Modderecke > Allgemeine Modding-Fragen
Rekudo´s Fragen zu Sum1!!
Prinz von Dol Amroth:
In der system.ini solltest du auch noch etwas haben ;)
Schick mir mal am besten deine Codes.
Das einzige was mir einfällt ist, dass du vielleicht den selben CommandButton für das Spellbook und den Spellstore verwendet hast.
Rekudo93:
ich habe jetzt noch ein, zugegeben kleines Problem.
Ich habe den Verbotenem Weiher bei Gondors-Siedlungsplätzen baubar gemacht. Doch immer wenn ich ihn baue, verschwindet die Siedungsflagge nicht.
Das heißt, das der Gegner über meinen Verbotenem Weiher eines seiner Gebäude bauen kann. Dann sind beide Gebäude ineinander. Das sieht nicht nur schlecht aus, es bremst auch meinen Spielspaß :(
Wenn jemand das Problem schonmal hatte, erklärt mir bitte was ihr dagegen gemacht hat.
Gruß Rekudo93
Rekudo93:
Hallo alle zusammen,
ich habe wieder ein neues Problem.
Ich habe mir die _skn Datei von Legolas genommen und den Skin von thranduil drüber gesetzt ( per Gmax). Das ganze als euthranduil_skn gespeichert.
Danach die Legolas datei kopiert und anstadt rulegolas_skn, euthranduil_skn eingefügt.
Doch wenn ich jetzt meinen Thranduil baue ist er unsichtbar.
Hier der ini. Eintrag:
[code]Object ElvesThranduil
; *** ART Parameters ***
SelectPortrait = HSThranduil
ButtonImage = HIThranduil
Draw = W3DScriptedModelDraw ModuleTag_01_
;;====================== MODELS ================================================================
DefaultModelConditionSta te
Model = euthranduil_skn
Skeleton = RULegolas_SKL
ShadowMaxHeight = 999
WeaponLaunchBone = PRIMARY ARROW
End
ModelConditionState = WEAPONLOCK_SECONDARY
Model = euthranduil_skn
Skeleton = RULegolas_SKL
ShadowMaxHeight = 999
ParticleSysBone = BAT_HEAD Slayer FollowBone:Yes
End
;;================== ANIMATIONS =================================================================
;;------------------ DYING -------------------------------------------------------------
; --- Flying through the air.
AnimationState = STUNNED_FLAILING WEAPONLOCK_SECONDARY
Animation = FLYA
AnimationName = RULegolas_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = STUNNED_FLAILING
Animation = FLYA
AnimationName = RULegolas_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
; --- Dying
AnimationState = DYING WEAPONLOCK_SECONDARY
Animation = DIEC
AnimationName = RULegolas_DIEC
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = DYING
Animation = DIEA
AnimationName = RULegolas_DIEA
AnimationMode = ONCE
End
Animation = DIEB
AnimationName = RULegolas_DIEB
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
; --- Stunned
AnimationState = STUNNED_STANDING_UP WEAPONLOCK_SECONDARY
StateName = STATE_Sword
Animation = GUFaramir_GTPC
AnimationName = RULegolas_GTPC
AnimationMode = ONCE
AnimationSpeedFactorRang e = 1.5 1.5
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = STUNNED_STANDING_UP
StateName = STATE_Bow
Animation = GUFaramir_GTPA
AnimationName = RULegolas_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRang e = 1.5 1.5
End
Animation = GUFaramir_GTPB
AnimationName = RULegolas_GTPB
AnimationMode = ONCE
AnimationSpeedFactorRang e = 1.5 1.5
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = STUNNED WEAPONLOCK_SECONDARY
StateName = STATE_Sword
Animation = GUFaramir_LNDA
AnimationName = RULegolas_LNDA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = STUNNED
StateName = STATE_Bow
Animation = GUFaramir_LNDB
AnimationName = RULegolas_LNDB
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;--- Arrow Wind Special attack
AnimationState = UNPACKING PACKING_TYPE_1
Animation = ATKA1
AnimationName = RULegolas_ATKA1 ;ATKH1
AnimationMode = ONCE
End
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Sword" then CurDrawableSetTransition AnimState("TRANS_SwitchToBow") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = PREPARING PACKING_TYPE_1
Animation = ATKA2
AnimationName = RULegolas_ATKA2 ;ATKH2
AnimationMode = LOOP
AnimationSpeedFactorRang e = 1.328 1.328
End
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Sword" then CurDrawableSetTransition AnimState("TRANS_SwitchToBow") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = PACKING PACKING_TYPE_1
