Modderecke > Coding
Marci_99's Fragenthread
Radagast der Musikalische:
Dieser Kristallgraben ist einfach nicht attackierbar und versperrt für Nahkämpfer den Zugang zur Festung. Das Model selbst kann aber auch so eingebunden werden, dass die Festung trotzdem weiterhin angreifbar ist.
Marci_99:
Das mit dem Gebäude Upgrade klappt nicht wenn das Gebäude level up kommt
verändert sich nichts.
Das Gebäude ist ab level 1 also wenn man es baut wie alle 3 zusammen
Man kann von jedem Modell was sehen wenn man genau drauf achtet
d.h es wird nichts gehidet.
Hier mein Code:
--- Code: ---;------------------------------------------------------------------------------
Object NoldorFarm
SelectPortrait = BRElvenFarm
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
StaticModelLODMode = yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GBGHGenBudB
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw2
OkToChangeModelColor = Yes
StaticModelLODMode = yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GBGHGenBudC
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw3
OkToChangeModelColor = Yes
StaticModelLODMode = yes
UseStandardModelNames = Yes
ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04
ExtraPublicBone = ARROW_05
ExtraPublicBone = ARROW_06
DefaultModelConditionState
Model = GBGHGenBudD
WeaponLaunchBone = PRIMARY ARROW_
End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:ImladrisFarm
Description = OBJECT:ImladrisFarmDescription
Side = Noldor
;IsTrainable = No
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = ELVEN_MALLORN_TREE_BUILDCOST
BuildTime = ELVEN_MALLORN_TREE_BUILDTIME ; in seconds
VisionRange = ELVEN_MALLORN_TREE_SHROUD_CLEAR ; Shroud clearing distance
ShroudClearingRange = ELVEN_MALLORN_TREE_SHROUD_CLEAR
BountyValue = ELVEN_MALLORN_TREE_BOUNTY_VALUE
CommandPointBonus = GENERIC_ECONOMY_COMMAND_POINT_BONUS
CommandSet = ImladrisFarmCommandSet
ArmorSet
Conditions = None
Armor = ResourceArmor
;DamageFX = StructureDamageFXNoShake
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = ResourceHeavyArmor
DamageFX = NormalDamageFX
End
WeaponSet
Conditions = None
End
WeaponSet
Weapon = PRIMARY GondorStructureBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = ElfMallornTreeSelect ;GondorStatueSelect
SoundOnDamaged = BuildingLightDamageWood
SoundOnReallyDamaged = BuildingHeavyDamageWood
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
VoiceFullyCreated = EVA:GenericBuildingComplete-Builder-Elf
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
;EvaEventDamagedOwner = UnderAttackResource
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
End
CampnessValue = CAMPNESS_RESOURCE_BUILDING
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MADE_OF_STONE FS_FACTORY CAN_ATTACK IGNORE_FOR_VICTORY LIVING_WORLD_BUILDING_MIRROR ECONOMY_STRUCTURE
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_MALLORN_TREE_HEALTH
MaxHealthDamaged = ELVEN_MALLORN_TREE_HEALTH_DAMAGED
MaxHealthReallyDamaged = ELVEN_MALLORN_TREE_HEALTH_REALLY_DAMAGED
End
Flammability ; should be after the 'Body' statement
Fuel = ELVEN_MALLORNTREE_FIRE_FUEL
MaxBurnRate = ELVEN_MALLORNTREE_FIRE_MAX_BURN_RATE
Decay = ELVEN_MALLORNTREE_FIRE_DECAY
Resistance = ELVEN_MALLORNTREE_FIRE_RESISTANCE
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = ElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
; GiveNoXP = Yes ;disable granting xp when producing units.
End
Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_StructureLevel2
End
;======================================
; Commandpoints-Upgrade
;======================================
Behavior = CommandPointsUpgrade CommandPoints_Upgrade
TriggeredBy = Upgrade_Commandpointupgrade
CommandPoints = 25
RequiredObject = NONE +ImladrisFarm
End
;======================================
; Ende
;======================================
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
HideSubObjects = GBGHGenBudBC GBGHGenBudD
End
Behavior = SubObjectsUpgrade ModuleTag_ShowPillarsAndWalls
TriggeredBy = Upgrade_StructureLevel2
ShowSubObjects = GBGHGenBudC
HideSubObjects = GBGHGenBudB GBGHGenBudD
End
Behavior = SubObjectsUpgrade ModuleTag_ShowTower
TriggeredBy = Upgrade_StructureLevel3
ShowSubObjects = GBGHGenBudD
HideSubObjects = GBGHGenBudB GBGHGenBudC
End
Behavior = TerrainResourceBehavior ModuleTag_MoneyProduction
Radius = ELVEN_MALLORN_TREE_MONEY_RANGE ; How far we try to claim ground
MaxIncome = ELVEN_MALLORN_TREE_MONEY_AMOUNT ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = ELVEN_MALLORN_TREE_MONEY_TIME ; How often (in msec) we give that much money
End
ClientBehavior = TerrainResourceClientBehavior ModuleTag_MoneyProductionClient
End
Behavior = StructureCollapseUpdate ModuleTag_Collapse
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 126
End
Behavior = BuildingBehavior ModuleTag_Building
NightWindowName = N_WINDOW N_GLOW
;GlowWindowName =
;FireWindowName =
;FireName =
End
Geometry = CYLINDER
GeometryMajorRadius = 62
GeometryMinorRadius = 62
GeometryHeight = 76F
GeometryOffset = X:0 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-33 Y:10 Z:0 Repair
GeometryContactPoint = X:30 Y:10 Z:0 Repair
End
--- Ende Code ---
Info: Die Experiencelevel einträge sind unter GOOD_FARM oder so definiert und
das Gebäude kann auch Level up kommen aber verändert sich nicht.
Radagast der Musikalische:
Die Codes an sich scheinen auf den ersten Blick richtig zu sein. Möglicherweise funktioniert das Hiden nicht richtig, wenn sich die Modelle in mehreren Draw-Modulen befinden. Ich habe das so bisher zwar noch nie ausprobiert, ging aber davon aus, dass es trotzdem funktioniert.
Ich schreibe dir gleich noch eine PM mit einer anderen Lösung...
Marci_99:
Danke wir schätzen deine Hilfe sehr vorallem mit den Upgrades da dies für alle
Gebäude wichtig sein kann/könnte.
Joragon:
Mach es doch mit einem anderen ModelConditionState. Nach einem Upgrade ändert sich das ModelConditionState und bei einem anderen ModelConditionState gibts dann ein anderes Modell. Wenn das neue Modell ein anderes Skelett hat und es Animationen ausführen soll, musst du dem neuen ModelConditionState dann halt bei den Animationen neue Animationen zuordnen.
Navigation
[0] Themen-Index
[#] Nächste Seite
[*] Vorherige Sete
Zur normalen Ansicht wechseln