Hallo Modding-Communitiy!
Treibe mich nun schon seit 2 Wochen auf der Seite hier herum, seit ich wieder SuM angefangen habe zu spielen und die Edain Mod ausprobiert habe. Habe dann angefangen ein wenig an den big-Dateien rumzupfuschen, was auch alles perfekt funktioniert hat, bis auf eine Kleinigkeit: Ich wollte den Ostlingen von Mordor die Möglichkeit geben die schwere Rüstung kaufen zu können. Die Technologie im Söldnerzelt erforschen kann ich, und auch für das Battailion kaufen, nur meine Texturen die ich dafür verwenden möchte, werden nicht angezeigt.
Ich habe mich nach dem Einheiten Tutorial von Turin Turumbar gerichtet was einfügen der Texturen angeht und versucht seine SuM 2 - Codes auf SuM 1 umzulegen.
Ich habe jetzt diese 4 Dateien:
MUEastern.tga (das soll die neue Standardtextur werden)
MUEastern_HA.tga (das hier ist die originale Textur des Spiels)
MUEastern.w3d (Modell mit neuer Textur)
MUEastern_HA.w3d (Modell mit originaler Textur)
Wie im Tutorial beschrieben habe ich die .tga - Elemente in die Texturen.big und die w3d - Elemente in die w3d.big eingefügt und abgespeichert. Außerdem hab ich mit dem asset-builder alle 4 Dateien eingefügt und eine assetsubmod.dat auf dem Desktop erstellt und diese mit einer Kopie der originalen asset (assetedain.dat) mit hilfe des asset helpers von elvenrider zur asset.dat verschmolzen, welche ich dann in den Hauptordner kopiert habe. Allerdings werden bei mir im Spiel jetzt nur die originalen Texturen angezeigt wenn ich die Ostlinge ausbilde und sobald ich ihnen die schwere Rüstung kaufe, werden sie pink. Deshalb bin ich zurzeit in der Annahme, dass es ein Problem mit der neuen asset gibt?
Hier sind noch alle Codes zu den Easterlings (ohne die Buttons, die habe ich derweil wieder entfernt, gestern war ne LAN ^^ ), die die ich hinzugefügt habe, hab ich fett markiert (Denke das sind alle. Hab alle eingefügt, weil es ja sein könnte, dass ich an falscher Stelle eingefügt oder etwas vergessen habe):
evilfactionunits:
Object MordorEasterling
; *** ART Parameters ***
ButtonImage = BMHaradrimPalace_Soldier sRhun
SelectPortrait = UPMordor_Eastering
Draw = W3DHordeModelDraw ModuleTag_01
DefaultModelConditionSta te
Model = MUEastern_SKN
End
; ---------------------- IDLE ANIMATIONS ------------------------------
IdleAnimationState
Animation = IDLEA
AnimationName = MUEastern_SKL.MUEastern_ IDLB
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRang e = 0.8 1.2
End
Flags = RANDOMSTART
StateName = Idle
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "Selected" then CurDrawableSetTransition AnimState("TransitionFromAttention") end
EndScript
End
;---------------------- THROWN ANIMATION -------------------------------
AnimationState = THROWN_PROJECTILE
Animation = THROWN
AnimationName = MUEastern_SKL.MUEastern_ FLYA
AnimationMode = LOOP
End
End
;--------------------- Giant Bird Stuff ---------------------------------------
AnimationState = PASSENGER FREEFALL
Animation = Grabbed
AnimationName = MUEastern_SKL.MUEastern_ FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = MUEastern_SKL.MUEastern_ FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRang e = 0.5 0.5
End
End
;------------------------ STUNNED ANIMATIONS ---------------------------
AnimationState = STUNNED_FLAILING
Animation = StunnedFlailing
AnimationName = MUEastern_SKL.MUEastern_ FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
;-------------------------- DYING ANIMS ---------------------------------
AnimationState = DYING SPLATTED
Animation = Splattered_On_Ground
AnimationName = MUEastern_SKL.MUEastern_ LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = DYING
Animation = Dying
AnimationName = MUEastern_SKL.MUEastern_ DIEA
AnimationMode = ONCE
End
End
;------------------------ STUNNED ANIMATIONS ---------------------------
AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = MUEastern_SKL.MUEastern_ GTPA
AnimationMode = ONCE
AnimationSpeedFactorRang e = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = Stunned
AnimationName = MUEastern_SKL.MUEastern_ LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
;---------------------- PASSENGER ANIMATION -----------------------------
AnimationState = PASSENGER
Animation = Grabbed
AnimationName = MUEastern_SKL.MUEastern_ FLLA
AnimationMode = LOOP
End
End
;--------------------- MOVING ANIMATIONS -----------------------------------
