Modderecke > Allgemeine Modding-Fragen
Rekudo´s Fragen zu Sum1!!
Rekudo93:
Ja da steht "Upgrade_GondorFaction".
Mein Code sieht jetzt so aus:
--- Code: --- ;-------------------------------------------------------------------------
;Rüstungsupgrade;
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_GondorFaction
HideSubObjects = SCHULTER_01 SCHULTER_02 RUESTUNG ARMSCHIENEN BEINSCHIENEN
End
Behavior = SubObjectsUpgrade ModuleTag_ShowAll
TriggeredBy = Upgrade_GondorHeavyArmor
ShowSubObjects = SCHULTER_01 SCHULTER_02 RUESTUNG ARMSCHIENEN BEINSCHIENEN
End
--- Ende Code ---
Funktioniert aber immer noch nicht.
FG15:
Dann sollte es mMn funktionieren.
Ich blende genau so recht häufig SubObjects aus, und das klappt.
Ist die Einheit denn wirklich eine Gondor Einheit? Oder hat sie vielleicht ausversehen das heavyarmor Upgrade von Anfang an?
Du könntest vielleicht auch mit einem Upgrade versuchen, was erst nach Bau vergeben wird.
Rekudo93:
Ich stelle mal den ganzen Code hier rein:
--- Code: ---Object GondorSchwertkämpfer
; *** ART Parameters ***
SelectPortrait = UPGondor_Soldier
; SelectPortrait = SP_Gondor_Swordman
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water.
;;================ MODELS =================================================================
DefaultModelConditionState
Model = guschwert_skn
Skeleton = GUMAArms_SKL
End
ModelConditionState WEAPONSET_PLAYER_UPGRADE
Model = guschwert_skn
Skeleton = GUMAArms_SKL
End
ModelConditionState = USER_4 ; This state is used in cinematics to get the old style armor
Model = GUNumnrean_SKN
Skeleton = GUMAArms_SKL
End
;;=============== ANIMATIONS ===============================================================
;;======= FALLING & FLYING
AnimationState = PASSENGER
Animation = Grabbed
AnimationName = GUMAArms_FLLA
AnimationMode = LOOP
End
End
AnimationState = THROWN_PROJECTILE
Animation = FlyA
AnimationName = GUMAARMS_FLYA
AnimationMode = LOOP
End
Animation = FlyB
AnimationName = GUMAARMS_FLYB
AnimationMode = LOOP
End
Animation = FlyC
AnimationName = GUMAARMS_FLYC
AnimationMode = LOOP
End
Animation = FlyD
AnimationName = GUMAARMS_FLYD
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = GUMAArms_FLYD
AnimationMode = LOOP
AnimationBlendTime = 10
End
Animation = Falling
AnimationName = GUMAArms_FLYC
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.5 0.5
End
End
AnimationState = STUNNED_FLAILING
Animation = FlyA
AnimationName = GUMAARMS_FLYA
AnimationMode = LOOP
End
Animation = FlyB
AnimationName = GUMAARMS_FLYB
AnimationMode = LOOP
End
Animation = FlyC
AnimationName = GUMAARMS_FLYC
AnimationMode = LOOP
End
Animation = FlyD
AnimationName = GUMAARMS_FLYD
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING SPLATTED
Animation = Splatted_On_Ground
AnimationName = GUMAARMS_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_OrcHitGround
End
AnimationState = DYING AFLAME
Animation = MFDA
AnimationName = GUManMocap_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
;Animation = DIEA
; AnimationName = GUManMocap_DIEA
; AnimationMode = ONCE
;End
Animation = DIEB
AnimationName = GUManMocap_DIEB
AnimationMode = ONCE
End
Animation = DIEC
AnimationName = GUManMocap_DIEC
AnimationMode = ONCE
End
Animation = DIED
AnimationName = GUManMocap_DIED
AnimationMode = ONCE
End
Animation = DIEE
AnimationName = GUManMocap_DIEE
AnimationMode = ONCE
End
End
;;======= LANDING & STANDING
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = GUManMocap_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
Animation = GTPB
AnimationName = GUManMocap_GTPB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
Animation = GTPC
AnimationName = GUManMocap_GTPC
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = Slatted_On_Ground
AnimationName = GUMAARMS_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_OrcHitGround
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUManMocap_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
;;====== TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
;@@@KM Add distance
Animation = TerrorFromTheSky
AnimationName = GUManMocap_RUND
AnimationMode = LOOP
End
Animation = TerrorFromTheSky
AnimationName = GUManMocap_RUNE
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING EMOTION_TERROR
;@@@KM Add distance
Animation = TerrorFromTheSky
AnimationName = GUManMocap_RUND
AnimationMode = ONCE
End
Animation = TerrorFromTheSky
AnimationName = GUManMocap_RUNE
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;;======= BACK UP
