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Coding in Edain 4.00

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Glorfindel23:

--- Zitat von: calsash am 21. Feb 2016, 14:27 ---Hello i have a problem with a code
this is the code:
Object BruchtalSchwertkämpferHo rde_Summoned
RemoveModule ModuleTag_LifetimeUpdate
End

However the unit still despawns even though there is no time remaining bar.

--- Ende Zitat ---

It doesn't work because you must put also the unit of base  ;)

The Code :

--- Zitat ---Object BruchtalSchwertkämpferHo rde_Summoned
RemoveModule ModuleTag_LifetimeUpdate
End

Object BruchtalSchwertkämpfer_S ummoned
RemoveModule ModuleTag_LifetimeUpdate
End
--- Ende Zitat ---
____________________________________________________



--- Zitat ---Object TreeLothlorien14

  ; *** ART Parameters ***
  ;------ This was done because we needed to add fade effect to tree.
AddModule ModuleTag_Opt_01
  Draw                  = W3DTreeDraw ModuleTag_Opt_01
    ModelName = PTLoth14
    TextureName = TTLoth02.TGA;
    DoTopple         = Yes
    ToppleFX         = FX_ToppleTree
    BounceFX         = FX_TreeBounce
    KillWhenFinishedToppling = No
    SinkDistance     = 9;
    SinkTime         = DEFAULT_TREE_SINK_TIME
  End
End

RemoveModule ModuleTag_01

AddModule ModuleTag_01CG
  Draw                  = W3DScriptedModelDraw ModuleTag_01CG
 
  StaticModelLODMode = yes
 
 
    DefaultModelConditionSta te
      Model             = PTLoth14
    End

    ModelConditionState = PASSENGER CLUB
      Model = None
    End

    AnimationState = PASSENGER CLUB
      EnteringStateFX = FX_TreeBecomeClub
    End

    AnimationState = PASSENGER
      EnteringStateFX = FX_TreePickUp
    End
   
    ; These are the model conditions and animation states required for trees that can burn. 
    ModelConditionState = BURNED
      Model = PTLoth12 ; use default nondeath model in place of this.
    End

    AnimationState   = AFLAME ;Currently on fire
      ParticleSysBone     = None FireTreeSmall
      ParticleSysBone     = None TreeEmbers
    End

    AnimationState   = DYING BURNED ;Currently on fire
      ParticleSysBone     = None FireTreeSmall
      ParticleSysBone     = None TreeEmbers
    End
    ; End of stuff required for burn. 

  End
End

End
--- Ende Zitat ---

calsash:

--- Zitat von: Glorfindel23 am 21. Feb 2016, 17:06 ---
--- Zitat von: calsash am 21. Feb 2016, 14:27 ---Hello i have a problem with a code
this is the code:
Object BruchtalSchwertkämpferHo rde_Summoned
RemoveModule ModuleTag_LifetimeUpdate
End

However the unit still despawns even though there is no time remaining bar.

--- Ende Zitat ---

It doesn't work because you must put also the unit of base  ;)

The Code :

--- Zitat ---Object BruchtalSchwertkämpferHo rde_Summoned
RemoveModule ModuleTag_LifetimeUpdate
End

Object BruchtalSchwertkämpfer_S ummoned
RemoveModule ModuleTag_LifetimeUpdate
End
--- Ende Zitat ---
____________________________________________________



--- Zitat ---Object TreeLothlorien14

  ; *** ART Parameters ***
  ;------ This was done because we needed to add fade effect to tree.
AddModule ModuleTag_Opt_01
  Draw                  = W3DTreeDraw ModuleTag_Opt_01
    ModelName = PTLoth14
    TextureName = TTLoth02.TGA;
    DoTopple         = Yes
    ToppleFX         = FX_ToppleTree
    BounceFX         = FX_TreeBounce
    KillWhenFinishedToppling = No
    SinkDistance     = 9;
    SinkTime         = DEFAULT_TREE_SINK_TIME
  End
End

RemoveModule ModuleTag_01

AddModule ModuleTag_01CG
  Draw                  = W3DScriptedModelDraw ModuleTag_01CG
 