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = MUEastern_SKL.MUEastern_ ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING CLIMBING BACKING_UP
Animation = ClimbingBackwards
AnimationName = MUEastern_SKL.MUEastern_ CLMA
AnimationMode = LOOP_BACKWARDS
End
End
AnimationState = MOVING CLIMBING
Animation = Climbing
AnimationName = MUEastern_SKL.MUEastern_ CLMA
AnimationMode = LOOP
End
End
AnimationState = MOVING PANICKING
ShareAnimation = Yes
Animation = PANICKING
AnimationName = MUEastern_SKL.MUEastern_ MFDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING BACKING_UP
ShareAnimation = Yes
Animation = BACKINUP
AnimationName = MUEastern_SKL.MUEastern_ BAKA
AnimationMode = LOOP
End
End
AnimationState = MOVING ALTERNATE_FORMATION
ShareAnimation = Yes
Animation = MovingWithAlternateForma tion
AnimationName = MUEastern_SKL.MUEastern_ WLKA
AnimationMode = LOOP
End
ParticleSysBone = None InfantryDustTrails
;Flags = RANDOMSTART
End
AnimationState = MOVING EMOTION_TERROR
ShareAnimation = Yes
Animation = Moving
AnimationName = MUEastern_SKL.MUEastern_ RUNA
AnimationMode = LOOP
End
ParticleSysBone = None InfantryDustTrails
;Flags = RANDOMSTART
End
AnimationState = MOVING
ShareAnimation = Yes
Animation = Moving
AnimationName = MUEastern_SKL.MUEastern_ RUNA
AnimationMode = LOOP
Distance = 50
End
ParticleSysBone = None InfantryDustTrails
;Flags = RANDOMSTART
End
;---------------------- ATTACKING ANIMATIONS ---------------------------
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATTACKA
AnimationName = MUEastern_SKL.MUEastern_ ATKA
AnimationMode = ONCE
End
End
AnimationState = BETWEEN_FIRING_SHOTS_A
Animation = between
AnimationName = MUEastern_SKL.MUEastern_ IDLA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_UNCONTROLLABLY_A FRAID
ShareAnimation = Yes
Animation = Cower
AnimationName = MUEastern_SKL.MUEastern_ FERA
AnimationMode = LOOP
End
End
AnimationState = ATTACKING
Animation = AttackingReady
AnimationName = MUEastern_SKL.MUEastern_ IDLA
AnimationMode = LOOP
End
End
;---------------------- EMOTION ANIMATIONS ---------------------------
AnimationState = EMOTION_ALERT EMOTION_AFRAID
ShareAnimation = Yes
Animation = Apprehensive
AnimationName = MUEastern_SKL.MUEastern_ APPA
AnimationMode = LOOP ;Change this to ONCE if adding additional anims
End
End
AnimationState = EMOTION_AFRAID
ShareAnimation = Yes
Animation = Cower
AnimationName = MUEastern_SKL.MUEastern_ FERA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUEastern_SKL.MUEastern_ TNTA
AnimationMode = ONCE
AnimationBlendTime = 15
AnimationSpeedFactorRang e = 0.8 1.2
End
Animation = TNTB
AnimationName = MUEastern_SKL.MUEastern_ TNTB
AnimationMode = ONCE
AnimationBlendTime = 15
AnimationSpeedFactorRang e = 0.8 1.2
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLE TE
End
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = MUEastern_SKL.MUEastern_ PNTA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING
Animation = Celebrating
AnimationName = MUEastern_SKL.MUEastern_ CHRA
AnimationMode = ONCE
End
Animation = CelebratingB
AnimationName = MUEastern_SKL.MUEastern_ CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLE TE
End
AnimationState = EMOTION_ALERT
Animation = ALERT
AnimationName = MUEastern_SKL.MUEastern_ IDLA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MUEastern_SKL.MUEastern_ CHRB
AnimationMode = LOOP
End
End
;--------------------- HIT REACTIONS -----------------------------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = HitReaction1
AnimationName = MUEastern_SKL.MUEastern_ HITA
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_2
Animation = HitReaction2
AnimationName = MUEastern_SKL.MUEastern_ HITA
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_3
Animation = HitReaction3
AnimationName = MUEastern_SKL.MUEastern_ HITA
AnimationMode = ONCE
End
End
AnimationState = SELECTED
ShareAnimation = Yes
Animation = AtAttention
AnimationName = MUEastern_SKL.MUEastern_ ATNB
AnimationMode = LOOP
End
StateName = Selected
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "Idle" then CurDrawableSetTransition AnimState("TransitionToAttention") end
EndScript
End
;-------------------------------------- TRANSITIONS ----------------------------------------------
TransitionState = TransitionToAttention
Animation = ToAttentionTransition
AnimationName = MUEastern_SKL.MUEastern_ ATNA
AnimationMode = ONCE