Animation = ATKA3
AnimationName = RULegolas_ATKA3 ;ATKH3
AnimationMode = LOOP
End
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Sword" then CurDrawableSetTransition AnimState("TRANS_SwitchToBow") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;--- Train Archer - a cheer
AnimationState = PACKING_TYPE_2
Animation = CHRB
AnimationName = RULegolas_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRang e = 1.5 1.5
End
StateName = STATE_TrainingStart
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Sword" then CurDrawableSetTransition AnimState("TRANS_SwitchToBow") end
EndScript
End
;--- Hawk Strike Special Attack
AnimationState = SPECIAL_WEAPON_ONE
Animation = ATKB
AnimationName = RULegolas_ATKB
AnimationMode = ONCE
End
FrameForPristineBonePosi tions = 45
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Sword" then CurDrawableSetTransition AnimState("TRANS_SwitchToBow") end
CurDrawableShowSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = SPECIAL_WEAPON_ONE WEAPONLOCK_SECONDARY
Animation = ATKB
AnimationName = RULegolas_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePosi tions = 32
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Sword" then CurDrawableSetTransition AnimState("TRANS_SwitchToBow") end
EndScript
End
AnimationState = MOVING FIRING_OR_PREATTACK_A WEAPONLOCK_SECONDARY
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = RULegolas_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = UNPACKING WEAPONLOCK_SECONDARY
Animation = ATKA
AnimationName = RULegolas_ATKA
AnimationMode = ONCE
End
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Sword" then CurDrawableSetTransition AnimState("TRANS_SwitchToBow") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = PREPARING WEAPONLOCK_SECONDARY
Animation
AnimationName = RULegolas_ATKA2
AnimationMode = LOOP
End
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Sword" then CurDrawableSetTransition AnimState("TRANS_SwitchToBow") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = FIRING_OR_PREATTACK_B WEAPONLOCK_SECONDARY
Animation = ATKD
AnimationName = RULegolas_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKE
AnimationName = RULegolas_ATKE
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKJ
AnimationName = RULegolas_ATKJ
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKK
AnimationName = RULegolas_ATKK
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FXEvent = Frame:17 Name: FX_BladeMasterHitOrient
StateName = STATE_Sword
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Bow" then CurDrawableSetTransition AnimState("TRANS_SwitchToSwords") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;---------------------------------------------------
AnimationState = PREATTACK_A
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = RULegolas_ATKA1
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationSpeedFactorRang e = 1.5 1.5
End
BeginScript
CurDrawableShowSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = FIRING_OR_RELOADING_A
StateName = STATE_Firing
Animation = OneFrameOfShooting
AnimationName = RULegolas_ATKA2
AnimationMode = ONCE
AnimationSpeedFactorRang e = 1.0 1.0
AnimationBlendTime = 0
End
BeginScript
CurDrawableShowSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;--- Moving
; ------ With blades
AnimationState = MOVING WEAPONLOCK_SECONDARY
Animation = RUNB
AnimationName = RULegolas_RUNB
AnimationMode = LOOP
Distance = 50
AnimationBlendTime = 10
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
StateName = STATE_Sword
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Bow" then CurDrawableSetTransition AnimState("TRANS_SwitchToSwordsWhil eMoving") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
; ------ With bow
AnimationState = MOVING
Animation = RUNA
AnimationName = RULegolas_RUNA
AnimationMode = LOOP
Distance = 50
AnimationBlendTime = 10
AnimationSpeedFactorRang e = 1.05 1.05
End
Flags = RANDOMSTART
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Sword" then CurDrawableSetTransition AnimState("TRANS_SwitchToBowWhileMo ving") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;--- Holding drawn bow while attacking
