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Autor Thema: Verstärkung rufen-Problem  (Gelesen 3222 mal)

Hexenkönig13

  • Wanderer des Alten Waldes
  • *
  • Beiträge: 50
Verstärkung rufen-Problem
« am: 9. Dez 2008, 20:39 »
Meld mich auch mal wieder.

Ich habe einen neuen Helden gemacht und wollte ihm eine Verstärkung rufen-Fähigkeit geben, wo je ein geupgradetes Bat Turmwachen,Düsterwaldbgs und Zwergenhüter erscheint. Ich hab die jeweiligen Objekte kopiert, neue Namen gegeben,InitialPayload geändert und die ObjectTypes geändert. Ich hab die Behaviors aus der aragorn.ini in meine ini kopiert, SpecialPowerTemplate und das Upgrade erstellt und geändert und eine OCL erstellt. Danach hab ich bei der experience.ini das Upgrade bei Lv1 angegeben, einen neuen CommandButton angelegt und in die CommandSet gepackt. Im Spiel kann ich den Button zwar anklicken, doch der Cursor zum Beschwören erscheint nicht. Hab ich irgendwas vergessen? Ich kann wenn nötig die Codes posten.

Hoffe auf Hilfe HK13
 

Turin Turumbar

  • Administrator
  • Hüter von Anduril
  • *****
  • Beiträge: 3.703
Re: Verstärkung rufen-Problem
« Antwort #1 am: 9. Dez 2008, 21:04 »
Commandbutton, Commandset und Heroe-Codes bitte, die anderen müssten bei diesem Fall unbedeutend sein.

Hexenkönig13

  • Wanderer des Alten Waldes
  • *
  • Beiträge: 50
Re: Verstärkung rufen-Problem
« Antwort #2 am: 9. Dez 2008, 21:09 »
CB:
CommandButton Command_SpecialAbilityTurgulAdG
  Command           = SPECIAL_POWER
  SpecialPower      = SpecialAbilityTurgulAdG
  TextLabel         = CONTROLBAR:AllianzdG
  ButtonImage       = HSKingDainSummonRoyalGuard
  ;Options           = NEED_TARGET_POS CONTEXTMODE_COMMAND
  RadiusCursorType  = SummonOathBreakersRadiusCursor
  CursorName        = Bombard
  InvalidCursorName = GenericInvalid 
  ButtonBorderType  = ACTION
  DescriptLabel     = CONTROLBAR:ToolTipAllianzdG
  InPalantir     = Yes
End


CS:
CommandSet TurgulCommandSet
1 = Command_ToggleStance
      2     = Command_SpecialAbilityTurgulLeadership
      3     = Command_TurgulToggleMounted
4 = Command_SpecialAbilityAthelas
5 = Command_SpecialAbilityBladeMaster
      6     = Command_CommandsetNew
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16  = Command_SetStanceBattle
17  = Command_SetStanceAggressive
18  = Command_SetStanceHoldGround
End

CommandSet Turgul2CommandSet
      1     = Command_ToggleStance
= Command_SpecialAbilityWizardBlast
= Command_GondorGandalfLightningSword
= Command_GondorGandalfIstariLight
;5 = Command_SpecialAbilityWordOfPower
         [b]5     = Command_SpecialAbilityTurgulAdG[/b]     
             6     = Command_CommandsetOld
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16  = Command_SetStanceBattle
17  = Command_SetStanceAggressive
18  = Command_SetStanceHoldGround
End

Helden.ini:
;------------------------------------------------------------------------------
;
; Turgûl.ini
;
;------------------------------------------------------------------------------

; Turgûl
Object GondorTurgul
; *** ART Parameters ***

    ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPTurgul
   
    ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HITurgul

DescriptionStrategic = CONTROLBAR:LW_ToolTip_Boromir

Draw = W3DScriptedModelDraw ModuleTag_DRAW

   StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD

  OkToChangeModelColor = Yes

DefaultModelConditionState
Model               = guturgul
End

ModelConditionState = MOUNTED
Model = guturgulmounted
End

ModelConditionState = WEAPONSET_TOGGLE_1
Model   = guturgul
End

ModelConditionState = WEAPONSET_TOGGLE_2
Model   = guturgul
End

;ModelConditionState = WEAPONSET_TOGGLE_3
; Model   = guturgul
;End

ModelConditionState = WEAPONSET_HERO_MODE USER_3
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes
End

