Edain Mod > [Edain] Support

Edain Map Frage

<< < (2/2)

FG15:
Änderungen in einer Map.ini betreffen immer nur die entsprechende Map, und da man auf der Map sowieso nur Arnor icht Gondor spielen kann, macht das dadurch keine Probleme.

Marci_99:
Klappt leider nicht habe auch noch ein Nebenproblem irgendwie bekommen die Zwerge die Festung im Fels  :o
Habe dies allerdings nirgends aktiviert
Und Gandalf ist trotzdem für 4500 rekrutierbar


--- Code: ---Object GondorStable

    CommandSet = GondorStablesCommandSet_forFornost

    ReplaceModule ModueTag_StableLevel2CommandSet
       Behavior = CommandSetUpgrade ModueTag_StableLevel2CommandSet_Festungsmaps
          TriggeredBy           = Upgrade_GondorStableLevel2
          ConflictsWith         = Upgrade_GondorStableLevel3   
          CommandSet            = GondorStablesCommandSetLevel2_forFornost
       End   
    End

    ReplaceModule ModueTag_StableLevel3CommandSet
       Behavior = CommandSetUpgrade ModueTag_StableLevel3CommandSet_Festungsmaps
          TriggeredBy            = Upgrade_GondorStableLevel3       
          CommandSet             = GondorStablesCommandSetLevel3_forFornost
       End
    End

End

Object MenFortressCitadel

    CommandSet             = MenFortressCommandSet_forFornost

    ReplaceModule ModueTag_LevelCommandSet_WithoutDenethor
    Behavior = CommandSetUpgrade ModueTag_LevelCommandSet_WithoutMalbeth
        TriggeredBy            = Upgrade_TestBuilding_2
        CommandSet             = MenFortressCommandSet_forFornost_WithoutMalbeth
    End   
    End   

    ReplaceModule MakeTheFreeTreb2
    Behavior = ObjectCreationUpgrade MakeTheFreeTreb2_New
        TriggeredBy             = Upgrade_HasWallTrebuchet
        Delay                   = 3000.0
        RemoveUpgrade           = Upgrade_WallTrebuchetButtonEnable
        ThingToSpawn            = ArnorMalbeth
        Offset                  = X:54 Y:0 Z:51.14
        FadeInTime              = 500
    End
    End

End

Object MenFortressExpansionPadCorner

    ReplaceModule DrawFloorBase 
       Draw = W3DFloorDraw DrawFloorBase_New
          ModelName = abfoundationb
       End
    End

    CommandSet = MenFortressExpansionPadCornerCommandSet_forFornost

    ReplaceModule ModuleTag_foundationAI
        Behavior          = FoundationAIUpdate ModuleTag_foundationAI_New
           BuildVariation = 2
        End
    End
End

ChildObject MenFortressExpansionPadSide MenFortressExpansionPadCorner

    ReplaceModule DrawFloorBase 
       Draw = W3DFloorDraw DrawFloorBase_New
          ModelName = abfoundationb
       End
    End

    CommandSet = MenFortressExpansionPadSideCommandSet_forFornost

    ReplaceModule ModuleTag_foundationAI
        Behavior          = FoundationAIUpdate ModuleTag_foundationAI_New
           BuildVariation = 1
        End
    End
End

Object MenPorter
    CommandSet = MenPorterCommandSet_forFornostwithFortress

    ReplaceModule ModuleTag_CommandSetAI
    Behavior = CommandSetUpgrade ModuleTag_CommandSet_New
        TriggeredBy    = Upgrade_EasyAISinglePlayer Upgrade_MediumAISinglePlayer Upgrade_HardAISinglePlayer Upgrade_BrutalAISinglePlayer Upgrade_EasyAIMultiPlayer Upgrade_MediumAIMultiPlayer Upgrade_HardAIMultiPlayer Upgrade_BrutalAIMultiPlayer
        CommandSet     = MenPorterCommandSet_forFornostwithFortress
    End
    End

