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Coding in Edain 4.00
Glorfindel23:
--- Zitat von: calsash am 26. Feb 2016, 21:15 ---
--- Zitat von: Glorfindel23 am 26. Feb 2016, 21:02 ---
--- Zitat von: calsash am 26. Feb 2016, 20:53 ---Hello I am having trouble with this code im sure its not right but im very new to this coding stuff so any help would be appreciated.
CommandSet ElvenBarracksCommandSet
InitialVisible = 7
1 = Command_ConstructBruchta lSchwertkämpferHorde_Sum moned
2 = Command_ConstructLothlor ienBerserkerHorde
3 = Command_ConstructElvenKn ightHorde
4 = Command_ConstructDorwini onNaturmagier
5 = Command_ConstructDorwini onWinzer
6 = Command_RingMechanikLoth lorien
7 = Command_StartCitadelSelf Repair
Also i would like to make Glorfindel, Elrond, Arwen, Elladan and Elrohir recruitable from the same building, any help would be much appreciated. :)
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Look this (I had the same problem before and this did help me) :
http://forum.modding-union.com/index.php/topic,32468.msg426627.html#msg426627
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Thanks glorfindel but im struggling to understand where the issue for me is this code is like another language for me :'D
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Ok, I explain to you ;)
You have forgotten the lines in red
New code :
--- Zitat ---Object ElvenBarracks
CommandSet = LothlorienBarracksComman dSetNewName
End
CommandSet LothlorienBarracksCommandSetNewName
InitialVisible = 7
1 = Command_ConstructBruchta lSchwertkämpferHorde_Sum moned
2 = Command_ConstructLothlor ienBerserkerHorde
3 = Command_ConstructElvenKn ightHorde
4 = Command_ConstructDorwini onNaturmagier
5 = Command_ConstructDorwini onWinzer
6 = Command_RingMechanikLoth lorien
7 = Command_StartCitadelSelf Repair
End
--- Ende Zitat ---
________________________ _________________
I have a question, why the code in green is working and the same code in red reused for another unit is not working ?
(I want replace the texture of the MithlondSentryHeavyArmor per the texture of GaladhrimArmor)
My code :
--- Zitat ---Object LothlorienGrenzwächter
AddModule ModuleTag_ArmorUpgrade
Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_BruchtalHeavyArm or
ArmorSetFlag = PLAYER_UPGRADE
End
End
AddModule ModuleTag_Armor_Upgrade2
Behavior = SubObjectsUpgrade ModuleTag_Armor_Upgrade2
TriggeredBy = Upgrade_BruchtalHeavyArm or
UpgradeTexture = RUElvnWorrior_L.tga 0 RUElvnWorrior.tga
UpgradeTexture = RUElvnWorrior_L.tga 0 RUElvnWorriorHA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
End
End
Object LothlorienGrenzwächterHo rde
CommandSet = LothlorienHighFighterCom mandSet
End
CommandSet LothlorienHighFighterCom mandSet
InitialVisible = 18
1 = Command_ToggleStance
2 = Command_SpecialAbilityLe mbasbrotHealSpell
3 = Command_Imladrisweisheit FormationReiter
4 = Command_PurchaseUpgradeB ruchtalHeavyArmor
5 = Command_PurchaseUpgradeL othlorienForgedBlades
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggress ive
18 = Command_SetStanceHoldGro und
End
Object ElvenMithlondSentry
RemoveModule ArmorUpgradeModuleTag
AddModule ModuleTag_ArmorUpgrade
Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_BruchtalHeavyArm or
ArmorSetFlag = PLAYER_UPGRADE
End
End
RemoveModule Armor_Upgrade
AddModule ModuleTag_Armor_Upgrade2
Behavior = SubObjectsUpgrade ModuleTag_Armor_Upgrade2
TriggeredBy = Upgrade_BruchtalHeavyArm or
UpgradeTexture = RUElvnWorrior_L.tga 0 RUElvnWorrior.tga
UpgradeTexture = RUElvnWorrior_L.tga 0 RUElvnWorriorHA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
End
End
Object ElvenMithlondSentryHorde
CommandSet = LothlorienNewGuardComman dSet
End
CommandSet LothlorienNewGuardComman dSet
InitialVisible = 18
1 = Command_ToggleStance
2 = Command_SpecialAbilityLe mbasbrotHealSpell
3 = Command_Imladrisweisheit FormationReiter
4 = Command_PurchaseUpgradeB ruchtalHeavyArmor
5 = Command_PurchaseUpgradeL othlorienForgedBlades
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggress ive
18 = Command_SetStanceHoldGro und
End
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calsash:
Well i tried the code you said and i got this error :/
This is the whole of my Ini file im probably getting on your nerves buy now with my idiocy XD but i really appreciate the help.