ModelConditionState = WEAPONSET_HERO_MODE
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
End

AnimationState = USER_1
StateName = OATH_BREAKERS
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKA
AnimationMode = ONCE
End
End
; --------- MOUNTED  ------------

; --- Dying Anims
AnimationState = MOUNTED FREEFALL
Animation = freefall
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED STUNNED_FLAILING
Animation = JustDie
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED DYING SPLATTED
Animation = Land
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_LNDA
AnimationMode = ONCE
End
End

; This is the no-spawn-horse type of death
AnimationState = MOUNTED DYING
Animation = JustDie
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_DIEA
AnimationMode = ONCE
End
End

AnimationState = MOUNTED STUNNED_STANDING_UP
Animation = StandUp
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = MOUNTED STUNNED
Animation = Land
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_LNDA
AnimationMode = ONCE
End
End

AnimationState = PARALYZED MOUNTED
Animation
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLA
AnimationMode = LOOP
End
End


; --- Attacking Anims
AnimationState        =  MOUNTED FIRING_OR_PREATTACK_A ATTACKING_STRUCTURE
StateName = Attacking
Animation = attackinga  building while mounted.
AnimationName           = RUHHs_Theo_SKL.RUHHs_Theo_ATKA  ;ATKB looked pretty silly.
AnimationMode       = ONCE
UseWeaponTiming = Yes
End
End



AnimationState        = MOUNTED MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation           = MountedRunAndFire
AnimationName       = RUHHs_Theo_SKL.RUHHs_Theo_ATRA
AnimationMode       = LOOP
End
Flags               = RANDOMSTART 
End

AnimationState = MOUNTED FIRING_OR_PREATTACK_A
Animation = AttackA
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackB
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

; --- Moving Anims
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TNL1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.2 1.2
AnimationBlendTime = 20
End
End

AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TNR1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.2 1.2
AnimationBlendTime = 20
End
End




AnimationState = MOUNTED MOVING TURN_LEFT
Animation = TurnLeft
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.5 1.5
End
; ;ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOUNTED MOVING TURN_RIGHT
Animation = TurnRight
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TRNR
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.5 1.5
End
; ;ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOUNTED MOVING ACCELERATE
Animation = Accelerate
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ACCL
AnimationMode = LOOP
End
;ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOUNTED MOVING DECELERATE
Animation = Decelerate
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.55 0.55
End
;ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOUNTED MOVING WALKING
Animation = Walk
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails 
End

AnimationState = MOUNTED MOVING BACKING_UP
Animation = BackingUp
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails 
End


AnimationState = MOUNTED MOVING
Animation = RunA
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_RUNA
AnimationMode = LOOP
End
  Flags = RANDOMSTART
;ParticleSysBone = None CalvaryDustTrails 
End

; --- Selected Anims
AnimationState = MOUNTED SELECTED
SimilarRestart =   Yes
StateName = AtAttentionIdle
Animation = ATNB
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLH
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
if Prev == "STATE_CaptainMounted" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
EndScript
End

TransitionState = TRANS_MountedSelect
Animation = ATNA
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATNA
AnimationMode = ONCE
End
End

; HITA not available on Theoden
; AnimationState = MOUNTED HIT_REACTION
; Animation = Hit_Level_1_a
; AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_HITA
; AnimationMode = ONCE
; End
; End

; --- Idle Anims
AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLA
AnimationPriority = 30
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleC
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End


