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Rogash
KingThranduil:
I want to add Rogash in Angmar.
Durmarth at level 10 have the ability with which the causes Rogash and two Trolls.
I would like in place Rogash, Durmarth caused 5 trolls.
Help me to remake his ability
Prinz von Dol Amroth:
You have to open the objectcreationlist.inc. There is the "ObjectCreationList OCL_SpawnSummonRogash" ,where you change the Count of the Troll and where you can delete the summon of Rogash.
For Building Rogash, you have to open the playertemplate.ini and then you have to add Rogash in the "BuildableHeroesMP" of Faction Angmar at the last place. Afterthat you have to change the commandset of the building, where you want to build him.
For example the normal Angmarbarrackscommandset:
--- Code: ---CommandSet AngmarBarracksCommandSet_Edikt
InitialVisible = 8
1 = Command_SelectRevivablesAngmarBarracks
2 = Command_ConstructAngmarDarkDunedainHorde_Edikt
3 = Command_ConstructAngmarDunedainPikemanHorde_Edikt
4 = Command_ConstructAngmarDarkRangerHorde_Edikt
5 = Command_ConstructAngmarNumEliteHorde
6 = Command_Sell
7 = Command_ConstructAngmarSchwarzeRitterHorde
8 = Command_PurchaseUpgradeGemächerderSchwarzenGarde
9 = Command_FakeRingHeroReviveSlot
10 = Command_FakeCreateAHeroReviveSlot
11 = Command_FakeHeroReviveSlot1
12 = Command_DurmarthReviveSlot
13 = Command_FakeHeroReviveSlot3
14 = Command_GenericReviveSlot4
15 = Command_FakeHeroReviveSlot5
16 = Command_FakeHeroReviveSlot6
17 = Command_FakeHeroReviveSlot7
18 = Command_FakeHeroReviveSlot8
19 = Command_RadialBack
End
--- Ende Code ---
and the changed Commandset
--- Code: ---CommandSet AngmarBarracksCommandSet_Edikt
InitialVisible = 8
1 = Command_SelectRevivablesAngmarBarracks
2 = Command_ConstructAngmarDarkDunedainHorde_Edikt
3 = Command_ConstructAngmarDunedainPikemanHorde_Edikt
4 = Command_ConstructAngmarDarkRangerHorde_Edikt
5 = Command_ConstructAngmarNumEliteHorde
6 = Command_Sell
7 = Command_ConstructAngmarSchwarzeRitterHorde
8 = Command_PurchaseUpgradeGemächerderSchwarzenGarde
9 = Command_FakeRingHeroReviveSlot
10 = Command_FakeCreateAHeroReviveSlot
11 = Command_FakeHeroReviveSlot1
12 = Command_DurmarthReviveSlot
13 = Command_FakeHeroReviveSlot3
14 = Command_GenericReviveSlot4
15 = Command_FakeHeroReviveSlot5
16 = Command_FakeHeroReviveSlot6
17 = Command_FakeHeroReviveSlot7
18 = Command_FakeHeroReviveSlot8
19 = Command_GenericReviveSlot9
20 = Command_RadialBack
End
--- Ende Code ---
You have to change the commandrangecount, too, of the CommandButton Command_SelectRevivables AngmarBarracks from 11 to 12.
--- Code: ---CommandButton Command_SelectRevivablesAngmarBarracks
Command = PUSH_VISIBLE_COMMAND_RANGE
TextLabel = CONTROLBAR:SelectRevivablesMenFortress
ButtonImage = UCCommon_EvilHeroes
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:ToolTipCommandSelectRevivablesAngmarBarracks
Radial = Yes
CommandRangeStart = 8
CommandRangeCount = 12
End
--- Ende Code ---
KingThranduil:
I added in the inn, but disappears after death.
--- Code: --- ; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCARY PATH_THROUGH_INFANTRY SCORE THROWN_OBJECT HERO ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ROGASH_HEALTH_MOD
PermanentlyKilledByFilter = NONE
DodgePercent = 80%
End
; Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = DYING ;Model condition to play when killed-to-respawn
; DeathFX = FX_AngmarRogashDieToRespawn ;FXList to play when killed-to-respawn
; DeathAnimationTime = 4100 ;How long DeathAnim will take.
; InitialSpawnFX = FX_RogashInitialSpawn
; RespawnAnim = LEVELED ;Animation to play when respawning.
; RespawnFX = FX_AngmarRogashRespawn ;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 = HIRogash_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:2000 Time:60000 Health:100% ;DEFAULT VALUES
; End
Behavior = AutoHealBehavior ModuleTag_RogashHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 2000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 60
AILuaEventsList = AngmarRogashFunctions
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
LocomotorSet
Locomotor = TrollLocomotor
Condition = SET_NORMAL
Speed = TROLL_SPEED
End
; Locomotor = SET_WANDER HumanWanderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
AllowBouncing = No
ShockStunnedTimeLow = 1400 ;msec
ShockStunnedTimeHigh = 2400 ;msec
ShockStandingTime = 2600 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 1000
SinkRate = 0.80 ; in Dist/Sec
DestructionDelay = 12000
Sound = INITIAL RogashVoiceDie
DeathFlags = DEATH_1
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 1000
SinkRate = 0.80 ; in Dist/Sec
DestructionDelay = 12000
End
--- Ende Code ---
Prinz von Dol Amroth:
You have to delete all the ";" on the left side between the Behavior = RespawnUpdate ModuleTag_RespawnUpdate and End
KingThranduil:
I'm grateful to you for your help. Thank you very much
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