Edain Mod > [Edain] Support
??? frage zu edain 3.0 und den inis ???
Red XII:
--- Code: ---;---------------------------------------------------------------------
; Ugluks Uruks
;---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DainSummonEnabler
SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
TriggeredBy = Upgrade_Level_10
End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
OCL = OCL_SpawnIsengardUglukHorde
CreateLocation = CREATE_AT_LOCATION
TriggerFX = FX_SummonWildmen
StartsPaused = Yes
SetModelCondition = ModelConditionState:EMOTION_CELEBRATING
SetModelConditionTime = 2.1
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_IsengardForgedBlades
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
TriggeredBy = Upgrade_IsengardHeavyArmor
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate IsengardFighterHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End
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
Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 45.0
GeometryHeight = 20.0
GeometryIsSmall = No
End
Object IsengardUglukComboHorde
ButtonImage = HIUgluk
SelectPortrait = HPUgluk
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY EMOTION_TAUNTING EMOTION_POINTING SELECTED
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkIUHai
End
End
Side = Isengard
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:IsengardUglukComboHorde
DisplayNameStrategic = CONTROLBAR:LW_Unit_IsengardUglukComboHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_IsengardUglukComboHorde
MaxSimultaneousOfType = 1
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
Weapon = QUATERNARY NormalMeleeHordeRangefinder
AutoChooseSources = QUATERNARY NONE
End
// *** AUDIO Parameters ***
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
BuildCost = ISENGARD_URUKFIGHTER_BUILDCOST
BuildTime = ISENGARD_URUKFIGHTER_BUILDTIME
VisionRange = VISION_STANDARD_HORSE
ShroudClearingRange = SHROUD_CLEAR_HERO
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1%
CommandPoints = 65
CommandSet = IsengardUglukFighterSystemComboHordeCommandSet
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = TRANSPORTSLOTCOUNT_LARGE_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_USE_SIEGE_TOWER INFANTRY HORDE MELEE_HORDE COMBO_HORDE ARMY_SUMMARY URUK LARGE_RECTANGLE_PATHFIND ;UNATTACKABLE
ThreatLevel = ISENGARD_FIGHTER_HORDE_THREAT
ThreatBreakdown IsengardFighterHorde_DetailedThreat
AIKindOf = INFANTRY
End
Body = ImmortalBody ModuleTag_ImmortalBody
Max = Health 1
End
; *** MODULES ***
Behavior = SiegeDeployHordeSpecialPower SiegeDeployHordeSpecialPowerModuleTag
SpecialPowerTemplate = SpecialAbilitySiegeDeploy
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = IsengardUgluk_mod 1
InitialPayload = IsengardFighter 15
Slots = 16
PassengerFilter = NONE +INFANTRY +HERO
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:1 Y:1
RankSplit = Yes
SplitHordeNumber = 15
MeleeBehavior = Amoeba
End
; Banner Carrier info
BannerCarriersAllowed = IsengardBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:IsengardUgluk_modMember Pos:X:50.0 Y:20.0 ; (DEFAULT) position of banner carrier for fighter horde
;Positions for 20
RankInfo = RankNumber:1 UnitType:IsengardUgluk_modMember Position:X:70 Y:0
RankInfo = RankNumber:2 UnitType:IsengardFighter Position:X:30 Y:0 Position:X:30 Y:20 Position:X:30 Y:-20 Position:X:30 Y:40 Position:X:30 Y:-40
RankInfo = RankNumber:3 UnitType:IsengardFighter Position:X:10 Y:0 Position:X:10 Y:20 Position:X:10 Y:-20 Position:X:10 Y:40 Position:X:10 Y:-40
RankInfo = RankNumber:4 UnitType:IsengardFighter Position:X:-10 Y:0 Position:X:-10 Y:20 Position:X:-10 Y:-20 Position:X:-10 Y:40 Position:X:-10 Y:-40
SplitHorde = SplitResult:IsengardUglukHordeSystem UnitType:IsengardUgluk_modMember
SplitHorde = SplitResult:IsengardFighterHorde UnitType:IsengardFighter
RanksThatStopAdvance = 1
MeleeAttackLeashDistance = 1; How far the hordes can move from the center of the horde when melee attacking.