--- Zitat ---PlayerTemplate FactionElves
Side = Elves
PlayableSide = Yes ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function.
Evil = No
StartMoney = 0
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POIN TS_DEFAULT PLAYER_PURCHASE_POINTS_G RANTED )
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POIN TS_GOOD PLAYER_PURCHASE_POINTS_G RANTED )
PreferredColor = R:43 G:150 B:179
;StartingBuilding = LothlorienFortress
;------------- NO STARTING UNITS FOR YOU -------
; StartingUnit0 = ElvenLorienWarriorHorde ;_StartUnit
; StartingUnitOffset0 = X:-70 Y:220 Z:0
; StartingUnit1 = ElvenLorienWarriorHorde ;_StartUnit
;StartingUnitOffset1 = X:60 Y:270 Z:0 ;250
StartingUnitTacticalWOTR = ElvenLorienWarriorHorde
StartingUnitTacticalWOTR = ElvenLorienWarriorHorde
StartingUnitTacticalWOTR = ObjectRingkriegStartScri pt
IntrinsicSciences = SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_IMLADRIS ;SCIENCE_ELVES
SpellBook = GoodSpellBook
SpellBookMp = ImladrisSpellBook ;ElvesSpellBook ;LothlorienSpellBook
PurchaseScienceCommandSe t = GoodSpellStoreCommandSet
PurchaseScienceCommandSe tMP = ImladrisSpellStoreComman dSet ;ElvesSpellStoreCommandSe t ;LothlorienSpellStoreComm andSet
DisplayName = INI:FactionElves
DefaultPlayerAIType = ElvesSkirmishAI ; Needs to exist before I can change it.
BeaconName = MultiplayerBeacon
LightPointsUpSound = GondorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveComp leted
InitialUpgrades = Upgrade_ElfFaction Upgrade_AllFactionUpgrad e Upgrade_ImladrisFaction Upgrade_LothlorienFactio n ;Any upgrades this player template is born with.
End
Object BruchtalSchwertkämpferHo rde_Summoned
RemoveModule ModuleTag_LifetimeUpdate
End
Object BruchtalSchwertkämpfer_S ummoned
RemoveModule ModuleTag_LifetimeUpdate
End
Object LothlorienRadagast
RemoveModule ModuleTag_LifetimeUpdate
End
Object BruchtalSchwertkämpferHo rde_Summoned
CommandPoints = 1
End
Object BruchtalSchwertkämpfer_S ummoned
CommandPoints = 1
End
Object BruchtalSchwertkämpferHo rde_Summoned
BuildCost = 60
End
Object BruchtalSchwertkämpfer_S ummoned
BuildCost = 60
End
Object ElvenBarracks
CommandSet = LothlorienBarracksComman dSetNewName
End
CommandSet LothlorienBarracksComman dSetNewName
InitialVisible = 8
1 = Command_ConstructBruchta lSchwertkämpferHorde_Sum moned
2 = Command_ConstructLothlor ienBerserkerHorde
3 = Command_ConstructElvenKn ightHorde
4 = Command_ConstructDorwini onNaturmagier
5 = Command_ConstructDorwini onWinzer
6 = Command_StartCitadelSelf Repair
7 = Command_ConstructLindonW arriorHorde
8 = Command_ConstructHeavenW arriorHorde
End
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Gnomi:
The button doesn't exist. That's exactly what the error says:
You're referring to a button which hasn't been defined and therefore the game crashes.
Also, if you're defining new buttons they are always black, so they don't have an image, no matter what you do.
Glorfindel23:
--- Zitat von: Gnomi am 26. Feb 2016, 21:56 ---The button doesn't exist. That's exactly what the error says:
You're referring to a button which hasn't been defined and therefore the game crashes.
Also, if you're defining new buttons they are always black, so they don't have an image, no matter what you do.
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No the boutton is working, the problem is the texture
Gnomi:
Did I ever write that the button wouldn't work? ;)
I wrote that it is black (or invisible), so I wrote exactly what you wrote: The texture doesn't work.
Believe me: I've done enough map.ini coding to know what I'm talking about. :P ( 6 years ago I did my first big map.ini :P (40.000+ lines))
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