AnimationState = CONTINUOUS_FIRE_MEAN
StateName = STATE_Firing
Animation = HangFrameWhileCoasting
AnimationName = RULegolas_ATKA2
AnimationMode = MANUAL
End
BeginScript
CurDrawableShowSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = CONTINUOUS_FIRE_SLOW
StateName = STATE_Idle_Bow
Animation = PutAwayArrow
AnimationName = RULegolas_ATKA3
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;--- Emotions
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = RULegolas_CHRA
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = CHRB
AnimationName = RULegolas_CHRB
AnimationMode = ONCE
AnimationPriority = 5
End
Flags = RESTART_ANIM_WHEN_COMPLE TE
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;--- Selected
AnimationState = WEAPONLOCK_SECONDARY SELECTED
StateName = KnifeFighterSelected
Animation = ATNF
AnimationName = RULegolas_IDLJ
AnimationMode = LOOP
End
StateName = SwordsAttn
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Bow" or Prev == "Selected" then CurDrawableSetTransition AnimState("TRANS_SwitchToAttentionS word") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = SELECTED
StateName = Selected
Animation = ATNB
AnimationName = RULegolas_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Bow" then CurDrawableSetTransition AnimState("TRANS_SwitchToAttention") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;--- Idle states
AnimationState = WEAPONLOCK_SECONDARY
Animation = IDLG
AnimationName = RULegolas_IDLJ
AnimationMode = LOOP
End
StateName = STATE_Sword
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Bow" then CurDrawableSetTransition AnimState("TRANS_SwitchToSwords") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
IdleAnimationState
Animation = IDLB
AnimationName = RULegolas_IDLB
AnimationMode = ONCE
AnimationPriority = 8
End
Animation = IDLB ;Double up because animations never choose the same one twice in a row.
AnimationName = RULegolas_IDLB
AnimationMode = ONCE
AnimationPriority = 8
End
Animation = IDLD
AnimationName = RULegolas_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = IDLE
AnimationName = RULegolas_IDLE
AnimationMode = ONCE
AnimationPriority = 1
End
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Sword" then CurDrawableSetTransition AnimState("TRANS_SwitchToBow") end
if Prev == "Selected" then CurDrawableSetTransition AnimState("TRANS_SwitchFromAttentio n") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;--- Transitions
TransitionState = TRANS_SwitchToBow
Animation = STHB
AnimationName = RULegolas_STHB
AnimationMode = ONCE
End
End
TransitionState = TRANS_SwitchToSwords
Animation = STHA
AnimationName = RULegolas_STHA
AnimationMode = ONCE
End
End
TransitionState = TRANS_SwitchToBowWhileMo ving
Animation = STHB
AnimationName = RULegolas_RUND
AnimationMode = ONCE
Distance = 50
End
End
TransitionState = TRANS_SwitchToSwordsWhil eMoving
Animation = STHA
AnimationName = RULegolas_RUNE
AnimationMode = ONCE
Distance = 50
End
End
TransitionState = TRANS_SwitchToAttentionS word
Animation = ATNE
AnimationName = RULegolas_STHA
AnimationMode = ONCE
End
End
TransitionState = TRANS_SwitchToAttention
Animation = ATNA
AnimationName = RULegolas_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_SwitchFromAttentio n
Animation = ATND
AnimationName = RULegolas_ATND
AnimationMode = ONCE
End
End
End
; ***DESIGN parameters ***
Side = Elves
EditorSorting = UNIT
ThreatLevel = 10.0
ThingClass = CHARACTER_UNIT
BuildCost = THRANDUIL_BUILDCOST
BuildTime = THRANDUIL_BUILDTIME
TransportSlotCount = 1
HeroSortOrder = 30
WeaponSet
Conditions = None
Weapon = PRIMARY LegolasBow
Weapon = SECONDARY LegolasSword
AutoChooseSources = SECONDARY NONE
End
ArmorSet
Conditions = None
Armor = HeroLightArmor
DamageFX = NormalDamageFX
End
VisionRange = 440
ShroudClearingRange = 440
BountyValue = ROHAN_LEGOLAS_BOUNTY_VAL UE
DisplayName = OBJECT:ElvesThranduil
RecruitText = CONTROLBAR:ElvesThranduilRecruit
ReviveText = CONTROLBAR:ElvesThranduilRevive