AnimationState = MOVING BACKING_UP
;@@@KM Add distance
Animation = BAKA
AnimationName = GUManMocap_BAKA
AnimationMode = LOOP
End
Animation = BAKB
AnimationName = GUManMocap_BAKB
AnimationMode = LOOP
End
Animation = BAKC
AnimationName = GUManMocap_BAKC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING PANICKING
;@@@KM - Add Distance
Animation = MFDA
AnimationName = GUManMocap_MFDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING ATTACKING
ShareAnimation = Yes;
Animation = RUNA
AnimationName = GUManMocap_RUNA
AnimationMode = LOOP
Distance = 25
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
;@@@KM - Add Distance
ShareAnimation = Yes;
Animation = RUNB
AnimationName = GUManMocap_RUNB
AnimationMode = LOOP
Distance = 30
End
Animation = RUNC
AnimationName = GUManMocap_RUNC
AnimationMode = LOOP
Distance = 30
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
;;======= UNCONTROLLABLY AFRAID
; This is before Attacking so it overrides it. Normal fear is below so you don't go to little-fear in between swings.
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
Animation = FERA
AnimationName = GUManMocap_FERA
AnimationMode = LOOP
End
Animation = FERB
AnimationName = GUManMocap_FERB
AnimationMode = LOOP
End
Animation = FERC
AnimationName = GUManMocap_FERC
AnimationMode = LOOP
End
Animation = FERD
AnimationName = GUManMocap_FERD
AnimationMode = LOOP
End
Animation = FERE
AnimationName = GUManMocap_FERE
AnimationMode = LOOP
End
Animation = FERF
AnimationName = GUManMocap_FERF
AnimationMode = LOOP
End
End
;;---------------------- ATTACKING ----------------------------------------------------------------
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATA1
AnimationName = GUManMocap_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
;ParticleSysBone = None MeleeDust
End
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = GUManMocap_IDLA
AnimationMode = LOOP
End
End
;;----------------- HIT REACTIONS -------------------------------------------------------------------------
AnimationState = HIT_REACTION
;Animation = HITA
; AnimationName = GUManMocap_HITA
; AnimationMode = ONCE
;End
Animation = HITB
AnimationName = GUManMocap_HITB
AnimationMode = ONCE
End
End
;;----------------- EMOTIONS ----------------------------------------------------------------
;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID
Animation = APPA
AnimationName = GUManMocap_APPA
AnimationMode = ONCE
End
Animation = APPB
AnimationName = GUManMocap_APPB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
;;======= AFRAID
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = GUManMocap_FERA
AnimationMode = LOOP
End
Animation = FERB
AnimationName = GUManMocap_FERB
AnimationMode = LOOP
End
Animation = FERC
AnimationName = GUManMocap_FERC
AnimationMode = LOOP
End
Animation = FERD
AnimationName = GUManMocap_FERD
AnimationMode = LOOP
End
Animation = FERE
AnimationName = GUManMocap_FERE
AnimationMode = LOOP
End
Animation = FERF
AnimationName = GUManMocap_FERF
AnimationMode = LOOP
End
End
;;======== POINTING
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = GUManMocap_RCTA
AnimationMode = LOOP
End
End
;;======= TAUNTING
AnimationState = EMOTION_TAUNTING
Animation = Taunting1
AnimationName = GUManMocap_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = GUManMocap_TNTB
AnimationMode = ONCE
End
Animation = Taunting3
AnimationName = GUManMocap_TNTC
AnimationMode = ONCE
End
Animation = Taunting4
AnimationName = GUManMocap_IDLC
AnimationMode = ONCE
End
Animation = Taunting5
AnimationName = GUManMocap_IDLA
AnimationMode = ONCE
End
Animation = Taunting6
AnimationName = GUManMocap_IDLH
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
;;======= CELEBRATING
AnimationState = EMOTION_CELEBRATING
Animation = CHRB
AnimationName = GUManMocap_CHRB
AnimationMode = ONCE
End
Animation = CHRC
AnimationName = GUManMocap_CHRC
AnimationMode = ONCE
End
Animation = IDLD
AnimationName = GUManMocap_IDLD
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;;----------------- ALERT STATE ---------------------------------------------------------------------------
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = GUManMocap_IDLA
AnimationMode = LOOP;ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
;;----------------- SELECTED STATES -----------------------------------------------------------------------
AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNB
AnimationName = GUManMocap_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle"
then
CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
end
if CurDrawableModelcondition("ATTACKING")
then
return "IDLA"
else
return "ATNA"
end
EndScript
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
EndScript
End
;;----------------- IDLE STATES ---------------------------------------------------------------------------
AnimationState = WEAPONSET_PLAYER_UPGRADE
StateName = STATE_Idle
Animation = IDLI
AnimationName = GUManMocap_IDLH
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = IDLD
AnimationName = GUManMocap_IDLD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = IDLH
AnimationName = GUManMocap_IDLH
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRB
AnimationName = GUManMocap_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRC
AnimationName = GUManMocap_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
EndScript
End
AnimationState = USER_3
StateName = STATE_User_3
Animation = GUARD_STANCE
AnimationName = GUManMocap_IDLA
AnimationMode = LOOP
End
End
IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = GUManMocap_IDLB
AnimationMode = ONCE
AnimationPriority = 20
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLF
AnimationName = GUManMocap_IDLF
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLG
AnimationName = GUManMocap_IDLG
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLJ
AnimationName = GUManMocap_IDLJ
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLK
AnimationName = GUManMocap_IDLK
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLL
AnimationName = GUManMocap_IDLL
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLN
AnimationName = GUManMocap_IDLN
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLO
AnimationName = GUManMocap_IDLO
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLP
AnimationName = GUManMocap_IDLP
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
EndScript
End
;;--------------- TRANSITIONS ---------------------------------------------------------------------------
TransitionState = TRANS_TO_USER_1
Animation
AnimationName = GUManMocap_RCTA
AnimationMode = ONCE
End
End
TransitionState = TRANS_IdleToSelected
Animation = ATNA
AnimationName = GUManMocap_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.0
End
End
TransitionState = TRANS_SelectedToIdle
Animation = ATND
AnimationName = GUManMocap_ATND
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.0
End
End
;;-----------------------------------------------------------------------------------------------------------
End
; ***DESIGN parameters ***
Side = Gondor
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 2
BountyValue = GONDOR_SOLDIER_BOUNTY_VALUE
EmotionRange = 240 ; Make sure this value is greater than the fear distribution range.
TransportSlotCount = 1
;;; WEAPON SETS ;;;
WeaponSet
Conditions = None
Weapon = PRIMARY GondorSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY GondorSwordUpgraded
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
;;; ARMOUR SETS ;;;
ArmorSet
Conditions = None
Armor = SoldierArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = SoldierHeavyArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
DisplayName = OBJECT:GondorFighter
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = BasicInfantryCrushRevenge
CommandSet = GondorFighterCommandSet
; *** AUDIO Parameters ***;
VoiceAmbushed = GondorSoldierVoiceAmbushed
VoiceAttack = GondorSoldierVoiceAttack
VoiceAttackCharge = GondorSoldierVoiceAttackCharge
VoiceAttackMachine = GondorSoldierVoiceAttack
VoiceAttackStructure = GondorSoldierVoiceAttackBuilding
VoiceEnterStateAttack = GondorSoldierVoiceEnterStateAttack
VoiceEnterStateAttackCharge = GondorSoldierVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = GondorSoldierVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = GondorSoldierVoiceEnterStateAttackBuilding
VoiceCreated = GondorSoldierVoiceSalute
VoiceFullyCreated = GondorSoldierVoiceSalute ;GondorSoldierVoiceCreated
VoiceGuard = GondorSoldierVoiceMove
VoiceMove &[/spoiler]
--- Ende Code ---
Ealendril der Dunkle:
An den Experience-Eintrag für diese neue Einheit gedacht?
Rekudo93:
ja habe ich, aber es funktioniert immer noch nicht :(
Noch etwas anderes. Besitzt eventuell jemand eine fertige str.-Datei von SuM 1??
Das ständige Umschreiben mit
--- Code: ---LETTER:G
"G"
END
--- Ende Code ---
geht mir schon auf die Nerven. :-| Wenn jemand eine fertig umgewandelte str.-Datei Besitz bitte schickt sie mir.
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