RanksToReleaseWhenAttacking = 1 2 3 4
RanksToJustFreeWhenAttacking = 1 2 3 4
AttributeModifiers = MeleeHauptmannComboHorde
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
Behavior = BloodthirstyUpdate ModuleTag_Bloodthirsty
;In order to sacrifice or be sacrificed, you must have a BloodthirstyUpdate
SacrificeFilter = ALL ;Hordes with BloodthirstyUpdates I can sacrifice (hint: use template names)
ExperienceModifier = 1.2 ; Change from 1.07 ; 1.1 ;Balance this so that a level 1 orc horde eating a level 1 orc horde gets enough exp to get to level 2
InitiateVoice = UrukWarriorVoiceJoinOrcsMS
End
Behavior = SplitHordeSpecialPower ModuleTag_SplitHorde
SpecialPowerTemplate = SpecialAbilitySplitHorde
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
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
Behavior = SpecialPowerModule ModuleTag_CaptureBuilding
SpecialPowerTemplate = SpecialAbilityCaptureBuilding
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = SpecialAbilityUpdate ModuleTag_CaptureBuildingUpdate
SpecialPowerTemplate = SpecialAbilityCaptureBuilding
StartAbilityRange = 15.0
UnpackTime = 1
PreparationTime = 20000
PackTime = 1
DoCaptureFX = Yes
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Infantry
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_MED_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_IsengardBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_IsengardForgedBlades
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
TriggeredBy = Upgrade_IsengardHeavyArmor
End
;;; UGLUK PASSIVE LEADERSHIP ABILITY ;;;-----------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LeadershipUnpause
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_Level_5
End
Behavior = SpecialPowerModule ModuleTag_Leadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipUpdate
StartsActive = No ; If no, requires upgrade to turn on.
BonusName = UglukLeadership
;TriggeredBy = Upgrade_Level_5
RefreshDelay = 2000
Range = 200
;AntiCategory = BUFF
ObjectFilter = ANY +URUK -INFANTRY -CAVALRY -HERO -SHIP -MACHINE -MONSTER -STRUCTURE -DOZER ALLIES
End
;---------------------------------------
; Dunkle Medizin
;---------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_MedizinStarter
SpecialPowerTemplate = SpecialAbilityUglukMedizin
TriggeredBy = Upgrade_Level_1
End
Behavior = SpecialPowerModule ModuleTag_MedizinDummy
SpecialPowerTemplate = SpecialAbilityUglukMedizin
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
End
Behavior = ActivateModuleSpecialPower ModuleTag_CloseTheGap
SpecialPowerTemplate = SpecialAbilityUglukMedizin
StartAbilityRange = 200
TriggerSpecialPower = ModuleTag_MedizinHeal TARGETPOS
TriggerSpecialPower = ModuleTag_MedizinBlastStarter TARGETPOS
End
Behavior = PlayerHealSpecialPower ModuleTag_MedizinHeal
SpecialPowerTemplate = SpecialAbilityActivateeDummy
HealAmount = 1.0
HealAsPercent = Yes
HealAffects = URUK
HealRadius = 80
HealFX = FX_UglukSupper
InitiateSound = UglukMedizinVoice
;TriggerFX = FX_DainMightyRage02
End
Behavior = SpecialPowerModule ModuleTag_MedizinBlastStarter
SpecialPowerTemplate = SpecialAbilityWizardBlast
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_MedizinBlastWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWizardBlast
WhichSpecialWeapon = 1
SkipContinue = Yes
FreezeAfterTriggerDuration = 100 ; Hold AI for this long after we fire.
