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??? frage zu edain 3.0 und den inis ???

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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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