Hallo alle zusammen,
ich habe ein paar neue Arnor-Horden als Gasthaus-Einheiten für die Menschen erstellt. Wenn ich im Spiel nun ein Gasthaus erobere und eine der Horden rekrutieren möchte, stürzt das Spiel in dem Moment ab, in dem die Soldaten aus dem Gasthaus laufen sollten.
Ich habe bereits früher neue Horden auf diese Art gemacht und da hat es funktioniert.
Hier die Codes:
Die Einheiten:
;------------------------------------------------
Object ArnorArcherInn ArnorArcher
EquivalentTo = ArnorArcher
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ARNOR_ARCHER_HEALTH_INN
MaxHealthDamaged = GONDOR_ARCHER_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
End
;------------------------------------------------
Object ArnorFighterInn ArnorFighter
EquivalentTo = ArnorFighter
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ARNOR_FIGHTER_HEALTH_INN
MaxHealthDamaged = GONDOR_SOLDIER_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
End
;------------------------------------------------
Object ArnorGuardInn ArnorTowerShieldGuard
EquivalentTo = ArnorTowerShieldGuard
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ARNOR_GUARD_HEALTH_INN
MaxHealthDamaged = GONDOR_TOWERGUARD_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
End
Die Horden:
ChildObject ArnorFighterHordeInn ArnorFighterHorde
IsTrainable = No
CommandSet = ArnorFighterHordeCommandSetInn
EquivalentTo = ArnorFighterHorde
DisplayName = OBJECT:HordeArnorSoldier
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = ArnorFighterInn 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:ArnorFighterInn 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:ArnorFighterInn 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:ArnorFighterInn 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 = ArnorFighterHordeBlockInn
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
//------------------------------------------------------------------------------
ChildObject ArnorFighterHordeBlockInn ArnorFighterHorde
// 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 = ArnorFighterInn 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 = ArnorFighterBlock
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
End
// Banner Carrier info
BannerCarriersAllowed = ArnorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:ArnorFighter Pos:X:46.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:ArnorFighterInn 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:ArnorFighterInn 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:ArnorFighterInn 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 = ArnorFighterHordeInn
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
ChildObject ArnorTowerShieldGuardHordeInn ArnorTowerShieldGuardHorde
IsTrainable = No
CommandSet = ArnorTowerShieldGuardCommandSetInn
EquivalentTo = ArnorTowerShieldGuardHorde
DisplayName = OBJECT:HordeArnorTowerGuard
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 180
FlankedDelay = 4000
ObjectStatusOfContained =
InitialPayload = ArnorGuardInn 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:ArnorGuardInn 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:ArnorGuardInn 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:ArnorGuardInn 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 = ArnorTowerShieldGuardHordePorcupineInn
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
ChildObject ArnorTowerShieldGuardHordePorcupineInn ArnorTowerShieldGuardHorde
// 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 = ArnorGuardInn 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 = ArnorTowerShieldGuardHordePorcupine
IsPorcupineFormation = Yes
MinimumHordeSize = 5
AlternateFormation = ArnorTowerShieldGuardHordeInn
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 = ArnorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:ArnorTowerShieldGuard Pos:X:0.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:ArnorGuardInn 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
ChildObject ArnorArcherHordeInn ArnorArcherHorde
IsTrainable = No
CommandSet = ArnorArcherHordeCommandSetInn
EquivalentTo = ArnorArcherHorde
DisplayName = OBJECT:HordeArnorArcher
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = ArnorArcherInn 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:ArnorArcherInn 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:ArnorArcherInn 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:ArnorArcherInn 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 2 3