  StaticModelLODMode = yes
 
 
    DefaultModelConditionSta te
      Model             = PTLoth14
    End

    ModelConditionState = PASSENGER CLUB
      Model = None
    End

    AnimationState = PASSENGER CLUB
      EnteringStateFX = FX_TreeBecomeClub
    End

    AnimationState = PASSENGER
      EnteringStateFX = FX_TreePickUp
    End
   
    ; These are the model conditions and animation states required for trees that can burn. 
    ModelConditionState = BURNED
      Model = PTLoth12 ; use default nondeath model in place of this.
    End

    AnimationState   = AFLAME ;Currently on fire
      ParticleSysBone     = None FireTreeSmall
      ParticleSysBone     = None TreeEmbers
    End

    AnimationState   = DYING BURNED ;Currently on fire
      ParticleSysBone     = None FireTreeSmall
      ParticleSysBone     = None TreeEmbers
    End
    ; End of stuff required for burn. 

  End
End

End
--- Ende Zitat ---

I need help !
Now I want add a transparency effect to the TreeShire01 but this doesn't work, the tree has not changement

(the lines who I've added are in green)
My code :


--- Zitat ---Object TreeShire01

ReplaceModule ModuleTag_01
  Draw                  = W3DScriptedModelDraw ModuleTag_01CG
    DefaultModelConditionSta te
      Model             = SB_Tree01
    End

    ModelConditionState = PASSENGER CLUB
      Model = None
    End

    AnimationState = PASSENGER CLUB
      EnteringStateFX = FX_TreeBecomeClub
    End

    AnimationState = PASSENGER
      EnteringStateFX = FX_TreePickUp
    End
   
    ; These are the model conditions and animation states required for trees that can burn. 
    ModelConditionState = BURNED
      Model = PTreeHarad01 ; use default nondeath model in place of this.
    End

    AnimationState   = AFLAME ;Currently on fire
      ParticleSysBone     = None FireTreeSmall
      ParticleSysBone     = None TreeEmbers
    End

    AnimationState   = DYING BURNED ;Currently on fire
      ParticleSysBone     = None FireTreeSmall
      ParticleSysBone     = None TreeEmbers
    End
    ; End of stuff required for burn. 

        StaticSortLevelWhileFadi ng = 2
    AlphaCameraFadeOuterRadi us = 600
    AlphaCameraFadeInnerRadi us = 200
    AlphaCameraAtInnerRadius = 10%

  End
End

End
--- Ende Zitat ---

--- Ende Zitat ---
Thanks alot again :)

Glorfindel23:
I need help !
Now I want add a transparency effect to the TreeShire01 but this doesn't work, the tree has not changement

(the lines who I've added are in green)
My code :


--- Zitat ---Object TreeShire01

ReplaceModule ModuleTag_01
  Draw                  = W3DScriptedModelDraw ModuleTag_01CG
    DefaultModelConditionSta te
      Model             = SB_Tree01
    End

    ModelConditionState = PASSENGER CLUB
      Model = None
    End

    AnimationState = PASSENGER CLUB
      EnteringStateFX = FX_TreeBecomeClub
    End

    AnimationState = PASSENGER
      EnteringStateFX = FX_TreePickUp
    End
   
    ; These are the model conditions and animation states required for trees that can burn. 
    ModelConditionState = BURNED
      Model = PTreeHarad01 ; use default nondeath model in place of this.
    End

    AnimationState   = AFLAME ;Currently on fire
      ParticleSysBone     = None FireTreeSmall
      ParticleSysBone     = None TreeEmbers
    End

    AnimationState   = DYING BURNED ;Currently on fire
      ParticleSysBone     = None FireTreeSmall
      ParticleSysBone     = None TreeEmbers
    End
    ; End of stuff required for burn. 

        StaticSortLevelWhileFadi ng = 2
    AlphaCameraFadeOuterRadi us = 600
    AlphaCameraFadeInnerRadi us = 200
    AlphaCameraAtInnerRadius = 10%

  End
End

End
--- Ende Zitat ---

CragLord:
One question about data\lotr.str file in english.ini.
I tried to add some sentence to description's text of some CONTROLBAR, but no matter what I have changed, new change is never applied in game. Is there some special thing I should do? xD

I edited file with Notepad++ and saved change, and then used finalbig to put that new lotr.str into english_ini.big 

Regards,
CragLord

calsash:
Is it possible to change the command points of a unit?

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