; --- Idle Anims
IdleAnimationState
StateName = Idle
Animation
AnimationName       = MUNazgul_SKL.MUNazgul_IDLB
AnimationPriority = 4
AnimationBlendTime = 15
AnimationMode       = ONCE
End
Animation
AnimationName       = MUNazgul_SKL.MUNazgul_IDLC
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode       = ONCE
End
Animation
AnimationName       = MUNazgul_SKL.MUNazgul_IDLD
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode       = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
EndScript
End


AnimationState = DYING BURNINGDEATH
Animation
AnimationName = MUNazgul_SKL.MUNazgul_DTHA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End


AnimationState = DYING
Animation
AnimationName       = MUNazgul_SKL.MUNazgul_DTHA
AnimationMode       = ONCE
End
End

AnimationState = BURNINGDEATH
Animation
AnimationName = MUNazgul_SKL.MUNazgul_MFDA
AnimationMode = LOOP
Distance = 90
End
End

AnimationState = FREEFALL
Animation
AnimationName = MUNazgul_SKL.MUNazgul_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = MUNazgul_SKL.MUNazgul_GTPA
AnimationMode = ONCE
End
End

AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation
AnimationName = MUNazgul_SKL.MUNazgul_RUNB
AnimationMode = LOOP
End

Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = FIRING_OR_PREATTACK_A
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKA
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKB
AnimationMode = ONCE
End
End

AnimationState = MOVING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_RUNA
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUNazgul_SKL.MUNazgul_HITA
AnimationMode = ONCE
End
End

AnimationState = LEVELED
Animation = Hit_Level_1_a
AnimationName = MUNazgul_SKL.MUNazgul_LVLA
AnimationMode = ONCE
End
End

; AnimationState = ENGAGED
; Animation
; AnimationName = MUNazgul_SKL.MUNazgul_APPA
; AnimationMode = LOOP
; End
; End


AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_CHRA
AnimationMode = LOOP
End
End

AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUNazgul_SKL.MUNazgul_TNTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End

AnimationState = RAISING_FLAG
Animation
AnimationName = MUNazgul_SKL.MUNazgul_CHRA
AnimationMode = LOOP
End
End

AnimationState = SELECTED
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End

    TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUNazgul_SKL.MUNazgul_ATNA
AnimationMode = ONCE
AnimationBlendTime = 10
End
    End
   
    TransitionState = TRANS_Selected_to_Idle
Animation = ATNF
AnimationName = MUNazgul_SKL.MUNazgul_ATNF
AnimationMode = ONCE
AnimationBlendTime = 10
End
    End
   
End

;-------------------------------------------------------------------------------------------

; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = BOROMIR_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
  BuildCost         = 1
  BuildTime         = 1
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = BOROMIR_DAMAGE

HeroSortOrder = 50

TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = None
Weapon = PRIMARY    BoromirSword
;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions      = None
Armor           = ToughHeroArmor
DamageFX        = NormalDamageFX
End

VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%

BountyValue = GONDOR_BOROMIR_BOUNTY_VALUE
DisplayName = OBJECT:GondorTurgul
RecruitText = CONTROLBAR:GondorTurgulRecruit
ReviveText = CONTROLBAR:GondorTurgulRevive
Hotkey = CONTROLBAR:GondorTurgulHotkey
CrushableLevel = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

CommandSet = TurgulCommandSet
CommandPoints = 50


; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_BoromirBody

AutoResolveArmor
Armor = AutoResolve_BoromirArmor
End

AutoResolveWeapon
Weapon = AutoResolve_BoromirWeapon
End

AutoResolveLeadership = AutoResolve_BoromirBonus


; *** AUDIO Parameters ***;

VoiceAttack = BoromirVoiceAttack
VoiceAttackCharge = BoromirVoiceAttackCharge
VoiceAttackMachine = BoromirVoiceAttack
VoiceAttackStructure = BoromirVoiceAttackBuilding
;VoiceCreated = BoromirVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
;VoiceFullyCreated = BoromirVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFear = BoromirVoiceHelpMe
VoiceMove = BoromirVoiceMove
VoiceMoveToCamp = BoromirVoiceMoveCamp
VoiceMoveWhileAttacking = BoromirVoiceDisengage
VoicePriority = 84
VoiceRetreatToCastle = BoromirVoiceRetreat
VoiceSelect = BoromirVoiceSelectMS
VoiceSelectBattle = BoromirVoiceSelectBattle
VoiceGuard = BoromirVoiceMove