UnpackTime = 700
PreparationTime = 1
;PersistentPrepTime = 1000
PackTime = 100
AwardXPForTriggering = 50
StartAbilityRange = ANGMAR_NECRO_FELL_STRENGTH_START_RANGE
SpecialWeapon = UglukMedizinWeapon
End
Behavior = AutoAbilityBehavior ModuleTag_MedizinAutoAbility
SpecialAbility = SpecialAbilityUglukMedizin
MaxScanRange = 150
Query = 1 NONE +URUK ALLIES
End
;----------------------------------------------------------------
; Ugluk Berserker
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukBerserkerCarnage
SpecialPowerTemplate = SpecialAbilityUglukBerserker
TriggeredBy = Upgrade_Level_3
End
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_UglukBerserkerPowerUpdate
SpecialPowerTemplate = SpecialAbilityUglukBerserker
Duration = 20000 ; Needs to match SpecialAbilityGimliHeroMode
AttributeModifier = UglukTruppeCarnage
LockWeaponSlot = QUATERNARY
StartsPaused = Yes
End
;---------------------------------------------------------------------
; Harter Marsch
;---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenGloriousChargeEnabler
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
TriggeredBy = Upgrade_Level_7
End
Behavior = SpecialPowerModule ModuleTag_TheodenGloriousChargeUpdate
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
AttributeModifier = UglukHardMarch
AttributeModifierRange = 200
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +URUK ALLIES
AttributeModifierFX = FX_UglukHardMarchFX
End
Behavior = SpecialAbilityUpdate ModuleTag_GloriousChargeAnimation
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
PreparationTime = 0
PersistentPrepTime = 0
PackTime = 1330
UnpackTime = 1000
UnpackingVariation = 2
End
;---------------------------------------------------------------------
; Ugluks Uruks
;---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DainSummonEnabler
SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
TriggeredBy = Upgrade_Level_10
End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
OCL = OCL_SpawnIsengardUglukHorde
CreateLocation = CREATE_AT_LOCATION
TriggerFX = FX_SummonWildmen
StartsPaused = Yes
SetModelCondition = ModelConditionState:EMOTION_CELEBRATING
SetModelConditionTime = 2.1
End
/////////////////////
// AISpecialPowers
/////////////////////
Behavior = AISpecialPowerUpdate IsengardFighterHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End
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
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 50.0
GeometryHeight = 20.0
GeometryIsSmall = No
End
--- Ende Code ---
Meriath Ifisti:
Nur zur Info es gibt die Code Option.
Ich denke ihm "gefällt" das hier nicht:
....
Body = ImmortalBody ModuleTag_ImmortalBody
Max = Health 1
End
....
Also einfach mal rauslöschen.
Red XII:
wow danke für deine fixe antwort :D
code option ? ok wusst ich net ist es das was über den smiylis steht ???
ok ich werds ma rauslöschen aba wie ist der da hin gekommen ich habs defenitiv nicht dahin geschrieben ?
ich probiers ma eben und lass es dich dann wissen
Ealendril der Dunkle:
Da steht doch: line 1608
Exportiere die ini also, öffne sie ganz normal und suche die zeile 1608
Dort wird der fehler sein. ;)
Red XII:
ne klappt auch nicht jetzt steht da
Game crash
Unknown block 'Behavior'.
Error parsing INI block 'Behavior' in file 'data\ini\evilfaction\units\isengart\ugluk.ini'.
5 adresses:
(unknown)(0):game.dat+239838 (unknown)
(unknown)(0):game.dat+2346667 (unknown)
(unknown)(0):game.dat+2376649 (unknown)
(unknown)(0):game.dat+6541831 (unknown)
(unknown)(0):kernel32.dll+94167 RegisterWaitForInput+73
hatte das was du geschrieben hattest alles gelöscht na ja funk leider nicht :( wenn nicht besteht die möglichkeit mir die ini irgentwie zu schicken ?
dann könnt ich sie kopieren
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