AnimationSpeedFactorRang e = 1.0 1.4
AnimationBlendTime = 10
End
End
TransitionState = TransitionFromAttention
Animation = FromAttentionTransition
AnimationName = MUEastern_SKL.MUEastern_ ATNC
AnimationMode = ONCE
AnimationSpeedFactorRang e = 1.0 1.4
AnimationBlendTime = 10
End
End
End
Side = Mordor
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 1
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = RhunArmor
DamageFX = NormalDamageFX
End
WeaponSet
Conditions = None
Weapon = PRIMARY MordorEasterlingPike
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
BountyValue = MORDOR_SOLDIERRHUN_BOUNT Y_VALUE
DisplayName = OBJECT:MordorEasterlingPike
CrushableLevel = 0
CrusherLevel = 0
CrushRevengeWeapon = BetterAntiCavalryInfantr yCrushRevenge
CommandSet = SingleUnitCommandSet
;----------------------------------- AUDIO parameters ----------------------------------------------------
VoiceAmbushed = SoldierOfRhunVoiceAmbush ed
VoiceAttack = SoldierOfRhunVoiceAttack
VoiceAttackCharge = SoldierOfRhunVoiceAttack Charge
VoiceAttackMachine = SoldierOfRhunVoiceAttack
VoiceAttackStructure = SoldierOfRhunVoiceAttack Building
VoiceCreated = CampOrcCreateSoldiersOfR hun
VoiceFullyCreated = CampOrcCreateSoldiersOfR hun
VoiceMove = SoldierOfRhunVoiceMove
VoiceMoveToCamp = SoldierOfRhunVoiceMoveCa mp
VoiceMoveWhileAttacking = SoldierOfRhunVoiceDiseng age
VoicePriority = 55
VoiceRetreatToCastle = SoldierOfRhunVoiceRetrea t
VoiceSelect = SoldierOfRhunVoiceSelect
VoiceSelect2 = ElvenWarriorVoiceSelect2
VoiceSelectBattle = SoldierOfRhunVoiceSelect Battle
VoiceGuard = SoldierOfRhunVoiceMove
SoundImpact = ImpactHorse
SoundCrushing = RohirrimCrushing
VoiceEnterStateAttack = SoldierOfRhunVoiceEnterS tateAttack
VoiceEnterStateAttackCha rge = SoldierOfRhunVoiceEnterS tateAttackCharge
VoiceEnterStateAttackMac hine = SoldierOfRhunVoiceEnterS tateAttackBuilding
VoiceEnterStateAttackStr ucture = SoldierOfRhunVoiceEnterS tateAttackBuilding
VoiceEnterStateMove = SoldierOfRhunVoiceEnterS tateMove
VoiceEnterStateMoveToCam p = SoldierOfRhunVoiceEnterS tateMoveCamp
VoiceEnterStateMoveWhile Attacking = SoldierOfRhunVoiceEnterS tateDisengage
VoiceEnterStateRetreatTo Castle = SoldierOfRhunVoiceEnterS tateRetreat
UnitSpecificSounds
VoiceEnterUnitMordorMuma kil = SoldierOfRhunVoiceGarris on
VoiceEnterUnitSlaughterH ouse = SoldierOfRhunVoiceGarris onSlaughterHouse
VoiceGarrison = SoldierOfRhunVoiceGarris on
End
EvaEventDamagedOwner = UnitUnderAttack
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Easterling_Infantry
End
ClientBehavior = AnimationSoundClientBeha vior ModuleTag_AnimAudioBehav ior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallSoldier Animation:MUEastern_SKL.MUEastern_ LNDA Frames:2
AnimationSound = Sound:BodyFallGeneric1 Animation:MUEastern_SKL.MUEastern_ DIEA Frames:52
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE GRAB_AND_DROP
Body = ActiveBody ModuleTag_porcupineForma tion
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = MORDOR_SOLDIERRHUN_HEALT H
MaxHealthDamaged = MORDOR_SOLDIERRHUN_HEALT H_DAMAGED
End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_MordorHeavyArmor
ArmorSetFlag = PLAYER_UPGRADE
End
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_MordorHeavyArmor
UpgradeTexture = MUEastern.tga 0 MUEastern_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenId le = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
CanAttackWhileContained = Yes
HoldGroundCloseRangeDist ance = 80
AttackPriority = AttackPriority_Spearman
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_INFANTRY_MEM BER_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 1333 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 60000
SinkRate = 0.30 ; in Dist/Sec
DestructionDelay = 135000
Sound = INITIAL SoldierOfRhunVoiceDie
End
Behavior = HitReactionBehavior HitReactionBehaviorModul eTag
HitReactionLifeTimer1 = 1000 ; level 1
HitReactionLifeTimer2 = 1000 ; level 2
HitReactionLifeTimer3 = 1000 ; level 3
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
Behavior = BezierProjectileBehavior ModuleTag_08
FirstHeight = 24
SecondHeight = 24
FirstPercentIndent = 30%
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes
DieOnImpact = Yes
BounceCount = 1
BounceDistance = 40
BounceFirstHeight = 24
BounceSecondHeight = 24
BounceFirstPercentIndent = 20%
BounceSecondPercentInden t = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
