Modderecke > Allgemeine Modding-Fragen
Würde auch gerne das Modden beginnen
Akhorahil:
@ Wocha:
Persus' Skinning Tutorial bezieht sich aber NUR auf Photoshop.
Sonst gibt's noch Google. Ich gucke das z.B. immer nach Tutorials für verschiedene Texturen.
Gwanw:
jetzt kann ich die einheit vom tutorial zwar im spiel rekrutieren, aber ich sehe sie nicht, woran könnte das liegen??
Zero:
Also, auch wenn du neu im Forum bist, vermeide bitte Doppelposts, es gibt auch einen Edit-Button :P. Am besten du stellst mal die Codes in diesen Theard, dann kann man die besser helfen^^.
Gwanw:
Das ist der Code von der pikemen.ini (ist doch der, der wahrscheinlich den fehler hat)
--- Code: ---Moved from MenInfantry.INI Aug 24 2005
//------------------------------------------------------------------------------
// aka GondorTowerGuard TowerShieldGuard GuardTowerShield
Object GondorPikemen
// *** ART Parameters ***
SelectPortrait = UPGondor_TowerGuard
ButtonImage = WOR_GondorTowerGuard
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
DefaultModelConditionState
Model = Soldat
Skeleton = GUTwrGrd_SKL
End
ModelConditionState WEAPONSET_PLAYER_UPGRADE
Model = Soldat
Skeleton = GUTwrGrd_SKL
End
AnimationState = THROWN_PROJECTILE
Animation = FLYA
AnimationName = GUTwrGrd_FLYA
AnimationMode = LOOP
End
End
AnimationState = PASSENGER FREEFALL
Animation = Grabbed
AnimationName = GUTwrGrd_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = GUTwrGrd_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = PARALYZED
Animation
AnimationName = GUTwrGrd_IDLA
AnimationMode = LOOP
End
End
AnimationState = DYING BURNINGDEATH
Animation = DIEA
AnimationName = GUTwrGrd_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED
Animation = LNDA
AnimationName = GUTwrGrd_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = GUTwrGrd_DIEA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = GUTwrGrd_MFDA
AnimationMode = LOOP
Distance = 60
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUTwrGrd_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//=======TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
ShareAnimation = Yes
Animation = TerrorFromTheSky
AnimationName = GUTwrGrd_RUNE
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR
ShareAnimation = Yes
Animation = Terror
AnimationName = GUTwrGrd_RUNE
AnimationMode = LOOP
End
End
//----------------
//=======BACK UP
AnimationState = MOVING BACKING_UP
ShareAnimation = Yes
Animation = BackingUp
AnimationName = GUTwrGrd_BAKA
AnimationMode = LOOP
End
Animation = BackingUp
AnimationName = GUTwrGrd_BAKB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//--------------------
AnimationState = MOVING ALTERNATE_FORMATION
//ShareAnimation = Yes
StateName = STATE_EnrouteToPorcupine
Animation
AnimationName = GUTwrGrd_RUNA
AnimationMode = LOOP
End
Animation
AnimationName = GUTwrGrd_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
ShareAnimation = Yes
Animation = RUNA
AnimationName = GUTwrGrd_RUNA
AnimationMode = LOOP
End
Animation
AnimationName = GUTwrGrd_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = GUTwrGrd_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKA
AnimationName = GUTwrGrd_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
//ParticleSysBone = None MeleeDust
End
AnimationState = STUNNED_FLAILING
Animation = FLYA
AnimationName = GUTwrGrd_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = GUTwrGrd_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = GUTwrGrd_LNDA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Plant
Animation = PLTA
AnimationName = GUTwrGrd_PLTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
TransitionState = TRANS_Unplant
Animation = PLTB
AnimationName = GUTwrGrd_PLTC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.5 1.2
End
End
//------------------ Hit Reaction ---------------------------------------
AnimationState = HIT_REACTION
Animation = HIT REACTION
AnimationName = GUTwrGrd_HITA
AnimationMode = ONCE
End
End
//------------------ EMOTIONS -------------------------------------------
//======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID
ShareAnimation = Yes
Animation = Apprehensive
AnimationName = GUTwrGrd_FERA
AnimationMode = LOOP //Change this to ONCE if adding additional anims
End
Flags = RANDOMSTART
End
//======= AFRAID
AnimationState = EMOTION_AFRAID
ShareAnimation = Yes
Animation = FERA
AnimationName = GUTwrGrd_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//======= TAUNTING
AnimationState = EMOTION_TAUNTING ALTERNATE_FORMATION
Animation = TNTA
AnimationName = GUTwrGrd_TNTA
AnimationMode = LOOP
End
Animation = TNTA
AnimationName = GUTwrGrd_TNTB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation = Taunting
AnimationName = GUTwrGrd_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = GUTwrGrd_TNTB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
//======= POINTING
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = GUTwrGrd_PNTA
AnimationMode = LOOP
End
Animation = Pointing1
AnimationName = GUTwrGrd_PNTB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//======= CELEBRATING
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = GUTwrGrd_CHRA
AnimationMode = LOOP
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRB
AnimationMode = LOOP
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRC
AnimationMode = LOOP
End
End
//-------------- ALERT STATE ------------------------------------------------------------
AnimationState = EMOTION_ALERT
