Modderecke > Allgemeine Modding-Fragen

helden einmal baubar

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elladan05:
Ich wollte fragen wie ich es ereichen kann das ein held in einer kaserne nur einmal baubar ist ......ich weiß man muss das mit diesem sim.....typeof = 1 machenaber wenn ich den eintrag in die helden.ini schreibe passiert nichts also hier ist die ini von khamul



--- Code: ---Object BlackRiderMountedInterface ; Khamul
; *** ART Parameters ***

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait         = UP_Khamu

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
; This is required for garrisoned objects - please put in all objects.
ButtonImage = Button_khamu

DescriptionStrategic = CONTROLBAR:LW_ToolTip_BlackRider
   
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes ; temporarily commented out to remove the house color

;WadingParticleSys = EntRipples

StaticModelLODMode = Yes ; Will append M or L to the skin name depending on GameLOD

DefaultModelConditionState
Model = MUNazgul_SKN
End


ModelConditionState = MOUNTED USER_3
Model = MUBlkRider_SKN
ParticleSysBone     = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
; ParticleSysBone = NONE Vapor FollowBone:Yes  ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes  ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes  ;cinematics
; ParticleSysBone = NONE Vapor FollowBone:Yes  ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes  ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes   ;cinematics
End

ModelConditionState = MOUNTED
Model = MUBlkRider_SKN
; ParticleSysBone = NONE Vapor FollowBone:Yes  ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes  ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes  ;cinematics
; ParticleSysBone = NONE Vapor FollowBone:Yes  ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes  ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes   ;cinematics
End


ModelConditionState = USER_3
ParticleSysBone     = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
End

IdleAnimationState
StateName = Idle
Animation
AnimationName       = MUNazgul_SKL.MUNazgul_IDLB
AnimationPriority = 4
AnimationBlendTime = 15
AnimationMode       = ONCE
End
Animation
AnimationName       = MUNazgul_SKL.MUNazgul_IDLC
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode       = ONCE
End
Animation
AnimationName       = MUNazgul_SKL.MUNazgul_IDLD
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode       = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
EndScript
End



;-------------------------- MOUNTED VERSION ---------------------------------------------------------

AnimationState        = PASSENGER MOUNTED
Animation           = grabbed
AnimationName       = MUBlkRider_SKL.MUBlkRider_GBDA
AnimationMode       = LOOP
End
Flags               = RANDOMSTART
End

; --- stunned anims
AnimationState        = FREEFALL MOUNTED
Animation           = freefall
AnimationName       = MUBlkRider_SKL.MUBlkRider_FLYB
AnimationMode       = LOOP
End
Flags               = RANDOMSTART
End

AnimationState        = STUNNED_FLAILING MOUNTED
Animation           = JustDie
AnimationName       = MUBlkRider_SKL.MUBlkRider_FLYB
AnimationMode       = LOOP
End
Flags               = RANDOMSTART
End

AnimationState = DYING SPLATTED MOUNTED
Animation = splatted
AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA
AnimationMode = ONCE
End
End

AnimationState = BURNINGDEATH MOUNTED DYING
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

AnimationState = BURNINGDEATH MOUNTED
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_MFDA
AnimationMode = LOOP
AnimationBlendTime = 10
Distance = 80
End
End

AnimationState = DYING MOUNTED     ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
Animation
AnimationName       = MUBlkRider_SKL.MUBlkRider_DIEA
AnimationMode       = ONCE
End
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEC
AnimationMode = ONCE
End
End

AnimationState        = STUNNED_STANDING_UP MOUNTED
Animation           = StandUp
AnimationName       = MUBlkRider_SKL.MUBlkRider_GTPA
AnimationMode       = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState        = STUNNED MOUNTED
Animation           = Land
AnimationName       = MUBlkRider_SKL.MUBlkRider_LNDA
AnimationMode       = ONCE
End
End

AnimationState        = MOVING FIRING_OR_PREATTACK_A MOUNTED
ShareAnimation = Yes
Animation           = TrotAndFire
AnimationName       = MUBlkRider_SKL.MUBlkRider_ATRA
AnimationMode       = LOOP
Distance = 70; 35
End
Flags               = RANDOMSTART
End

AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

;;======= TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED
Animation = RUNB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR MOUNTED
Animation = RUNB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
End
;;===== BACKUP
AnimationState = MOVING BACKING_UP MOUNTED
Animation = BackingUp
AnimationName = MUBlkRider_SKL.MUBlkRider_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState        = MOVING TURN_LEFT MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange= .8 .8
End
End

AnimationState        = MOVING TURN_RIGHT MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_TRNR
AnimationMode = LOOP
AnimationSpeedFactorRange= .8 .8
End
End

AnimationState = MOVING ACCELERATE MOUNTED
Animation           = Accelerate
AnimationName   = MUBlkRider_SKL.MUBlkRider_ACCL
AnimationMode   = ONCE ; was LOOP
End
End

AnimationState = MOVING DECELERATE MOUNTED
Animation           = Decelerate
AnimationName   = MUBlkRider_SKL.MUBlkRider_DECL
AnimationMode   = ONCE
AnimationSpeedFactorRange = 0.6 0.6
End
End

AnimationState        = MOVING MOUNTED
ShareAnimation = Yes
Animation           = RunA
AnimationName       = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode       = LOOP
End
Animation           = RunB
AnimationName       = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode       = LOOP
End
Flags               = RANDOMSTART
End


AnimationState        = FIRING_OR_PREATTACK_A MOUNTED
Animation           = ATKA
AnimationName       = MUBlkRider_SKL.MUBlkRider_ATKA
AnimationMode       = ONCE
End
Animation           = ATKB
AnimationName       = MUBlkRider_SKL.MUBlkRider_ATKB
AnimationMode       = ONCE
End
Animation           = Defend
AnimationName       = MUBlkRider_SKL.MUBlkRider_DFDA
AnimationMode       = ONCE
End
Flags               = RESTART_ANIM_WHEN_COMPLETE
End

; --- Morgul Blade Weapon anim
AnimationState        = SPECIAL_WEAPON_ONE MOUNTED
Animation             = ATKA
AnimationName       = MUBlkRider_SKL.MUBlkRider_ATKA
AnimationMode       = ONCE
End
End

; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1 MOUNTED
Animation = Hit_Level_1_a
AnimationName = MUBlkRider_SKL.MUBlkRider_HFMA
AnimationMode = ONCE
End
End
;;------------- EMOTIONS ---------------------------------------------
// AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED
// ShareAnimation = Yes
// Animation = Apprehensive
// AnimationName = MUBlkRider_SKL.MUBlkRider_APPA
// AnimationMode = LOOP ;Change this to ONCE if adding additional anims
// End
// End
//
// AnimationState = EMOTION_AFRAID MOUNTED
// ShareAnimation = Yes
// Animation = FERA
// AnimationName = MUBlkRider_SKL.MUBlkRider_FERA
// AnimationMode = LOOP
// End
// Animation = FERB
// AnimationName = MUBlkRider_SKL.MUBlkRider_FERB
// AnimationMode = LOOP
// End
// End

AnimationState = EMOTION_TAUNTING MOUNTED
ShareAnimation = Yes
Animation = Taunting
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTA
AnimationMode = ONCE
End
Animation = Taunting
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTB
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTC
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_POINTING MOUNTED
Animation = Pointing1
AnimationName = MUBlkRider_SKL.MUBlkRider_PNTA
AnimationMode = LOOP
End
End

AnimationState = EMOTION_CELEBRATING MOUNTED
ShareAnimation = Yes
Animation = CHRA
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA
AnimationMode = ONCE
End
Animation = CHRB
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_ALERT MOUNTED
Animation = IDLA
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLA
AnimationMode = LOOP
End
End

AnimationState = RAISING_FLAG MOUNTED
ShareAnimation = Yes
Animation = CHRA
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRB
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = SELECTED MOUNTED
StateName = State_Selected
Animation = AtAttention
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLG
AnimationMode = Loop
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
EndScript
End

AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName       = MUBlkRider_SKL.MUBlkRider_IDLA
AnimationPriority   = 20
AnimationMode       = ONCE
AnimationBlendTime  = 15
End
Animation           = IdleB
AnimationName       = MUBlkRider_SKL.MUBlkRider_IDLB
AnimationMode       = ONCE
AnimationBlendTime  = 15
End
Animation           = IdleC
AnimationName       = MUBlkRider_SKL.MUBlkRider_IDLC
AnimationMode       = ONCE
AnimationBlendTime  = 15
End
Animation           = IdleG
AnimationName       = MUBlkRider_SKL.MUBlkRider_IDLG
AnimationMode       = ONCE
AnimationBlendTime  = 15
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End


TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End


TransitionState = TRANS_Selected_to_Idle
Animation = ATNA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.8 1.2
End
Flags = START_FRAME_LAST
End


;-------------------------- NON MOUNTED VERSION ---------------------------------------------------------



AnimationState = DYING BURNINGDEATH
Animation
AnimationName = MUNazgul_SKL.MUNazgul_DTHA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End


AnimationState = DYING
Animation
AnimationName       = MUNazgul_SKL.MUNazgul_DTHA
AnimationMode       = ONCE
End
End

AnimationState = BURNINGDEATH
Animation
AnimationName = MUNazgul_SKL.MUNazgul_MFDA
AnimationMode = LOOP
Distance = 90
End
End

AnimationState = FREEFALL
Animation
AnimationName = MUNazgul_SKL.MUNazgul_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = MUNazgul_SKL.MUNazgul_GTPA
AnimationMode = ONCE
End
End

AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation
AnimationName = MUNazgul_SKL.MUNazgul_RUNB
AnimationMode = LOOP
End

Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = FIRING_OR_PREATTACK_A
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKA
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKB
AnimationMode = ONCE
End
End

AnimationState = MOVING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_RUNA
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUNazgul_SKL.MUNazgul_HITA
AnimationMode = ONCE
End
End

AnimationState = LEVELED
Animation = Hit_Level_1_a
AnimationName = MUNazgul_SKL.MUNazgul_LVLA
AnimationMode = ONCE
End
End

; AnimationState = ENGAGED
; Animation
; AnimationName = MUNazgul_SKL.MUNazgul_APPA
; AnimationMode = LOOP
; End
; End


AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_CHRA
AnimationMode = LOOP
End
End

AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUNazgul_SKL.MUNazgul_TNTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End

AnimationState = RAISING_FLAG
Animation
AnimationName = MUNazgul_SKL.MUNazgul_CHRA
AnimationMode = LOOP
End
End

AnimationState = SELECTED
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End

    TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUNazgul_SKL.MUNazgul_ATNA
AnimationMode = ONCE
AnimationBlendTime = 10
End
    End
   
    TransitionState = TRANS_Selected_to_Idle
Animation = ATNF
AnimationName = MUNazgul_SKL.MUNazgul_ATNF
AnimationMode = ONCE
AnimationBlendTime = 10
End
    End
   
End

Draw = W3DScriptedModelDraw DustEffects
    DefaultModelConditionState
      Model = None
    End
    IdleAnimationState
    End
    AnimationState = MOVING WADING MOUNTED
ParticleSysBone = None FootstepSlash
    End
    AnimationState = MOVING ACCELERATE MOUNTED
ParticleSysBone = None GenericSiegeTrailDust
    End
    AnimationState = MOVING DECELERATE MOUNTED
ParticleSysBone = None GenericSiegeTrailDust
    End
    AnimationState = MOVING MOUNTED
    End
End

; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing
; GondorCavalryRiderless in FactionSubObject.ini

; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = BLACKRIDER_THREAT_LEVEL
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
MaxSimultaneousOfType = 6
BountyValue = EVILMEN_BLACKRIDER_BOUNTY_VALUE
DisplayName = OBJECT:MordorKhamul
DisplayNameStrategic = OBJECT:MordorNazgul
RecruitText = CONTROLBAR:MordorKhamulRecruit
ReviveText = CONTROLBAR:MordorKhamulRevive
Hotkey = CONTROLBAR:MordorKhamul
CommandSet = KhamulCommandSet
CommandPoints = 25

BuildCost = NAZGUL_BUILDCOST
BuildTime = NAZGUL_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
ShroudClearingRange = EVILMEN_BLACKRIDER_SHROUD_RANGE       
VisionRange = EVILMEN_BLACKRIDER_VISION_RANGE
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%

                     MaxSimultaneousOfType = 1
CrushableLevel = 2 ; What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

MountedCrusherLevel = 1
MountedCrushableLevel = 3
CrushWeapon = KnightCrush

MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 20 ; Lose 80 percent of max velocity when crushing.