Behavior = SquishCollide ModuleTag_06
End
Behavior = HordeMemberCollide ModuleTag_HMC
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 21
ShadowSizeY = 21
ShadowTexture = ShadowI
End
evilfactionhordes:
Object MordorEasterlingHorde
ButtonImage = BMHaradrimPalace_Soldier sRhun
SelectPortrait = UPMordor_Eastering
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFla gs = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionSta te
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeTemplate
End
End
Side = Mordor
EditorSorting = UNIT
EmotionRange = 240
TransportSlotCount = 1
DisplayName = OBJECT:HordeMordorEasterlingPik e
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefin der
End
BuildCost = MORDOR_SOLDIERRHUN_BUILD COST
BuildTime = MORDOR_SOLDIERRHUN_BUILD TIME
VisionRange = VISION_STANDARD_MELEE
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandPoints = 10
CommandSet = MordorEasterlingHordeCom mandSet
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = 1
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIG HT INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY CAN_USE_SIEGE_TOWER ;UNATTACKABLE
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenId le = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AttackPriority = AttackPriority_Spearman
End
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = MordorEasterling 10
Slots = 10
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFo rmation = Yes
BannerCarriersAllowed = MordorBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MordorEasterling Pos:X:40.0 Y:0.0 ; (DEFAULT) position of banner carrier for easterling horde
RankInfo = RankNumber:1 UnitType:MordorEasterling Position:X:15 Y:0 Position:X:15 Y:25 Position:X:15 Y:-25 Position:X:15 Y:50 Position:X:15 Y:-50
RankInfo = RankNumber:2 UnitType:MordorEasterling Position:X:-10 Y:0 Position:X:-10 Y:25 Position:X:-10 Y:-25 Position:X:-10 Y:50 Position:X:-10 Y:-50
RanksToReleaseWhenAttack ing = 1 2
MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.
AlternateFormation = MordorEasterlingPorcupin eHorde
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavio r
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RAD IUS ;350 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE +RohanTreeBerd +GondorGwaihir +RohanEntFir +RohanEntBirch +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil
AlwaysAfraidOf = NONE +MordorBalrog +RohanOathbreaker +MordorWitchKing +MordorSauron +MordorSauron_Kampa
PointAt = NONE +GondorGwaihir
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIU S ;250
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = UncontrollableFear_Base_ Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = OVERRIDE Taunt_Base
End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomoto r
Condition = SET_NORMAL
Speed = NORMAL_EVIL_INFANTRY_HOR DE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTa g
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_MordorBasicTrain ing Upgrade_TechnologyMordor BasicTraining
RequiresAllTriggers = Yes
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLega lity
TriggeredBy = Upgrade_MordorHeavyArmor Upgrade_TechnologyMordor HeavyArmor
RequiresAllTriggers = Yes
End
Geometry = BOX
GeometryMajorRadius = 30.4
GeometryMinorRadius = 30.4
GeometryHeight = 8.0
GeometryIsSmall = No
End
Upgrade:
Upgrade Upgrade_TechnologyMordor HeavyArmor
DisplayName = UPGRADE:MordorHeavyArmor
Tooltip = TOOLTIP:IsengardHeavyArmor
Type = PLAYER
BuildCost = 1000
BuildTime = ISENGARD_TECH_HEAVY_ARMO R_BUILDTIME
ResearchSound = OrcPorterHeavyArmorVoice Salute
End
Upgrade Upgrade_MordorHeavyArmor
DisplayName = UPGRADE:MordorHeavyArmor
Type = OBJECT
Tooltip = TOOLTIP:IsengardHeavyArmor
BuildCost = 500
BuildTime = ISENGARD_PERSONAL_HEAVY_ ARMOR_BUILDTIME
ResearchSound = UpgradeHeavyArmor
UpgradeFX = FX_PorterDeliverHeavyArm or
End
So, ich glaube das waren alle. Es fehlen jetzt nur commandset und comanndbutton, die habe ich ja, wie gesagt, vorerst wieder entfernt.
Was mir auffällt, ist, dass ich nirgends bei den Ostlingen eine original Textur angeben kann. Oder zumindest hab ich sie nicht gefunden. Könnte das das Problem sein, dass er einfach keinen Befehl findet und deshalb die Originale lädt und bei schwerer Rüstung dann rumspackt?
Ich hoffe die Infos sind ausreichend um zu helfen, und , dass mir jemand helfen kann^^ Danke schon im Vorraus!