Animation = CHRA
AnimationName = GUTwrGrd_IDLA
AnimationMode = LOOP
End
End
//-------------- SELECTED & IDLE --------------------------------------------------------
//======== SELECTED
AnimationState = SELECTED ALTERNATE_FORMATION PORCUPINE
//ShareAnimation = Yes
StateName = STATE_SelectedAlternateFormation
Animation
AnimationName = GUTwrGrd_PLTB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_SelectedAlternateFormation" and Prev ~= "STATE_Planted" and Prev ~= "TRANS_Plant" then CurDrawableSetTransitionAnimState("TRANS_Plant") end
EndScript
End
AnimationState = SELECTED ALTERNATE_FORMATION
//ShareAnimation = Yes
StateName = STATE_SelectedAlternateFormation
Animation
AnimationName = GUTwrGrd_ATNB
AnimationMode = LOOP
End
End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = GUTwrGrd_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
StateName = STATE_Selected
ShareAnimation = Yes
Animation = ATNB
AnimationName = GUTwrGrd_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
EndScript
End
//======== IDLE
AnimationState = ALTERNATE_FORMATION PORCUPINE // aka Porcupine formation
StateName = STATE_Planted
//ShareAnimation = Yes
Animation = IDLB
AnimationName = GUTwrGrd_PLTB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_SelectedAlternateFormation" and Prev ~= "STATE_Planted" and Prev ~= "TRANS_Plant" then CurDrawableSetTransitionAnimState("TRANS_Plant") end
EndScript
End
IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = GUTwrGrd_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLC
AnimationName = GUTwrGrd_IDLC
AnimationMode = ONCE
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLD
AnimationName = GUTwrGrd_IDLD
AnimationMode = ONCE
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLE
AnimationName = GUTwrGrd_IDLE
AnimationMode = ONCE
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.8 1.2
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
EndScript
End
//-------------------------------------------------------------------------------------------------------------
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
// ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 4
BountyValue = GONDOR_TOWERGUARD_BOUNTY_VALUE
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY GondorTowerShieldGuardSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
// WeaponSet
// Conditions = PLAYER_UPGRADE
// Weapon = PRIMARY GondorTowerShieldGuardSwordUpgraded
// AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
// End
ArmorSet
Conditions = None
Armor = TowerGuardArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = TowerGuardHeavyArmor
DamageFX = NormalDamageFX
End
VisionRange = GONDOR_TOWERGUARD_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionSide = 35%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
DisplayName = OBJECT:GondorTowerShieldGuard
CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = SuperInfantryCrushRevenge
CommandSet = GondorTowerShieldGuardCommandSet
// *** AUDIO Parameters ***//
;VoiceAmbushed = TowerGuardVoiceAmbushed OBSOLETE VOICE
VoiceAttack = TowerGuardVoiceAttack
VoiceAttackCharge = TowerGuardVoiceAttackCharge
VoiceAttackMachine = TowerGuardVoiceAttack
VoiceAttackStructure = TowerGuardVoiceAttackBuilding
VoiceEnterStateAttack = TowerGuardVoiceEnterStateAttack
VoiceEnterStateAttackCharge = TowerGuardVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = TowerGuardVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = TowerGuardVoiceEnterStateAttackBuilding
VoiceCreated = TowerGuardVoiceSalute //GondorSoldierVoiceCreated
VoiceFullyCreated = TowerGuardVoiceSalute
VoiceMove = TowerGuardVoiceMove
VoiceMoveToCamp = TowerGuardVoiceMoveCamp
VoiceMoveWhileAttacking = TowerGuardVoiceDisengage
VoiceEnterStateMove = TowerGuardVoiceEnterStateMove
VoiceEnterStateMoveToCamp = TowerGuardVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = TowerGuardVoiceEnterStateDisengage
VoicePriority = 56
VoiceRetreatToCastle = TowerGuardVoiceRetreat
VoiceEnterStateRetreatToCastle = TowerGuardVoiceEnterStateRetreat
VoiceSelect = TowerGuardVoiceSelectMS
VoiceSelectBattle = TowerGuardVoiceSelectBattle //GondorSoldierVoiceSelect //GondorSoldierVoiceSelectBattle
VoiceGuard = TowerGuardVoiceMove
SoundImpact = ImpactHorse
CrowdResponseKey = GoodMen
UnitSpecificSounds
VoiceGarrison = TowerGuardVoiceGarrison
VoiceEnterUnitElvenTransportShip = TowerGuardVoiceMove
VoiceInitiateCaptureBuilding = TowerGuardVoiceMove
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop
End
// Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Man Man_Male Unit Infantry Gondor_Guard
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:TauntHitShieldPitchShifted Animation:GUTwrGrd_SKL.GUTwrGrd_TNTB Frames: 23 43
AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DIEA Frames:30 51
AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DIEB Frames:57
AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DIEC Frames:38
AnimationSound = Sound:BodyFallSoldier Animation:GUTWRGRD_SKL.GUTWRGRD_LNDA Frames:4
AnimationSound = Sound:BodyFallSoldier Animation:GUTwrGrd_SKL.GUTwrGrd_LNDB Frames:2
End
// *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = GONDOR_TOWERGUARD_HEALTH
MaxHealthDamaged = GONDOR_TOWERGUARD_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
TriggeredBy = Upgrade_GondorForgedBlades
End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_GondorHeavyArmor
//KillArmorUpgrade = Yes //This cancels any previous armor upgrade.
