoundAmbientReallyDamage d = NoSound ; Played when really damaged (looping)
SoundAmbientRubble = NoSound ; Played when dead (looping)
SoundAmbient2 = NoSound
SoundAmbientDamaged2 = NoSound
SoundAmbientReallyDamage d2 = NoSound
SoundAmbientRubble2 = NoSound
SoundAmbientBattle = NoSound ; Extra ambient played when in battle
SoundStealthOn = NoSound ; Played when turning on stealth
SoundStealthOff = NoSound ; Played when turning off stealth
SoundCreated = NoSound ; Played when created (produced)
SoundOnDamaged = NoSound ; Played when going into "damaged" state
SoundOnReallyDamaged = NoSound ; Played when going into "really damaged" state
SoundEnter = NoSound
SoundExit = NoSound
SoundPromotedVeteran = NoSound
SoundPromotedElite = NoSound
SoundPromotedHero = NoSound
SoundFallingFromPlane = NoSound
SoundImpact = NoSound
SoundCrushing = NoSound ; Sound made when crushing another unit, NOT when being crushed
UnitSpecificSounds
;; This is the list of unit specific sounds recognized by the game. Be careful --
;; the INI parser will not warn you about typos made in the name of the various sounds
; TurretMoveLoop ; Played while turret is changing orientation
; DisguiseStarted
; DisguiseRevealedSuccess
; DisguiseRevealedFailure
; Deploy
; Undeploy
; UnderConstruction ; Loop, being built from scratch by a worker/dozer
; UnderRepairFromDamage ; Loop, being repaired from a damaged state by a worker/dozer
; UnderRepairFromRubble ; Loop, being repaired from rubble by a worker/dozer
; VoiceDesperateAttack
; VoiceDesperateAttackGrou p
; VoiceDesperateAttack2
; VoiceDesperateAttackGrou p2
; VoiceCaptureBuildingComp lete
; VoiceCaptureBuildingComp leteGroup
; VoiceCaptureBuildingComp lete2
; VoiceCaptureBuildingComp leteGroup2
; VoiceSupply
; VoiceSupplyGroup
; VoiceSupply2
; VoiceSupplyGroup2
; VoiceUnload
; VoiceUnloadGroup
; VoiceUnload2
; VoiceUnloadGroup2
; VoiceRepair
; VoiceRepairGroup
; VoiceRepair2
; VoiceRepairGroup2
; VoiceCombatDrop
; VoiceCombatDropGroup
; VoiceCombatDrop2
; VoiceCombatDropGroup2
; VoiceGetHealed
; VoiceGetHealedGroup
; VoiceGetHealed2
; VoiceGetHealedGroup2
; VoiceGarrison
; VoiceGarrisonGroup
; VoiceGarrison2
; VoiceGarrisonGroup2
; VoiceEnterHostile
; VoiceEnterHostileGroup
; VoiceEnterHostile2
; VoiceEnterHostileGroup2
; VoiceEnter
; VoiceEnterGroup
; VoiceEnter2
; VoiceEnterGroup2
; VoiceCrush
; VoiceCrushGroup
; VoiceCrush2
; VoiceCrushGroup2
; VoiceSalvage
; VoiceSalvageGroup
; VoiceSalvage2
; VoiceSalvageGroup2
; VoiceBuildResponse
; VoiceBuildResponseGroup
; VoiceBuildResponse2
; VoiceBuildResponseGroup2
; VoicePrimaryWeaponMode ; Played when switching to primary weapon
; VoicePrimaryWeaponModeGr oup
; VoicePrimaryWeaponMode2
; VoicePrimaryWeaponModeGr oup2
; VoiceSecondaryWeaponMode ; Played when switching to secondary weapon
; VoiceSecondaryWeaponMode Group
; VoiceSecondaryWeaponMode 2
; VoiceSecondaryWeaponMode Group2
; VoiceTertiaryWeaponMode ; Played when switching to tertiary weapon
; VoiceTertiaryWeaponModeG roup
; VoiceTertiaryWeaponMode2
; VoiceTertiaryWeaponModeG roup2
; VoiceBombard ; Played when order to attack the ground (defaults to VoiceAttack)
; VoiceBombardGroup
; VoiceBombard2
; VoiceBombardGroup2
; VoiceRapidFire ; Played when getting into rapid fire mode
; VoiceRapidFireGroup
; VoiceRapidFire2
; VoiceRapidFireGroup2
; VoiceEnterUnit<ObjectName> ; Played when entering a specific type of object e.g. VoiceEnterUnitMordorMuma kil
; VoiceEnterUnit<ObjectName>Group
; VoiceEnterUnit<ObjectName>2
; VoiceEnterUnit<ObjectName>Group2
; VoiceAttackUnit<ObjectName> ; Played when ordered to attack a specific type of object e.g. VoiceAttackUnitRohanEntF ir
; VoiceAttackUnit<ObjectName>Group
; VoiceAttackUnit<ObjectName>2
; VoiceAttackUnit<ObjectName>Group2
End
VoicePriority = 5
GroupVoiceThreshold = 20 ; Switch to VoiceWhateverGroup at this many units. 0 = never use group voices
VoiceAmbushBlockingRadiu s = 200 ; When thinking about calling out ambush, tell units within this radius to not call "ambush" for a while
VoiceAmbushTimeout = 30000 ; When a nearby unit was thinking about calling out ambush, don't call ambush outselves for this long.
EvaEnemyUnitSightedEvent = GenericEnemyUnitSighted ; Normally just say "There's the enemy!"
