Steht beides nicht drin, ich poste mal die Codes:
Object MeinObjekt
EvaEnemyObjectSightedEvent = None ; Not a real unit
ArmorSet
Conditions = None
Armor = PingArmor
DamageFX = NormalDamageFX
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = NO_COLLIDE CREEP IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION;INERT
ThreatLevel = 0.0
VisionRange = 0
ShroudClearingRange = 0
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_Body;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage
MaxHealth = 1.0
End
Behavior = DestroyDie ModuleTag_Die
End
Behavior = LifetimeUpdate ModuleTag_HatchTrigger
MinLifetime = 60000.0
MaxLifetime = 60000.0
End
Behavior = AttachUpdate ModuleTag_Attach
ObjectFilter = ANY +HERO
ScanRange = 20
ParentStatus = HOLDING_THE_RING
AlwaysTeleport = No
AnchorToTopOfGeometry = Yes
End
Behavior = AIUpdateInterface ModuleTag_AIUpdateInterface
AutoAcquireEnemiesWhenIdle = No
// MoodAttackCheckRate = 500
End
LocomotorSet
Locomotor = InvisiblePingLocomotor
Condition = SET_NORMAL
Speed = 1000
End
Behavior = SlavedUpdate ModuleTag_Slave
UseSlaverAsControlForEvaObjectSightedEvents = Yes
DieOnMastersDeath = Yes //Die when my master dies!
; GuardPositionOffset = X:0 Y:0 Z:5
; GuardMaxRange = 10 ;How far away from master I'm allowed when master is idle (doesn't wander)
; GuardWanderRange = 10 ;How far away I'm allowed to wander from master while guarding.
; ScoutRange = 10 ;How far away from master I'm allowed when master is moving.
; ScoutWanderRange = 0 ;How far I'm allowed to wander from scout point.
End
End
Ich hatte dazu den Liftimeupdate von Bombadil (probehalber) und deathbehavior (faded) eingefügt.