Hotkey = CONTROLBAR:ElvesThranduilHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ElvesThranduilCommandSet
CommandPoints = 0
DisplayRangedDamage = THRANDUIL_BOW_DAMAGE
; *** AUDIO Parameters ***;
VoiceAttack = NoSound
VoiceAttackCharge = NoSound
VoiceAttackStructure = NoSound
VoiceAttackMachine = NoSound
VoiceFear = NoSound
VoiceMove = NoSound
VoiceMoveToCamp = NoSound
VoiceMoveWhileAttacking = NoSound
VoicePriority = 72
VoiceRetreatToCastle = NoSound
VoiceSelect = NoSound
VoiceSelect2 = HeroVoiceSelect2
VoiceSelectBattle = NoSound
VoiceGuard = NoSound
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceGarrison = NoSound
End
EvaEventDamagedOwner = UnitUnderAttack
EvaEventDieOwner = LegolasDie
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Elf Unit Infantry Hero
End
ClientBehavior = AnimationSoundClientBeha vior ModuleTag_AnimAudioBehav ior
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:RULegolas_SKL.RULegolas_ RUNA Frames:9 19
AnimationSound = Sound:FootstepDirtA Animation:RULegolas_SKL.RULegolas_ RUNB Frames:9 19
AnimationSound = Sound:FootstepDirtA Animation:RULegolas_SKL.RULegolas_ RUND Frames:9 20
AnimationSound = Sound:FootstepDirtA Animation:RULegolas_SKL.RULegolas_ RUNE Frames:8 19
AnimationSound = Sound:WeaponSwitchBowForLegola s Animation:RULegolas_SKL.RULegolas_ ATKB Frames:0
AnimationSound = Sound:WeaponSwitchBowForLegola s Animation:RULegolas_SKL.RULegolas_ ATKA1 Frames:0
AnimationSound = Sound:BodyFallSoldier Animation:RULegolas_SKL.RULegolas_ LNDA Frames:0
AnimationSound = Sound:BodyFallSoldier Animation:RULegolas_SKL.RULegolas_ LNDB Frames:0
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RULegolas_SKL.RULegolas_ DIEA Frames:48
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RULegolas_SKL.RULegolas_ DIEB Frames:89
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RULegolas_SKL.RULegolas_ DIEC Frames:64
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIG HT
PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = THRANDUIL_HEALTH
PermanentlyKilledByFilte r = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_ThranduilDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 3000 ;How long DeathAnim will take.
InitialSpawnFX = FX_ThranduilInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_ThranduilRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilte r = NONE +CASTLE_KEEP
ButtonImage = HIThranduil
RespawnRules = AutoSpawn:No Cost:2700 Time:90000 Health:100%
RespawnEntry = Level:2 Cost:2750 Time:90000
RespawnEntry = Level:3 Cost:2800 Time:90000
RespawnEntry = Level:4 Cost:2850 Time:90000
RespawnEntry = Level:5 Cost:2900 Time:120000
RespawnEntry = Level:6 Cost:2950 Time:120000
RespawnEntry = Level:7 Cost:3000 Time:160000
RespawnEntry = Level:8 Cost:3050 Time:160000
RespawnEntry = Level:9 Cost:3100 Time:180000
RespawnEntry = Level:10 Cost:3150 Time:180000
End
Behavior = AutoHealBehavior ModuleTag_LegolasHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenId le = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = LegolasFunctions
End
LocomotorSet
Locomotor = RohanLegolasLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_LEGOLAS_SPEE D
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBeh avior
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 10000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 25000
Sound = INITIAL ElvenWarriorVoiceDie
End
Behavior = SquishCollide ModuleTag_06
End
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = NONE +KNOCKBACK
SinkDelay = 10000
SinkRate = 0.3 ; in Dist/Sec
DestructionDelay = 25000
End
Behavior = BezierProjectileBehavior ModuleTag_08
FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ; When I hit the ground, I'll arc again
BounceDistance = 40 ; this far
BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentInden t = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
;-------------------------Führerschaft--------------------------------
Behavior = AttributeModifierAuraUpd ate ModuleTag_Leadership
StartsActive = No
BonusName = LegolasPassiveLeadership
TriggeredBy = Upgrade_Level1
RefreshDelay = 2000
Range = 300
ObjectFilter = ANY +ARCHER -HERO