RamPower = 30;
RamZMult = 0.5;

ArmorSet
Conditions      = None
Armor           = ToughHeroArmor
DamageFX        = NormalDamageFX
End


WeaponSet
Conditions = None
Weapon = PRIMARY    EvilMenBlackRiderSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End


// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_BlackRiderBody

AutoResolveArmor
Armor = AutoResolve_BlackRiderArmor
End

AutoResolveWeapon
Weapon = AutoResolve_BlackRiderWeapon
End


; *** AUDIO Parameters ***;

VoiceAttack = FellBeastVoiceAttack
VoiceAttackCharge = FellBeastVoiceAttack
VoiceAttackMachine = FellBeastVoiceAttack
VoiceAttackStructure = FellBeastVoiceAttack
; VoiceCreated = EVA:NazgulCreated
; VoiceFullyCreated = EVA:NazgulCreated
VoiceGuard = FellBeastVoiceMove
VoiceMove = FellBeastVoiceMove
VoicePriority = 51
VoiceRetreatToCastle = FellBeastVoiceMove
VoiceSelect = FellBeastVoiceSelect
VoiceSelectBattle = FellBeastVoiceSelect

SoundImpact = ImpactHorse

;GondorKnightVoiceFearCower
;GondorKnightVoiceFearDisperse
;GondorKnightVoiceFearPoint
;GondorKnightVoiceFearRegroup
;GondorKnightVoiceJoinAnybody
;GondorKnightVoiceLineFormation
;GondorKnightVoiceWedgeFormation

UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = FellBeastVoiceMove
VoiceEnterUnitMordorMumakil = FellBeastVoiceMove
VoiceEnterUnitSlaughterHouse = FellBeastVoiceMove
VoiceGarrison = FellBeastVoiceMove
VoiceInitiateCaptureBuilding = FellBeastVoiceMove
End

ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceMove = BlackRiderVoiceMoveMountedMS
VoiceSelect = BlackRiderVoiceSelectMountedMS
;SoundMoveStart = GondorHorseMoveStart
End
End

    #include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = NazgulDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800

AnimationSound = Sound:FootstepDirtA Animation:MUBLKRIDER_SKL.MUBLKRIDER_CHRA Frames:26 38

AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_ACCL Frames:8 30
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNA Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNB Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNL1 Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNR1 Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNL Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNR Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:0
;AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEB Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:0
;AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIED Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_IDLC Frames:9
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_TNTB Frames:9
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:10 46
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:20 43
AnimationSound = Sound:BodyFallGenericNoArmor Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:70
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:3 11
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:0
End

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Human Unit Cavalry Knight
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
ThingClass = CAVALRY_UNIT

KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE HERO GRAB_AND_DROP INFANTRY ARMY_SUMMARY HEAVY_MELEE_HITTER

Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS

MaxHealth = NAZGUL_HEALTH
MaxHealthDamaged = NAZGUL_HEALTHDAMAGED
RecoveryTime = NAZGUL_HEALTHRECOVERY_TIME

PermanentlyKilledByFilter = NONE ;Who kills me permanently?
    DodgePercent      = HERO_DODGE_PERCENT
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End

Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_BlacRiderDieToRespawn      ;FXList to play when killed-to-respawn
DeathAnimationTime = 3933 ;How long DeathAnim will take.
;InitialSpawnFX = FX_BlackRiderInitialSpawn ;FXList to play when respawning.
RespawnAnim = LEVELED ;Animation to play when respawning.
;RespawnFX = FX_ResurrectionBlackRider ;FXList 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 = HIBlackRider_res

;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:750 Time:80000 Health:100% ;DEFAULT VALUES
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = Hero
    End

Behavior = AutoHealBehavior ModuleTag_EowynHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = EvilMenBlackRiderFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End

LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_NORMAL
Speed     = NORMAL_EVIL_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_MOUNTED
Speed     = NORMAL_CAVALRY_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed   = 60
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 ;msec
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End

Behavior = SlowDeathBehavior ModuleTag_08
; Die and don't spawn horse
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.80     ; in Dist/Sec
DestructionDelay = 12000
;ProbabilityModifier = 33
Sound = INITIAL GondorSoldierVoiceDie
End

  Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2000 ; level 1 (light  damage)  hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 2000 ; level 2 (medium damage)  hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 2000 ; level 3 (heavy  damage)  hit reaction animations in frames (5 per sec)

HitReactionThreshold1 = 0.0   ; level 1 (light  damage) threshold trigger
HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger
End

;;; CAPTURE ;;;
#include "..\..\..\includes\CaptureBuilding.inc"
 
;--------- SCREECH -----------------------------------------------------------------------------------
  Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderScreechEnabler
SpecialPowerTemplate = SpecialAbilityScreech
TriggeredBy = Upgrade_BlackRiderNazgulScreech
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderScreech                     
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
TriggerFX = FX_FearBlast
End
Behavior = SpecialAbilityUpdate ModuleTag_BlackRiderScreechSAUpdate 
SpecialPowerTemplate = SpecialAbilityScreech
UnpackTime = 0 
AwardXPForTriggering = 0
TriggerSound = NazgulScreech
Instant = Yes
EffectRange = 180
End
           

                            ;----------------------ABLE TO FIND THE RING BY SMELLING---------------------------
             Behavior = StealthDetectorUpdate StealthDetectorUpdateModuleTag
DetectionRate = 500   
CancelOneRingEffect = Yes ; forces uses of one-ring to pop out of it
End


                          ;----------------------------CHILL SOUL-----------------------------------------
Behavior = FireWeaponUpdate ModuleTag_WeaponFiring
FireWeaponNugget
WeaponName = ChillSoulRadiusWeapon
Offset = X:0 Y:0 Z:0
FireDelay = 0
OneShot = No
End
End



                        ;--------- DREAD VISAGE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderDreadVisage
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_BlackRiderDreadVisage
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderDreadVisageUpdate
SpecialPowerTemplate      = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack  = Yes
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisage
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericDebuff
TriggeredBy = Upgrade_BlackRiderDreadVisage
RefreshDelay = 2000
Range = 200
TargetEnemy = Yes
AntiCategory = LEADERSHIP BUFF ; This means cancel all previous leadership bonuses
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -HORDE
End
Behavior = ModelConditionUpgrade ModuleTag_DreadVisageModelCondition
TriggeredBy = Upgrade_BlackRiderDreadVisage
AddConditionFlags = USER_3
End

Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
InitiallyActive = No
TriggeredBy = Upgrade_BlackRiderDreadVisage
WhichSpecialPower = 1
GenerateTerror = No
GenerateFear = Yes
EmotionPulseRadius = 100
EmotionPulseInterval = 1000
End



                       ;-------------------------------Wrong King------------------------------------------------------

                       Behavior = StealthUpdate ModuleTag_BilboDisguiseModule
            StealthDelay                               = 1
            DisguisesAsTeam                            = Yes
            RevealDistanceFromTarget                   = 50.0f
            OrderIdleEnemiesToAttackMeUponReveal       = Yes
            InnateStealth                              = Yes
            DisguiseTransitionTime                     = 2000
            DisguiseRevealTransitionTime               = 1000
        End   

        Behavior = SpecialPowerModule ModuleTag_BilboDisguiseStarter
            SpecialPowerTemplate        = SpecialAbilityBilboDisguise
            UpdateModuleStartsAttack    = no
            StartsPaused                = No
      InitiateSound     = CaH_Disguise
        End

        Behavior = SpecialAbilityUpdate ModuleTag_BilboDisguiseUpdate
            SpecialPowerTemplate        = SpecialAbilityBilboDisguise
            StartAbilityRange           = 1000000.0
            ApproachRequiresLOS         = No
        End


                           


                           
   ;--------- MORGUL BLADE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderMorgulBlade
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
TriggeredBy = Upgrade_BlackRiderMorgulBlade
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderMorgulBladeStarter
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = FellBeastVoiceAttack ;LurtzVoiceAttackCripplingStrike
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BlackRiderMorgulBladeUpdate
SpecialPowerTemplate    = SpecialAbilityBlackRiderMorgulBlade
SkipContinue = Yes