; *** ENGINEERING Parameters ***
RadarPriority = INVALID ;INVALID means not set, and generally won't be on the radar
DisplayColor = R:100 G:100 B:100 ;Editor display color
KindOf = NONE ;Kind of bits
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = GONDOR_SOLDIER_HEALTH
MaxHealthDamaged = GONDOR_SOLDIER_HEALTH_DA MAGED
;RecoveryTime = GONDOR_SOLDIER_HEALTH_RE COVERY_TIME
End
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTa g
TriggeredBy = Upgrade_GondorForgedBlad es Upgrade_TechnologyGondor ForgedBlades
RequiresAllTriggers = Yes
End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_GondorHeavyArmor
ArmorSetFlag = PLAYER_UPGRADE
;KillArmorUpgrade = Yes ;This cancels any previous armor upgrade.
End
; InheritableModule means "don't remove me by default when copied from default"
InheritableModule
Behavior = AttributeModifierPoolUpd ate ModuleTag_DefaultAttribu teModifierPoolUpdate
;nothing
End
End
; InheritableModule means "don't remove me by default when copied from default"
; InheritableModule
; Behavior = AutoHealBehavior ModuleTag_DefaultAutoHea lBehavior
; HealingAmount = 10 ;in health points
; HealingDelay = 1000 ; msec
; TriggeredBy = Upgrade_Veterancy_ELITE Upgrade_Veterancy_HEROIC ; Either of these two will work (you can skip Elite, so need both)
; StartHealingDelay = 5000 ;in miliseconds
; End
; End
InheritableModule
; This will farm out any experience we gain to nearby units.
Behavior = ShareExperienceBehavior ModuleTag_DefaultShareEx p
Radius = 100.0
ObjectFilter = ANY +HERO
DropOff = 1.0 ; Must be one or zero.
End
End
InheritableModule
Behavior = TemporarilyDefectUpdate ModuleTag_TemporarilyDef ectUpdate
;***************************** IMPORTANT ***********************************************
;***************************** IMPORTANT ***********************************************
;***************************** IMPORTANT ***********************************************
;***************************** IMPORTANT ***********************************************
DefectDuration = 30000 ; VERY VERY IMPORTANT, YOU MUST Make sure that DefectDuration
; is LESS than the ReloadTime of the special power(s)
; that trigger defection. Or all maner of grief will happen
; with defected units. So any special powers (currently only
; SpecialAbilityDominateEn emy in specialpower.ini) that
; trigger TemporarilyDefectUpdate will need to MAKE SURE
; that thier ReloadTimes are greater than DefectDuration
;***************************** IMPORTANT ***********************************************
;***************************** IMPORTANT ***********************************************
;***************************** IMPORTANT ***********************************************
;***************************** IMPORTANT ***********************************************
End
End
InheritableModule
Behavior = AttributeModifierUpgrade ModuleTag_EasySoloBonus
TriggeredBy = Upgrade_EasyAISinglePlay er
AttributeModifier = EasyAISinglePlayer_Bonus
End
End
InheritableModule
Behavior = AttributeModifierUpgrade ModuleTag_MediumSoloBonu s
TriggeredBy = Upgrade_MediumAISinglePl ayer
AttributeModifier = MediumAISinglePlayer_Bon us
End
End
InheritableModule
Behavior = AttributeModifierUpgrade ModuleTag_HardSoloBonus
TriggeredBy = Upgrade_HardAISinglePlay er
AttributeModifier = HardAISinglePlayer_Bonus
End
End
InheritableModule
Behavior = AttributeModifierUpgrade ModuleTag_EasyMPBonus
TriggeredBy = Upgrade_EasyAIMultiPlaye r
AttributeModifier = EasyAIMultiPlayer_Bonus
End
End
InheritableModule
Behavior = AttributeModifierUpgrade ModuleTag_MediumMPBonus
TriggeredBy = Upgrade_MediumAIMultiPla yer
AttributeModifier = MediumAIMultiPlayer_Bonu s
End
End
InheritableModule
Behavior = AttributeModifierUpgrade ModuleTag_HardMPBonus
TriggeredBy = Upgrade_HardAIMultiPlaye r
AttributeModifier = HardAIMultiPlayer_Bonus
End
End
Scale = 1.0 ;Scaling
Geometry = SPHERE ;Collision geometry
GeometryMajorRadius = 0.8 ;Collision major radius
GeometryMinorRadius = 0.8 ;Collision minor radius
GeometryHeight = 0.8 ;Height for geometry
GeometryIsSmall = Yes ;Is small geometry
Shadow = NONE ;Shadows present for object
BuildCompletion = APPEARS_AT_RALLY_POINT ;Or PLACED_BY_PLAYER
; -----------------------------------------------------------------------------------------
; Table to use to scale experience by rank per mission. Defined in ExperienceLevels.ini.
ExperienceScalarTable = DefaultExperienceScalarT able
End
-die commandbutton.ini
CommandButton Command_Panzer
Command = UNIT_BUILD
Object = Panzer
TextLabel = Panzer
DescriptLabel = Panzer
ButtonImage = BMGreatSeigeWorks_Batter ingRam
ButtonBorderType = BUILD
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
-und die commandset.ini
CommandSet Panzer
1 = Command_Guard
13 = Command_AttackMove
14 = Command_Stop
15 = Command_Guard
End
CommandSet GondorBarracksCommandSet
1 = Command_ConstructGondorF ighterHorde
2 = Command_ConstructGondorT owerShieldGuardHorde
3 = Command_ConstructPanzer
4 = Command_ConstructGondorA rcherHorde
5 = Command_Sell
End
-dann hab ich noch die w3d und die texture datei in den sumordner geschoben
-an der game.dat muss ich noch was machen (ka was^^)
und jetzt weiß ich nicht mehr weiter...
kann und will mir jemand bei meinem vorhaben helfen?
Lg yogurt