End

PlayerTemplate FactionMen
    SpellBook                   = GoodSpellBook
    SpellBookMp                 = ArnorSpellBook
    PurchaseScienceCommandSet   = GoodSpellStoreCommandSet
    PurchaseScienceCommandSetMP = ArnorSpellStoreCommandSet
    IntrinsicSciences           = SCIENCE_GOOD
    IntrinsicSciencesMP         = SCIENCE_ARNOR
    DisplayName                 = INI:FactionArnor
    MultiSelectionPortrait      = UPArnor_Army
    InitialUpgrades             = Upgrade_MenFaction Upgrade_AllFactionUpgrade Upgrade_ArnorFaction
    BuildableHeroesMP           = CreateAHeroDummy ArnorAraphant ArnorAranarth GondorArvedui GondorEarnur ImladrisGlorfindel_forArnor GasthausPalando GasthausAlatar LothlorienCirdan GondorGandalfWhite_mod ArnorCaptainStealthless_mod ;ArnorBandobras
    BuildableRingHeroesMP       = RingHeroDummy
End

Object SignalFire

    ReplaceModule ModuleTag_Faction5
    Behavior = CommandSetUpgrade ModuleTag_Faction5_New
        TriggeredBy    = Upgrade_MenFaction
        ;RequiresAllTriggers = Yes
        CommandSet    = SignalFireMenCommandSetStartNew_forFornost
    End
    End

End

Object Inn

    ReplaceModule ModuleTag_CommandSetMen
    Behavior = CommandSetUpgrade ModuleTag_CommandSetMen_New
        TriggeredBy    = Upgrade_MenFaction
        CommandSet    = CommandSetInnMenFaction_forFornost
    End
    End

End

Object GondorWorkshop

    CommandSet = GondorWorkshopCommandSet_forFornost

    ReplaceModule ModueTag_WorkshopLevel2CommandSet
    Behavior = CommandSetUpgrade ModueTag_WorkshopLevel2CommandSet_New
        TriggeredBy            = Upgrade_GondorWorkshopLevel2
        ConflictsWith        = Upgrade_GondorWorkshopLevel3
        CommandSet            = GondorWorkshopCommandSetLevel2_forFornost
    End   
    End   

    ReplaceModule ModueTag_WorkshopLevel3CommandSet
    Behavior = CommandSetUpgrade ModueTag_WorkshopLevel3CommandSet_New
        TriggeredBy            = Upgrade_GondorWorkshopLevel3       
        CommandSet            = GondorWorkshopCommandSetLevel3_forFornost
    End 
    End
End
Object GondorGandalfWhite_mod


    BuildCost           = 8000

ReplaceModule ModuleTag_RespawnUpdate
    Behavior = RespawnUpdate ModuleTag_RespawnUpdateNew
        DeathAnim                  = DYING ;STUNNED            ;Model condition to play when killed-to-respawnto-respawn
        DeathAnimationTime         = 5367 ;1133            ;How long DeathAnim will take.
        RespawnAnim                = LEVELED                ;Animation 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                = HIGandalfgood
       
        ;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:4000        Time:90000        Health:100%        ;DEFAULT VALUES
    End
End
End

--- Ende Code ---

Gnomi:
Der Berg ist Standard bei Edain. ;) Von daher musst du ihn nicht aktivieren, sondern wenn dann deaktivieren, wenn du ihn nicht willst. Schau dir dafür Mal ein paar Maps an, wo das gemacht wurde.

Marci_99:
Nochmal um es auf den Punkt zu Bringen:

Gewünschter Held im Gasthaus von Arnor: Gandalf (Der Weiße) //Erledigt aber mit Falschem Preis
Änderungen:

Rekrutierungskosten: 8000
Wiederbelebung: 4000

Mein Momentaner Code der 0 Wirkung zeigt (Sterben lassen konnte ich ihn im test noch nicht gescheit)


--- Code: ---Object GondorGandalfWhite_mod
    BuildCost           = NONE +8000
ReplaceModule ModuleTag_RespawnUpdate
    Behavior = RespawnUpdate ModuleTag_RespawnUpdateNew
        DeathAnim                  = DYING ;STUNNED            ;Model condition to play when killed-to-respawnto-respawn
        DeathAnimationTime         = 5367 ;1133            ;How long DeathAnim will take.
        RespawnAnim                = LEVELED                ;Animation 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                = HIGandalfgood
       
        ;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:4000        Time:90000        Health:100%        ;DEFAULT VALUES
    End
End
End

--- Ende Code ---
Das NONE +8000 ist nur zum test habe auch 8000 probiert

Navigation

[0] Themen-Index

[*] Vorherige Sete

Zur normalen Ansicht wechseln