End
Behavior = UnpauseSpecialPowerUpgra de ModuleTag_TheodenLeaders hip
SpecialPowerTemplate = SpecialAbilityFakeLeader ship
TriggeredBy = Upgrade_Level1
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeaders hipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeader ship
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
;--------------------Falkenangriff------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HawkStrikeStar ter
SpecialPowerTemplate = SpecialAbilityHawkStrike
UpdateModuleStartsAttack = Yes
InitiateSound = LegolasVoiceModeHawkStri ke
End
Behavior = WeaponFireSpecialAbility Update ModuleTag_HawkStrikeUpda te
SpecialPowerTemplate = SpecialAbilityHawkStrike
SkipContinue = Yes
UnpackTime = 1500
PackTime = 1000
BusyForDuration = 1000
AwardXPForTriggering = 0
StartAbilityRange = 400.0
ApproachRequiresLOS = Yes
SpecialWeapon = LegolasHawkStrike
WhichSpecialWeapon = 1
End
;------------------------Bogenschützen ausbilden-----------------------
Behavior = UnpauseSpecialPowerUpgra de ModuleTag_ArcherTraining Enabler
SpecialPowerTemplate = SpecialAbilityTrainArche rs
TriggeredBy = Upgrade_Level5
End
Behavior = SpecialPowerModule ModuleTag_KingsFavorSpec ialPowerModule
SpecialPowerTemplate = SpecialAbilityTrainArche rs
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
InitiateSound = LegolasTrainVoice
End
Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
SpecialPowerTemplate = SpecialAbilityTrainArche rs
StartAbilityRange = 250.0
Experience = 90
RadiusEffect = 100
UseKindOf = Yes
AffectsKindOf = ARCHER
UnpackTime = 1600
PackTime = 1000
UnpackingVariation = 2
FreezeAfterTriggerDurati on = 500
LevelFX = FX_LevelUp
End
;----------------------------Pfeilwind---------------------------------------------
Behavior = UnpauseSpecialPowerUpgra de ModuleTag_ArrowWindEnabl er
SpecialPowerTemplate = SpecialAbilityArrowStorm
TriggeredBy = Upgrade_Level8
End
Behavior = SpecialPowerModule ModuleTag_ArrowWindStart er
SpecialPowerTemplate = SpecialAbilityArrowStorm
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = LegolasVoiceModeArrowWin d
End
Behavior = ArrowStormUpdate ModuleTag_ArrowWindUpdat e
SpecialPowerTemplate = SpecialAbilityArrowStorm
StartAbilityRange = 420.0
UnpackTime = 1000 ; Pull out arrow
PreparationTime = 200 ; Quick shot
PersistentPrepTime = 600 ; looping the quick shot
PackTime = 1200 ; back to idle
UnpackingVariation = 1
ParalyzeDurationWhenComp leted = 600
ParalyzeDurationWhenAbor ted = 800
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls
AwardXPForTriggering = 0
WeaponTemplate = LegolasBowArrowStorm
TargetRadius = 200
ShotsPerTarget = 1
ShotsPerBurst = 4
MaxShots &nbs
Ealendril der Dunkle:
Vorweg: Bitte benutze die Code-Funktion des Forums, wenn du längere Codeblöcke postest, danke.
Nunja, mit einfachem exportieren einer w3d-Datei ist es nicht getan. Für solche grundlegenden Fragen empfehle ich dir Turins Einheitentutorial: http://modding-union.com/?path=codingtuts#einheitentutorial
Dort wird alles Schritt für Schritt erklärt, das würde jetzt zu lange dauern dir alles einzeln hier aufzuführen.
Wenn es dir nur darum geht den Skin zu ändern, dann reicht es, wenn du diesen Codeabschnitt einfach direkt über deinen DefaultModelConditionSta te setzt:
--- Code: ---RandomTexture = Name der neuen Textur.tga 0 Name der alten Textur.tga
--- Ende Code ---
Einfach den Namen der Dateien dort reinschreiben. Dadurch wird die Textur ersetzt.
Achja: AssetBuilder verwenden (wird alles in Turins Tut erklärt).
Rekudo93:
Vorweg: Bitte benutze die Code-Funktion des Forums, wenn du längere Codeblöcke postest, danke.
Sorry, wollte nicht zu viele Themen öffnen, sondern alles in einem schreiben.
Trotzdem DANKE für den Tipp mit dem Skin. :D
Ich habe weiter unten in diesem Thema geschrieben, dass ich eine Summon ( Beschwören) von Arnor-Einheiten machen wollte. Ich habe alles soweit hinbekommen, doch wenn ich jetzt den Spell kaufe und ihn aufs Feld bringen will,
ist der RadiusCursor überall rot. Ich kann ihn nirgends anwenden :(
Weiß jemand Rat???
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