ArmorSetFlag = PLAYER_UPGRADE
End
//-----------------------------------------------------------------------
//
// Sub objects
//
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_GondorHeavyArmor
UpgradeTexture = GUTowrGrd.tga 0 GUTowrGrd_HA.tga
UpgradeTexture = GUTowrGrd_L.tga 0 GUTowrGrd_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
Behavior = SubObjectsUpgrade ForgedBlade_Upgrade
TriggeredBy = Upgrade_GondorForgedBlades
ShowSubObjects = Forged_Blade
End
//-----------------------------------------------------------------------
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = GondorFighterFunctions
AttackPriority = AttackPriority_Spearman
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = GondorTowerShieldGuardLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End
LocomotorSet
Locomotor = GondorTowerShieldGuardDeployedLocomotor
Condition = SET_NORMAL_UPGRADED
Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End
LocomotorSet
Locomotor = GondorTowerShieldGuardLocomotor
Condition = SET_COMBO
Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStunnedTimeLow = 1400 //msec
ShockStunnedTimeHigh = 2400 //msec
ShockStandingTime = 1333 //msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40 // in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL HumanVoiceDie// TowerGuardVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
SinkDelay = 3000
SinkRate = 0.40 // in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL SpellGenericUnsummonFasterMS
End
Behavior = SquishCollide ModuleTag_06
//nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
//nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
// Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 // in Dist/Sec
DestructionDelay = 8000
End
Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown.
// To tweak a Bezier path
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
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
// The below is a good start to the actual implementation of the unit,
// if someone wants to revert back to the exact state
//Normal mode (shield is raised and unit is able to move normally)
// Behavior = GrantUpgradeCreate ModuleTag_09
// UpgradeToGrant = Upgrade_RaiseShield
// End
// Behavior = ModelConditionUpgrade ModuleTag_10
// TriggeredBy = Upgrade_RaiseShield
// RemovesUpgrades = Upgrade_PlantShield
// RemoveConditionFlags = DEPLOYED
// End
// Behavior = LocomotorSetUpgrade ModuleTag_11
// TriggeredBy = Upgrade_RaiseShield
// RemovesUpgrades = Upgrade_PlantShield
// KillLocomotorUpgrade = Yes //Removes the PlantShield locomotor.
// End
// Behavior = ArmorUpgrade ModuleTag_12
// TriggeredBy = Upgrade_RaiseShield
// RemovesUpgrades = Upgrade_PlantShield
// KillArmorUpgrade = Yes //This cancels any previous armor upgrade.
// End
//
// //Defensive mode (shield is planted -- the unit can move but much more slowly)
// Behavior = ModelConditionUpgrade ModuleTag_13
// TriggeredBy = Upgrade_PlantShield
// RemovesUpgrades = Upgrade_RaiseShield
// AddConditionFlags = DEPLOYED
// End
// Behavior = LocomotorSetUpgrade ModuleTag_14
// TriggeredBy = Upgrade_PlantShield
// RemovesUpgrades = Upgrade_RaiseShield
// End
// Behavior = ArmorUpgrade ModuleTag_15
// TriggeredBy = Upgrade_PlantShield
// RemovesUpgrades = Upgrade_RaiseShield
// End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19//
ShadowSizeY = 19//
ShadowTexture = ShadowI//
End
--- Ende Code ---
also heißt die .w3d datei Soldat.w3d
Turin Turumbar:
Hast du die asset.dat erstellt?
Wie heißen die Mesh-Namen in deinem Modell?
Da könnte nämlich ein Problem auftreten, ich habe in meinem Tutorial nämlich nicht erwähnt, dass die Meshnamen keine Leer- und Sonderzeichen enthälten dürfen, sonst wird das Modell ingame unsichtbar. Da aber entweder der normale Gondorsoldat oder die Turmwache, bin mir nicht sicher welche, ein Leerzeichen im Namen hat, wird das Modell ingame unsichtbar, wenn man den Namen nicht ändert.#
Turin
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