Modderecke > Coding
Marci_99's Fragenthread
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?
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