SoundImpact = ImpactHorse

;BoromirVoiceJoinAnybody

UnitSpecificSounds
VoiceGarrison = BoromirVoiceGarrison
VoiceEnterUnitElvenTransportShip = BoromirVoiceMove
VoiceInitiateCaptureBuilding = BoromirVoiceMove
End

CrowdResponseKey = GoodMen

    #include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = NazgulDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
;For deaths you can respawn from, use the DeathFX

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800

AnimationSound = Sound:FootstepDirtA Animation:MUBLKRIDER_SKL.MUBLKRIDER_CHRA Frames:26 38

AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_ACCL Frames:8 30
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNA Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNB Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNL1 Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNR1 Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNL Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNR Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:0
;AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEB Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:0
;AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIED Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_IDLC Frames:9
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_TNTB Frames:9
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:10 46
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:20 43
AnimationSound = Sound:BodyFallGenericNoArmor Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:70
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:3 11
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:0
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Infantry Hero
;UnitWeight = 2
End


; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_LONG

; Body = DelayedDeathBody ModuleTag_DelayedDeathBody ;DelayedDeath is a variation of RespawnBody
; CheerRadius = EMOTION_CHEER_RADIUS
; MaxHealth = BOROMIR_HEALTH ; BALANCE
; DelayedDeathTime = 10000 ; Amount of time spent still fighting after being killed
; DelayedDeathPrerequisiteUpgrade = Upgrade_BoromirLastStand ; Need this upgrade to be able to delay my death.
; InvulnerableFX = FX_BoromirLastStand
;
; PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent      = HERO_DODGE_PERCENT
; End

; Body = ActiveBody ModuleTag_ActiveBody
; CheerRadius = EMOTION_CHEER_RADIUS
; MaxHealth = BOROMIR_HEALTH ; BALANCE
 ;  DodgePercent      = HERO_DODGE_PERCENT
; End

; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
; SpecialPowerTemplate = SpecialAbilityFakeLeadership
; TriggeredBy = Upgrade_BoromirLastStand
; End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate   
SpecialPowerTemplate      = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack  = No
StartsPaused = Yes
End

Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth          = BOROMIR_HEALTH ;BALANCE Eomer Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
    DodgePercent      = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn
DeathAnim = DYING  ;Model condition to play when killed-to-respawn
DeathFX = FX_BoromirDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_BoromirInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_BoromirRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIBorimir_res

;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:625 Time:60000 Health:100% ;DEFAULT VALUES
End

Behavior = AutoHealBehavior ModuleTag_BoromirHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = LifetimeUpdate ModuleTag_LifeTime ; Used after 'death' to continue for a certain time before really dying.
WaitForWakeUp = Yes
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = Hero
    End

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

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = BoromirFunctions
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Doom_Base
// AddEmotion =   BraceForBeingCrushed_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
AddEmotion = CheerForAboutToCrush_Base
End

LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed     = NORMAL_GOOD_HERO_SPEED
End

LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed     = NORMAL_CAVALRY_FAST_HORDE_SPEED
End

Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End

Behavior = DualWeaponBehavior ModuleTag_13
SwitchWeaponOnCloseRangeDistance = 161
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 4000 ;msec
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.40     ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL BoromirVoiceDie
; - Where does this stuff go? -
; UnpackTime              = 2000
; PreparationTime         = 1   
; PersistentPrepTime      = 4000
; PackTime                = 2000
; WhichSpecialWeapon = 1
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 7 ; level 1 (light  damage)  hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 15 ; level 2 (medium damage)  hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 10 ; level 3 (heavy  damage)  hit reaction animations in frames (5 per sec)

