Modderecke > Coding

Marci_99's Fragenthread

<< < (35/47) > >>

Marci_99:
Ich wollte den Text bei Eigene Helden müssen Deaktiviert sein zu Arnor erlauben ändern und das Upgrade dann dafür nutzen, da Gwanw mir die Eigene Helden Leiste im Gefecht entfernen wird.
Nun ist es aber viel aufwand das ganze Volk an Commandsets zu überarbeiten wegen den Arnor Helden :S

Radagast der Musikalische:
Was genau willst du jetzt machen? Statt dem An- und Ausschalten von eigenen Helden kann man auswählen, ob man anstelle von Gondor Arnor sein will?

Marci_99:
Hab alles fertiggestellt nur müsste ich wegen den Helden sowohl die Commandsets
von Gondor als auch Anor umstellen, weshalb ich die BuildableHeroesMP List
für leute die Anor angewählt haben umstellen.
Gibt es da eine Möglichkeit?

Radagast der Musikalische:
Du wirst wohl die Helden von Arnor zu den BuildableHeroes hinzufügen und die CommandSets dementsprechend anpassen müssen. Mir ist keine Möglichkeit bekannt das anders zu lösen.

Marci_99:
Habe nun folgendes problem:

Wenn ich Gondor auswähle habe ich statt Pippin Araphant.
Bei Arnor ist in der Festung statt Carthaen Earnur Earnur ist aber auch im Gasthaus?
Erstaunlich ist, wenn ich ein Volk anwähle erscheint das neue Commandset, die Untermenüs
werden nicht geladen und man sieht die Buttons alle im Großen Menü, dort sind die Helden
richtig, klicke ich nun aber ins leere und dannach wieder auf die Festung passiert das oben
erwähnte.
Mein Player Template für Gondor


--- Code: ---PlayerTemplate FactionMen
    Side              = Men
    PlayableSide      = Yes
    Evil          = No
    StartMoney        = 0
    MaxLevelMP      = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
    MaxLevelSP      = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
    PreferredColor      = R:43 G:150 B:179
    StartingBuilding  = MenFortress
   
    ;------------- NO STARTING UNITS FOR YOU -------
    ;StartingUnit0         = GondorFighterHorde
    ;StartingUnitOffset0     = X:-60 Y:185 Z:0
       
    StartingUnit1         = MenPorter
    StartingUnitOffset1     = X:30 Y:200 Z:0
    StartingUnit0         = MenPorter
    StartingUnitOffset0     = X:1 Y:130 Z:0
   
    StartingUnitTacticalWOTR    = MenPorter            ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
    StartingUnitTacticalWOTR    = MenPorter
    IntrinsicSciences        = SCIENCE_GOOD
    IntrinsicSciencesMP         = SCIENCE_MEN
    SpellBook            = GoodSpellBook
    SpellBookMp            = GondorSpellBook ;;MenSpellBook
    PurchaseScienceCommandSet    = GoodSpellStoreCommandSet
    PurchaseScienceCommandSetMP    = GondorSpellStoreCommandSet ;;MenSpellStoreCommandSet
    DisplayName            = INI:FactionMen
    DefaultPlayerAIType        = MenSkirmishAI
    BeaconName            = MultiplayerBeacon
    LightPointsUpSound        = GondorLightPointsUp
    ObjectiveAddedSound        = Gui_MissionObjectiveNew
    ObjectiveCompletedSound        = Gui_MissionObjectiveCompleted
    InitialUpgrades            = Upgrade_MenFaction    Upgrade_AllFactionUpgrade        ; Any upgrades this player template is born with.

    // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
    // attached to the first two buttons in the command set.

    BuildableHeroesMP        = CreateAHeroDummy GondorBeregond GondorFaramir_mod GondorBoromir_mod GondorGandalf_mod GondorImrahil GasthausPalando GasthausAlatar GondorAragorn_mod RohanPippin_mod ArnorAraphant ArnorAranarth GondorArvedui ArnorCaptainStealthless_mod GondorEarnur ImladrisGlorfindel_forArnor LothlorienCirdan GondorGandalf_mod_forFornost
    BuildableRingHeroesMP        = RingHeroDummy
    SpellStoreCurrentPowerLabel     = APT:SpellStoreCurrentEvenstarPower
    SpellStoreMaximumPowerLabel     = APT:SpellStoreMaximumEvenstarPower
    ResourceModifierObjectFilter     = RESOURCE_MODIFIER_OBJECT_FILTER
    ResourceModifierValues        = 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
    MultiSelectionPortrait        = UPGondor_Army
    LoadScreenMusic                = Shell2MusicForLoadScreenGondor ;Shell2MusicForLoadScreen
End


