[en] - Modding Corner > Coding
Coding in Edain 4.00
Gnomi:
But that's a new commandbutton. ;)
It doesn't matter if this exists, but you have a commandbutton which has in the original game code another image (in this case: not existant image). Therefore it won't be shown.
Glorfindel23:
Thank you ! :)
________________________ ________________________
Why when I add a line "Command_FakeHeroReviveSl ot" for my new heroes, they are still moved of batiments ?
Exemple of problem -> Eomer is recruitable in the forteresse and Aragorn in the inn
(I've 8 heroes standard of the Gondor and I want add 5 heroes for the Rohan to the inn)
My ini.map :
--- Zitat ---PlayerTemplate FactionMen
BuildableHeroesMP = CreateAHero RohanPippin_mod GondorBeregond GondorBoromir_mod GondorAragornEntwicklung 1 GondorGandalf_mod GondorImrahil GondorFaramir_mod RohanEomer_mod RohanTheoden_mod RohanMerry_mod RohanGamling_mod_neu RohanEowyn_mod
Object Inn
CommandSet = CommandSetInnMenFaction_ MinasTirith
ReplaceModule ModuleTag_CommandSetMen
Behavior = CommandSetUpgrade ModuleTag_CommandSetMen_ 42
TriggeredBy = Upgrade_MenFaction
CommandSet = CommandSetInnMenFaction_ MinasTirith
End
End
End
CommandSet CommandSetInnMenFaction_ MinasTirith
InitialVisible = 3
1 = Command_ConstructInnHero GoodGondor
2 = Command_SelectUpgradesLe henFactionNew
3 = Command_StartSelfRepair
4 = Command_ConstructLehenDo lsoldatenHorde
5 = Command_ConstructRingVal eSwordsmanHorde
6 = Command_RadialBack
7 = Command_ConstructPelegir SpearmenHorde
8 = Command_ConstructMorthon dBowmenHorde
9 = Command_ConstructGondorK nightsofDolHordeMod
10 = Command_ConstructLehenLo ssarnachÄxteHorde
11 = Command_FakeRingHeroRevi veSlot
21 = Command_FakeHeroReviveSl ot9
22 = Command_FakeHeroReviveSl ot10
23 = Command_FakeHeroReviveSl ot11
24 = Command_FakeHeroReviveSl ot12
25 = Command_FakeHeroReviveSl ot13
31 = Command_RadialBack
End
--- Ende Zitat ---
Help me please
FG15:
You have to make sure that the (Fake)RingHeroReviveSlots are enough and in the correct order.
You have to start with the "Command_FakeRingHeroRevi veSlot" and "Command_FakeCreateAHeroR eviveSlot" if both the CaH and Ring Hero should not be recruitable in this building. Then you start with the regular heroes and add for every buildable hero a "Command_GenericReviveSlo t" (+ a number at the end) and for every not buildable hero a "Command_FakeHeroReviveSl ot" (+ a number at the end).
Glorfindel23:
--- Zitat ---Thank you ! :)
--- Ende Zitat ---
I want add a horse to Grimbold what this code does not function ?
the code :
--- Zitat ---
PlayerTemplate FactionRohan
BuildableHeroesMP = CreateAHero RohanMerry_mod RohanOldMan RohanGamling_mod_neu RohanEowyn_mod RohanHama RohanTheodred RohanEomer_mod RohanGrimbold
End
Object RohanGrimbold
CommandSet = RohanGrimboldCommandSet_ HelmsDeep
End
CommandSet RohanGrimboldCommandSet_ HelmsDeep
1 = Command_ToggleStance
2 = Command_SpecialAbilityGr imboldSturmangriff
3 = Command_SpecialAbilityAt helasMod
4 = Command_MountHorseEowynM od_MM
5 = Command_SpecialAbilityLe adershipGrimbold
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggress ive
18 = Command_SetStanceHoldGro und
End
Object RohanGrimbold
AddModule ModuleTag_HorseEnabler
Behavior = UnpauseSpecialPowerUpgra de ModuleTag_HorseEnablerHD
SpecialPowerTemplate = SpecialAbilityToggleMoun ted
TriggeredBy = Upgrade_HeldenPferde
End
End
AddModule ModuleTag_HorseToggleSta rter
Behavior = SpecialPowerModule ModuleTag_HorseToggleSta rterHD
SpecialPowerTemplate = SpecialAbilityToggleMoun ted
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
End
AddModule oduleTag_HorseToggle
Behavior = ToggleMountedSpecialAbil ityUpdate ModuleTag_HorseToggleHD
SpecialPowerTemplate = SpecialAbilityToggleMoun ted
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
CancelDisguiseWhenDismou nting = Yes
End
End
End
--- Ende Zitat ---
FG15:
The code only works if the hero has a mounted model defined. Because Grimbold uses two different objects as mounted and unmounted, it does not work in this way.
I would advise you to just look at other heroes who have a mount and try to understand how it works. (model, locomotor, Crushstyle, ...)
Honestly, I doubt that anyone can really help you with this, without doing all the work on his own.
Navigation
[0] Themen-Index
[#] Nächste Seite
[*] Vorherige Sete
Zur normalen Ansicht wechseln