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
End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableHorn
SpecialPowerTemplate = SpecialAbilityHornOfGondor
TriggeredBy = Upgrade_BoromirHornOfGondor
End
Behavior = SpecialPowerModule ModuleTag_HornStarter
SpecialPowerTemplate = SpecialAbilityHornOfGondor
UpdateModuleStartsAttack = Yes
AntiCategory = LEADERSHIP
AttributeModifier = BoromirGondorHornAntiCategory ; Used for the anti category duration only.
AttributeModifierRange = 70.0 ; RotWK originally 100
StartsPaused = Yes ; obtained on level 2
End
Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_HornUpdate   
SpecialPowerTemplate    = SpecialAbilityHornOfGondor
; StartAbilityRange       = 2.0


UnpackTime              = 1700 ; Drawing the horn
PreparationTime         = 1 ; nothing
PersistentPrepTime      = 1600 ; Blowing
PackTime                = 1666 ; Putting horn away

;    PackSound               =
;    UnpackSound             =
;    TriggerSound            =
;    PrepSoundLoop           =
AwardXPForTriggering    = 0
End

;-Pferd-

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseHorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
TriggeredBy = Upgrade_TurgulToggleMounted
End

; --------- ATHELAS -----------------------------------------------------------------
  Behavior = SpecialPowerModule ModuleTag_AragornAthelas
SpecialPowerTemplate    = SpecialAbilityAragornAthelas
UpdateModuleStartsAttack  = Yes
TriggerFX = FX_AragornAthelas
SetModelCondition = ModelConditionState:USER_2
SetModelConditionTime = 2.1
End

Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate               
SpecialPowerTemplate    = SpecialAbilityAragornAthelas
StartAbilityRange       = 1.6
UnpackTime              = 1 ; Nothing to touching it
PreparationTime         = 3 ; touching it to grabbing it
PackTime                = 2096  ; whacking it to holding it nice
AwardXPForTriggering    = 0
End

Behavior = AutoAbilityBehavior ModuleTag_AthelasAutoAbility
SpecialAbility = SpecialAbilityAragornAthelas
MaxScanRange = 150
Query = 1 NONE +HERO ALLIES
End

Behavior = AutoHealBehavior ModuleTag_AthelasHealing
StartsActive = Yes ; Active, as in no upgrade required
ButtonTriggered = Yes ; But doesn't actually run on its own.
HealingAmount = ATHELAS_HEAL_AMOUNT
Radius = 200
HealOnlyOthers = No
SingleBurst = Yes
UnitHealPulseFX = FX_AragornAthelas
KindOf = HERO
End

;--------------------BLADEMASTER------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
TriggeredBy = Upgrade_AragornBladeMaster
End

  Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter                ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate    = SpecialAbilityAragornBladeMaster
StartsPaused = Yes
End

Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate   ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate    = SpecialAbilityAragornBladeMaster
HeroAttributeModifier = AragornBladeMaster
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime              = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End


         ;------- WORD OF POWER (BLUE RING BLAST) SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler
SpecialPowerTemplate = SpecialAbilityWordOfPower
TriggeredBy = Upgrade_GandalfWordOfPower
End

Behavior = SpecialPowerModule ModuleTag_WordStarter
SpecialPowerTemplate = SpecialAbilityWordOfPower
UpdateModuleStartsAttack = Yes
StartsPaused              = Yes
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWordOfPower
WhichSpecialWeapon        = 1
SkipContinue            = Yes
UnpackTime = 1700
PackTime = 1
FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
AwardXPForTriggering = 0
StartAbilityRange        = 80.0
SpecialWeapon            = TurgulWordOfPower
End

;--------FÜHERERSCHAFT------------------;
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive        = No
BonusName        = TurgulLeadership
TriggeredBy        = Upgrade_TheodenLeadership
RefreshDelay        = 2000
Range        = 200
AntiCategory        = BUFF
ObjectFilter             = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate     = SpecialAbilityFakeLeadership
TriggeredBy              = Upgrade_TheodenLeadership
End