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
Die Commandsets:
CommandSet ArnorFighterHordeCommandSetInn
1 = Command_ToggleStance
2 = Command_ToggleFormationArnorFighter
3 = Command_PurchaseUpgradeArnorForgedBladesInn
4 = Command_PurchaseUpgradeArnorHeavyArmorInn
5 = Command_PurchaseUpgradeArnorBasicTrainingInn
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End
CommandSet ArnorTowerShieldGuardCommandSetInn
1 = Command_ToggleStance
2 = Command_TowerGuardPorcupineFormation
3 = Command_PurchaseUpgradeArnorForgedBladesInn
4 = Command_PurchaseUpgradeArnorHeavyArmorInn
5 = Command_PurchaseUpgradeArnorBasicTrainingInn
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End
CommandSet ArnorArcherHordeCommandSetInn
1 = Command_ToggleStance
2 = Command_ArcherBombard
3 = Command_PurchaseUpgradeArnorFireArrowsInn
4 = Command_PurchaseUpgradeArnorHeavyArmorInn
5 = Command_PurchaseUpgradeArnorBasicTrainingInn
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End
CommandSet CommandSetInnMenFaction
1 = Command_ConstructArnorFighterHordeInn
2 = Command_ConstructArnorTowerShieldGuardHordeInn
3 = Command_ConstructArnorArcherHordeInn
4 = Command_ConstructInnGondorRangerHorde ; Dunedain Ranger
5 = Command_StartSelfRepair
End
Die Commandbuttons:
CommandButton Command_ConstructArnorFighterHordeInn
Command = UNIT_BUILD
Object = ArnorFighterHordeInn
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructArnorFighterHorde
ButtonImage = BGBarracks_Soldiers
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildArnorFighterHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
CommandButton Command_ConstructArnorTowerShieldGuardHordeInn
Command = UNIT_BUILD
Object = ArnorTowerShieldGuardHordeInn
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructArnorShieldGuardHorde
ButtonImage = BGBarracks_TowerGuard
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildArnorShieldGuardHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
CommandButton Command_ConstructArnorArcherHordeInn
Command = UNIT_BUILD
Object = ArnorArcherHordeInn
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructArnorArcherHorde
ButtonImage = BGArcheryRange_Archers
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildArnorArcherHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
UnitSpecificSound = GondorArcherVoiceBuy
End
CommandButton Command_PurchaseUpgradeArnorFireArrowsInn
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_ArnorFireArrows
NeededUpgrade = Upgrade_TechnologyGondorFireArrows
TextLabel = CONTROLBAR:FireArrowUpgrade
ButtonImage = BGArcheryRange_FireArrows
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeArnorFireArrows
InPalantir = Yes
;LacksPrerequisiteLabel = TOOLTIP:LackArnorFireArrows
End
CommandButton Command_PurchaseUpgradeArnorForgedBladesInn
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_ArnorForgedBlades
NeededUpgrade = Upgrade_TechnologyArnorForgedBlades
TextLabel = CONTROLBAR:PurchaseUpgradeGondorForgedBlades
ButtonImage = BRArmory_ForgedBlades
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeArnorForgedBlades
InPalantir = Yes
;LacksPrerequisiteLabel = TOOLTIP:LackArnorForgedBlades
End
CommandButton Command_PurchaseUpgradeArnorHeavyArmorInn
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_ArnorHeavyArmor
NeededUpgrade = Upgrade_TechnologyGondorHeavyArmor
TextLabel = CONTROLBAR:PurchaseUpgradeArnorHeavyArmor
ButtonImage = BGBlacksmith_HeavyArmor
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeArnorHeavyArmor
InPalantir = Yes
;LacksPrerequisiteLabel = TOOLTIP:LackArnorHeavyArmor
End
CommandButton Command_PurchaseUpgradeArnorBasicTrainingInn
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_ArnorBasicTraining
NeededUpgrade = Upgrade_TechnologyGondorBasicTraining
TextLabel = CONTROLBAR:PurchaseUpgradeArnorBasicTraining
ButtonImage = BGBlacksmith_SilverTreeBanner
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeArnorBasicTraining
InPalantir = Yes
;LacksPrerequisiteLabel = TOOLTIP:LackArnorBasicTraining
End
Ich hoffe, jemand kann helfen.
EDIT: Hab das Problem gefunden. Hab bei den Einheiten "Object" anstelle von "ChildObject" geschrieben. So was sollte mir nach drei Jahren Modding eigentlich nicht mehr passieren.