--- Ende Code ---

Am Gondor Festungs Commandset habe ich nichts verändert.
Hier mein Neues Festungs und Gasthaus Commandset mit den
neue Command Buttons:


--- Code: ---CommandSet MenFortressCommandSet_forFornostSubmod
    InitialVisible = 6
    //Main Menu
    1    = Command_RingMechanikGondor_forFornost
    2    = Command_SelectUpgradesArnorFaction
    3    = Command_SelectRevivablesArnorFortressSubmod
    4    = Command_FireWeaponMenFortressBoilingOil
    5    = Command_SpecialAbilityNichtverfügbar
    6    = Command_Sell

    //Upgrades Menu
    7    = Command_ConstructMenPorter_forFornost
    8    = Command_PurchaseUpgradeMenFortressBanners_Arnor
    9    = Command_PurchaseUpgradeMenFortressFlamingMunitions
   10    = Command_PurchaseUpgradeMenFortressBoilingOil
   11    = Command_PurchaseUpgradeMenFortressNumenorStonework
   12    = Command_PurchaseUpgradeGemächerdesSehers
   13    = Command_PurchaseUpgradeMenFortressIvoryTower_forFornost
   14    = Command_RadialBack 

   15    = Command_ConstructArnorHueterHorde
   16    = Command_ConstructArnorPalantirwächterHorde
   17    = Command_FakeRingHeroReviveSlot
   18    = Command_FakeCreateAHeroReviveSlot 
   19    = Command_FakeHeroReviveSlot1
   20    = Command_FakeHeroReviveSlot2
   21    = Command_FakeHeroReviveSlot3
   22    = Command_FakeHeroReviveSlot4
   23    = Command_FakeHeroReviveSlot5
   24    = Command_FakeHeroReviveSlot6
   25    = Command_FakeHeroReviveSlot7
   26    = Command_FakeHeroReviveSlot8
   27    = Command_FakeHeroReviveSlot9
   28    = Command_GenericReviveSlot10
   29    = Command_GenericReviveSlot11
   30    = Command_GenericReviveSlot12
   31    = Command_GenericReviveSlot13
   32    = Command_RadialBack         
End

CommandSet CommandSetInnMenFaction_forFornostSubmod
    InitialVisible = 6

    1    = Command_ConstructInnHeroGoodGondor_forFornostSubmod
    2    = Command_SelectUpgradesBruchtalFactionInn_forFornostSubmod
    3    = Command_SelectUpgradesGraueAnfurtenFactionInn_forFornostSubmod 
    4    = Command_ConstructInnElvenHobbitShirrif   
    5    = Command_StartSelfRepair

    6    = Command_ConstructImlaAmrothReiterInn
    7    = Command_RadialBack

    8    = Command_ConstructLindonWächterHorde_forFornost
    9   = Command_RadialBack

    10   = Command_FakeRingHeroReviveSlot
    11   = Command_FakeCreateAHeroReviveSlot 
    12   = Command_FakeHeroReviveSlot1
    13   = Command_FakeHeroReviveSlot2
    14   = Command_FakeHeroReviveSlot3
    15   = Command_FakeHeroReviveSlot4
    16   = Command_FakeHeroReviveSlot5
    17   = Command_GenericReviveSlot6
    18   = Command_GenericReviveSlot7
    19   = Command_FakeHeroReviveSlot8
    20   = Command_FakeHeroReviveSlot9
    21   = Command_FakeHeroReviveSlot10
    22   = Command_FakeHeroReviveSlot11
    23   = Command_FakeHeroReviveSlot12
    24   = Command_FakeHeroReviveSlot13
    25   = Command_GenericReviveSlot14
    26   = Command_GenericReviveSlot15
    27   = Command_GenericReviveSlot16
    28   = Command_GenericReviveSlot17
    29   = Command_RadialBack

End

CommandButton Command_SelectRevivablesArnorFortressSubmod
    Command                 = PUSH_VISIBLE_COMMAND_RANGE
    TextLabel               = CONTROLBAR:SelectRevivablesArnorFortress
    ButtonImage             = UCCommon_GoodHeroes
    ButtonBorderType        = SYSTEM
    DescriptLabel           = CONTROLBAR:ToolTipCommandSelectRevivablesArnorFortress_Neu
    Radial                  = Yes
    CommandRangeStart        = 14    //Starts its counting at 0, so command button 8 is 7
    CommandRangeCount        = 18
End