;------- ISTARI WEAPON --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IstariLightEnabler
SpecialPowerTemplate = SpecialAbilityIstariLight
TriggeredBy = Upgrade_GandalfIstariLight
End
Behavior = SpecialPowerModule ModuleTag_IstariLightPower                     
SpecialPowerTemplate = SpecialAbilityIstariLight
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = GandalfVoiceAttackIstariLight ;this plays when he targets, not when he fires
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IstariLightUpdate
SpecialPowerTemplate    = SpecialAbilityIstariLight
SkipContinue = Yes
UnpackTime              = 2000
  PreparationTime         = 1 
  PersistentPrepTime      = 2000
  PackTime                = 500
AwardXPForTriggering    = 0
StartAbilityRange = GANDALF_PHASER_CAST_RANGE ; Note: This has to be smaller than the weapon range or it'll never succeed
ApproachRequiresLOS = Yes
SpecialWeapon = GandalfStaffWeapon
MustFinishAbility = Yes
WhichSpecialWeapon = 3
BusyForDuration = 2500
End

;------- WIZARD BLAST SPELL --------------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_BlastStarter                     
SpecialPowerTemplate = SpecialAbilityWizardBlast
UpdateModuleStartsAttack = Yes
StartsPaused = No
InitiateSound = GandalfVoiceAttackWizardBlast ;this plays when he targets, not when he fires
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WizardBlastWeaponFireUpdate
SpecialPowerTemplate    = SpecialAbilityWizardBlast
WhichSpecialWeapon = 2
SkipContinue = Yes

UnpackTime              = 900
PreparationTime         = 1   
PersistentPrepTime      = 1500
PackTime                = 1100

AwardXPForTriggering    = 0
StartAbilityRange = 80.0
MustFinishAbility = Yes
SpecialWeapon = GandalfWizardBlast
End

;------- LIGHTNING SWORD SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LightningEnabler
SpecialPowerTemplate = SpecialAbilityLightningSword
TriggeredBy = Upgrade_GandalfLightningSword
End

Behavior = SpecialPowerModule ModuleTag_11                     
SpecialPowerTemplate = SpecialAbilityLightningSword
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = GandalfVoiceAttackLightningSword ;this plays when he targets, not when he fires
End

Behavior = ArrowStormUpdate ModuleTag_12               
SpecialPowerTemplate    = SpecialAbilityLightningSword
StartAbilityRange       = 275.0
UnpackingVariation = 1

UnpackTime              = 2500 ; Pull out arrow
PreparationTime         = 1 ; Quick shot
PersistentPrepTime      = 500 ; looping the quick shot
PackTime                = 1500 ; back to idle

ApproachRequiresLOS     = Yes ; required so that it doesn't shoot through walls
AwardXPForTriggering    = 0

ActiveLoopSound = GandalfLightningLoop  ; Sound loops entire time ability is actively firing

;Specific to ArrowStorm
WeaponTemplate  = GandalfLightningSwordBlastWeapon
TargetRadius    = 150
ShotsPerTarget  = 1
ShotsPerBurst   = 1
MaxShots        = 25  ; will double up if run out of targets
End

;-----------------------------Pferd----------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler
SpecialPowerTemplate = SpecialAbilityToggleMounted
TriggeredBy = Upgrade_Shadowfax
End
  Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter                     
  SpecialPowerTemplate = SpecialAbilityToggleMounted
  UpdateModuleStartsAttack = Yes
  StartsPaused = Yes
  End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
  SpecialPowerTemplate    = SpecialAbilityToggleMounted
UnpackTime              = 2000
  PreparationTime         = 1 
  PersistentPrepTime      = 250
  PackTime                = 2000
  OpacityTarget = .3 ; How see-thru to be at peak of change
    AwardXPForTriggering    = 0
End

;-----------------------------Allianz des Guten-----------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornOathbreakersEnabler
SpecialPowerTemplate = SpecialAbilityTurgulAdG
TriggeredBy = Upgrade_AragornOathbreakers
End

Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SpecialAbilityTurgulAdG
OCL = OCL_TurgulAdG
CreateLocation = CREATE_AT_LOCATION
StartsPaused = Yes
SetModelCondition = ModelConditionState:USER_1
SetModelConditionTime = 8.1
End

;-----------------CommandSets----------------------------

Behavior = MonitorConditionUpdate ModuleTag_CommandSetNew
ModelConditionFlags = WEAPONSET_TOGGLE_1
ModelConditionCommandSet = Turgul2CommandSet
End

Behavior = MonitorConditionUpdate ModuleTag_CommandSetOld
ModelConditionFlags = WEAPONSET_TOGGLE_2
ModelConditionCommandSet = TurgulCommandSet
End

; Behavior = MonitorConditionUpdate ModuleTag_CommandSetNew2
; ModelConditionFlags = WEAPONSET_TOGGLE_3
; ModelConditionCommandSet = Turgul3CommandSet
; End

;///////////////////
; AISpecialPowers
;///////////////////

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


Behavior = AISpecialPowerUpdate BoromirHornOfGondorAI
CommandButtonName = Command_SpecialAbilityHornOfGondor
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End

Behavior = AISpecialPowerUpdate SpecialPowerBoromirGiveXPAoE
CommandButtonName = Command_SpecialAbilityCaptainOfGondorBoromir
SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
SpecialPowerRadius = 30.0
End




Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 20;
  ShadowSizeY = 20;
  ShadowTexture = ShadowI;


End

« Letzte Änderung: 9. Dez 2008, 21:39 von Turin Turumbar »

Iph8x

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Re: Verstärkung rufen-Problem
« Antwort #3 am: 9. Dez 2008, 21:13 »
arghhhh besteht nicht die möglich keit das irgendwo zu verlinken ??? das ist ja Spam²²

Edit:War nicht wirklich alzu ernst gemient  [uglybunti] ist ja im codding bereich (ich war halt eben nur 20 sec mit scrollen beschäftikt)  [uglybunti]
« Letzte Änderung: 10. Dez 2008, 12:58 von iph8x »
Das Leben ist ein Rollenspiel mit einer exelenten Graphik und Physik Engine, aber es die Characktere sind Imba und das Gamplay ist Mies.

Turin Turumbar

  • Administrator
  • Hüter von Anduril
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  • Beiträge: 3.703
Re: Verstärkung rufen-Problem
« Antwort #4 am: 9. Dez 2008, 21:37 »
Nein ist es nicht, da ist dein Post eindeutig eher Spam, versuch mal die Codeboxen, indem du [c*ode]Text[/c*ode] schreibst. Die Sternchen müssen natürlich weg.
Auf die schnelle sehe ich keinen Fehler, der Eintrag der Objectcreationlist wäre noch interessant

Edit: Habe die Codeboxen reineditiert.

Edit: Und da finde ich mein mehr Fähigkeitensystem mal wieder^^
« Letzte Änderung: 9. Dez 2008, 21:40 von Turin Turumbar »

Hexenkönig13

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  • Beiträge: 50
Re: Verstärkung rufen-Problem
« Antwort #5 am: 10. Dez 2008, 14:41 »
Ja dein System funzt super.  :)

Die OCL:

ObjectCreationList OCL_TurgulAdG
CreateObject
ObjectNames = GondorAllianzHorde
UseJustBuiltFlag       = Yes
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit       = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle       = 90
Offset = X:0 Y:60 Z:0
End
CreateObject
ObjectNames = ElvenAllianzHorde
UseJustBuiltFlag       = Yes
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit       = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle       = -30
Offset = X:52 Y:-30 Z:0
End
CreateObject
ObjectNames = DwarvenAllianzHorde
UseJustBuiltFlag       = Yes
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit       = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle       = 240
Offset = X:-52 Y:-30 Z:0
End
End

Edit: Problem gelöst. Musste im CommandButton die SpecialPower ändern.
« Letzte Änderung: 12. Dez 2008, 19:42 von Hexenkönig13 »