UnpackTime = 250
PreparationTime = 1
PersistentPrepTime = 500
PackTime = 100

AwardXPForTriggering = 0
StartAbilityRange = 15.0

SpecialWeapon = KhamulMorgulBlade
WhichSpecialWeapon = 1
End
Behavior = AutoAbilityBehavior ModuleTag_MorgulBladeAutoAbility
SpecialAbility = SpecialAbilityBlackRiderMorgulBlade
ForbiddenStatus = INSIDE_GARRISON
AllowSelf = No
Query = 1 MORGULBLADE_OBJECT_FILTER
End

Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End

; Generic auto ability.
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

;///////////////////
; AISpecialPowers
;///////////////////

Behavior = AISpecialPowerUpdate ToggleMountedAI
CommandButtonName = Command_KhamulToggleMounted
SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
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


Behavior = AISpecialPowerUpdate ScreechAI
CommandButtonName = Command_SpecialAbilityScreechBlackRider
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End

Behavior = AISpecialPowerUpdate MorgulBladeAI
CommandButtonName = Command_BlackRiderMorgulBlade
SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
End

Geometry = CYLINDER
GeometryMajorRadius = 16.0
GeometryHeight = 25.0
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
ShadowSizeX = 30
ShadowSizeY = 21
ShadowTexture = ShadowI

; Do I need to change GondorCavalryRiderless?
End

;------------------------------------------------------------------------------------------------
ChildObject KhamulMounted BlackRiderMountedInterface

;---------MOUNT------------------------------------------------------------------------
  Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter                     
  SpecialPowerTemplate = SpecialAbilityToggleMounted
  UpdateModuleStartsAttack = Yes
  StartsPaused = No
;InitiateSound = FellBeastVoiceMove
  End

Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
  SpecialPowerTemplate    = SpecialAbilityToggleMounted
  MountedTemplate = KhamulFellBeast
  SynchronizeTimerOnSpecialPower = SpecialAbilityBlackRiderMorgulBlade SpecialAbilityScreech
  UnpackTime              = 2000
  PreparationTime          = 0 ; none, cause we hop onto our mount in no time at all :)
  PackTime                = 0 ; none, cause we hop onto our mount in no time at all :)
  OpacityTarget = .0 ; How see-thru to be at peak of change
  AwardXPForTriggering    = 0
  IgnoreFacingCheck = Yes
;TriggerSound = FellBeastVoiceMove
End

End
--- Ende Code ---

Meriath Ifisti:
Das liegt Daran das du Den eintrag 2mal hast:


   ; ***DESIGN parameters ***
   Side            = Mordor
   EditorSorting         = UNIT
   ThreatLevel         = BLACKRIDER_THREAT_LEVEL
   TransportSlotCount      = TRANSPORTSLOTCOUNT_HERO
   MaxSimultaneousOfType      = 6   
   BountyValue         = EVILMEN_BLACKRIDER_BOUNT Y_VALUE
   DisplayName         = OBJECT:MordorKhamul
   DisplayNameStrategic = OBJECT:MordorNazgul
   RecruitText         = CONTROLBAR:MordorKhamulRecruit
   ReviveText         = CONTROLBAR:MordorKhamulRevive
   Hotkey            = CONTROLBAR:MordorKhamul
   CommandSet         = KhamulCommandSet
   CommandPoints         = 25   

   BuildCost         = NAZGUL_BUILDCOST
   BuildTime         = NAZGUL_BUILDTIME
   ShockwaveResistance       = SHOCKWAVE_RESISTANCE_STR ONG   
   ShroudClearingRange      = EVILMEN_BLACKRIDER_SHROU D_RANGE          
   VisionRange         = EVILMEN_BLACKRIDER_VISIO N_RANGE
   MaxVisionBonusPercent      = 300%
   VisionBonusTestRadius      = 200
   VisionBonusPercentPerFoo t   = 2.0%

                     MaxSimultaneousOfType   = 1

Den Roten EInfach löschen den Grünen in "..=1" umwandeln.

Viel Spaß,
Jaegita

elladan05:
Danke hat funktioneiert  :)

kann mir bitte noch jemand sagen wie ich einen "scale" eintrag formuliere würd mich freuen wenn jemand schrebt  ;)

Sauron der Dunkle:
Scale = 2

:D

elladan05:
ich wollte nochmal fragen ob einer von euch weiß ob man modelle eincoden muss

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