CommandButton Command_ConstructInnHeroGoodGondor_forFornostSubmod
    Command                 = PUSH_VISIBLE_COMMAND_RANGE
    TextLabel               = CONTROLBAR:ConstructInnHero
    ButtonImage             = UCCommon_GoodHeroes
    ButtonBorderType        = SYSTEM
    DescriptLabel           = CONTROLBAR:ToolTipCommandConstructInnHero1
    Radial                  = Yes
    CommandRangeStart    = 9
    CommandRangeCount    = 20
End

CommandButton Command_SelectUpgradesBruchtalFactionInn_forFornostSubmod
    Command                 = PUSH_VISIBLE_COMMAND_RANGE
    TextLabel               = CONTROLBAR:SelectUpgradesBruchtalFaction
    ButtonImage             = UCCommon_ImladrisFaction
    ButtonBorderType        = SYSTEM
    DescriptLabel           = CONTROLBAR:ToolTipCommandSelectUpgradesBruchtalFaction
    Radial                  = Yes
    CommandRangeStart       = 5   
    CommandRangeCount       = 2
End

CommandButton Command_SelectUpgradesGraueAnfurtenFactionInn_forFornostSubmod
    Command                 = PUSH_VISIBLE_COMMAND_RANGE
    TextLabel               = CONTROLBAR:SelectUpgradesGraueAnfurtenFaction_forArnor
    ButtonImage             = UCCommon_LindonFaction
    ButtonBorderType        = SYSTEM
    DescriptLabel           = CONTROLBAR:ToolTipCommandSelectUpgradesGraueAnfurtenFaction_forArnor
    Radial                  = Yes
    CommandRangeStart       = 7   
    CommandRangeCount       = 2
End

--- Ende Code ---

Zudem taucht Malbeth (Denethor ersatz bei Arnor) einfach so auf
und stirbt zwischendurch mal

Hier mal der Teil von der Gondorfestung an dem ich gewütet habe.


--- Code: ---
    Behavior = CommandSetUpgrade ModueTag_LevelCommandSet_WithoutDenethor
        TriggeredBy            = Upgrade_TestBuilding_2
        CommandSet             = MenFortressCommandSet_WithoutDenethor
    End   

    Behavior = CommandSetUpgrade ModueTag_ArnorSwitchingEnabled
        TriggeredBy            = Upgrade_AllowBuildCreateAHero
        CommandSet             = MenFortressCommandSet_Switch
    End

    Behavior = CommandSetUpgrade ModueTag_PlayGondor
        TriggeredBy            = Upgrade_PlayGondor
        CommandSet             = MenFortressCommandSet
    End   

    Behavior = CommandSetUpgrade ModueTag_PlayArnor
        TriggeredBy            = Upgrade_PlayArnor
        CommandSet             = MenFortressCommandSet_forFornostSubmod
    End

    Behavior = CommandSetUpgrade ModueTag_PlayArnor_AsMapSpecial
        TriggeredBy            = Upgrade_ArnorFaction
        CommandSet             = MenFortressCommandSet_forFornostSubmod
    End

    Behavior = CommandSetUpgrade ModuleTag_PlayGondor_ForAI
        TriggeredBy    = Upgrade_EasyAISinglePlayer Upgrade_MediumAISinglePlayer Upgrade_HardAISinglePlayer Upgrade_BrutalAISinglePlayer Upgrade_EasyAIMultiPlayer Upgrade_MediumAIMultiPlayer Upgrade_HardAIMultiPlayer Upgrade_BrutalAIMultiPlayer
        CommandSet             = MenFortressCommandSet
    End

    Behavior = ObjectCreationUpgrade MakeTheFreeTreb
        TriggeredBy             = Upgrade_PlayGondor Upgrade_MenFortressHouseOfHealing
        Delay                   = 2500
        RemoveUpgrade           = Upgrade_WallTrebuchetButtonEnable
        GrantUpgrade            = Upgrade_HasWallTrebuchet
        DestroyWhenSold         = Yes
        DeathAnimAndDuration    = AnimState:DEATH_2 AnimTime:999999
        Offset                  = X:54 Y:0 Z:51.14
    End

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

    Behavior = ObjectCreationUpgrade MakeTheFreeTreb2_PlayArnor
        TriggeredBy             = Upgrade_HasWallTrebuchet
        Delay                   = 3000.0
        RemoveUpgrade           = Upgrade_WallTrebuchetButtonEnable
        ThingToSpawn            = GondorDenethor_forFortress
        Offset                  = X:54 Y:0 Z:51.14
        FadeInTime              = 500
    End

--- Ende Code ---

Und wo mache ich das Commandsetupgrade für den SpellStore?

Navigation

[0] Themen-Index

[#] Nächste Seite

[*] Vorherige Sete

Zur normalen Ansicht wechseln