Modderecke > Coding

Erstellen einer Horde mit 2 Objekten (+Bannerträger)

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Legendrix:
Hallo.

Ich würde gerne eine Horde mit 7 Wargen und einen Killerwarg, der die Rolle des Bannerträgers einnimmt, erstellen. Da ich annehme das es ohne Bannerträger keine Horde gibt die sich von alleine wieder aufstockt, sollte es einen Wargreiter- Bannerträger bekommen.

In der evilfactionhordes folgender Code:


--- Code: ---;////////////////////////////////////////////////////////////////////////////////
Object KillerWargHorde

    ButtonImage = UIWarg
    SelectPortrait         = UPNeutral_Warg

    Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
        DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
        DefaultModelConditionState
            Model = None ;InvisHrdeTmp5x1
        End
        ModelConditionState = HORDE_EMPTY
            Model = None
        End       
        ModelConditionState = WORLD_BUILDER
            Model = HordeMarkIUWar
        End
    End
   
    Side = Isengard
    EditorSorting = UNIT
    EmotionRange = 240
    DisplayName = OBJECT:Killerwarg


    WeaponSet
        Conditions = None
        Weapon = PRIMARY    NormalMeleeHordeRangefinder
    End
   
;    WeaponSet
;        Conditions = None
;        Weapon = PRIMARY    KillerWargWeapon
;    End


    ; *** AUDIO Parameters ***;

    BuildCost = 600           
    BuildTime = 25           
    VisionRange = VISION_STANDARD_HORSE
    ShroudClearingRange = VISION_STANDARD_HORSE       
    CommandPoints = 20
   
    CommandSet = KillerWargHordeCommandSet
         
    FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
    FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.
   
    CrushableLevel = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
    CrusherLevel = 1 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
    MinCrushVelocityPercent = 60%    ;  50%
    CrushDecelerationPercent = 30%   ;  25%
    CrushKnockback = 40  ; how hard we knock back crushed units.
    CrushZFactor = 1.0  ; How much we knock upwards.
       
   
    TransportSlotCount = 1
    KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAVALRY HORDE MELEE_HORDE ARMY_SUMMARY ;UNATTACKABLE
   
    Body = ImmortalBody ModuleTag_ImmortalBody
        MaxHealth = 1
    End
   
    Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
        AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
        MoodAttackCheckRate        = 500
        MaxCowerTime                =    5000
        MinCowerTime                =    3000
        AttackPriority                = AttackPriority_Cavalry
    End

    Behavior = EmotionTrackerUpdate    Module_EmotionTracker
        TauntAndPointDistance        =    INFANTRY_TAUNT_POINT_RADIUS        ; max distance to taunted/pointed objet
        TauntAndPointUpdateDelay    =    1000    ; how often scan (milliseconds)
        TauntAndPointExcluded        =    NONE
        AfraidOf                    =    NONE +RohanTreeBerd +GondorGwaihir +RohanEntFir +RohanEntBirch +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil
        AlwaysAfraidOf                =    NONE +MordorBalrog +RohanOathbreaker +MordorWitchKing +MordorSauron +MordorSauron_Kampa
        PointAt                =    NONE +GondorGwaihir
        HeroScanDistance        =    150
        FearScanDistance        =    CAVALRY_FEAR_SCAN_RADIUS ;250

        AddEmotion    =    Terror_Base
        AddEmotion    =    Doom_Base
        AddEmotion    =    UncontrollableFear_Base_Evil
        AddEmotion    =    FearIdle_Base
        AddEmotion    =    FearBusy_Base
        AddEmotion    =    Point_Base
        AddEmotion    =    Taunt_Base   
        AddEmotion    =    CheerIdle_Base
        AddEmotion    =    CheerBusy_Base
        AddEmotion    =    HeroCheerIdle_Base
        AddEmotion    =    HeroCheerBusy_Base
        AddEmotion    =    Alert_Base
    End   

    Behavior = HorseHordeContain ModuleTag_HordeContain
        ObjectStatusOfContained =
        InitialPayload = KillerWarg   1
        InitialPayload = NeutralWarg 7
        Slots = 8
        PassengerFilter = NONE +CAVALRY +IsengardBannerOrc
        ShowPips = No
        RandomOffset = X:15 Y:4
       
        ; Banner Carrier info       
        BannerCarriersAllowed    = IsengardBannerOrc                                        ; types of units that are allowed as banner carriers
        BannerCarrierPosition    = UnitType:IsengardWargRider         Pos:X:40 Y:20       ; (DEFAULT) position of banner carrier for fighter horde
       

        RandomOffset = X:2 Y:2   
        RankInfo = RankNumber:1 UnitType:KillerWarg             Position:X:45 Y:-10   
        RankInfo = RankNumber:2 UnitType:NeutralWarg        Position:X:13 Y:-40     Position:X:3 Y:-13    Position:X:10 Y:12    Position:X:13 Y:36
        RankInfo = RankNumber:3 UnitType:NeutralWarg        Position:X:-17 Y:-29     Position:X:-27 Y:0       Position:X:-15 Y:27

        RanksToReleaseWhenAttacking = 1 2 3


        ThisFormationIsTheMainFormation = Yes               
        MeleeAttackLeashDistance = 25       
        AttributeModifiers = IsengardWargSkirmish
    End

    Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
        GravityMult = 1.0
    End
   
    Behavior = SpecialPowerModule ModuleTag_HowlUpdate   
        SpecialPowerTemplate      = SpecialAbilityWargHowl
        UpdateModuleStartsAttack  = No
        AttributeModifier = IsengardWargHowl
        AttributeModifierAffectsSelf = Yes
        AttributeModifierAffects = ANY +CAVALRY
        AttributeModifierFX = FX_WargHowl
    End

    LocomotorSet
        Locomotor     = WargCavalryHordeLocomotor
        Condition     = SET_NORMAL
        Speed         = 90
    End

    Behavior = LevelUpUpgrade ModuleTag_BasicTraining
        TriggeredBy = Upgrade_IsengardBasicTraining Upgrade_TechnologyIsengardBasicTraining
        RequiresAllTriggers = Yes
        LevelsToGain = 1
        LevelCap = 2
    End

   
    Geometry = BOX
    GeometryMajorRadius = 12.0
    GeometryMinorRadius = 24.0
    GeometryHeight = 20.0
    GeometryIsSmall = No
End

--- Ende Code ---


Dazu in der experience, commandoset, commandobutton

Das Ergebniss ist das ich sie zwar kaufen kann. Aber es kommen keine Einheiten raus.

Hab ich etwas vergessen oder könnte mir jemand sagen wo der Fehler liegt?

Ich dachte es könnte vlt daran liegen das die Warge und der Killerwarg neutral sind. Ich änderte sie auf Side = Isengart
(weiß nicht was das jetzt bewirken tut)

Prinz von Dol Amroth:
Ich nehme an, dass 2 InitialPayload zeilen nicht klappen. (Bin nur am Handy kann von daher nicht in den Codes nachschauen oder nachtesten, erinnere mich aber nicht dies irgendwo gesehen zu haben.)

Falls du den Killerwarg von Anfang an willst, dann könntest du die Horde auf Stufe 2 starten lassen oder das Banner Update direkt geben lassen.

Legendrix:
Was soll an den InitialPayload nicht klappen?

Na gut dafür müsste doch der Killerwarg erstmal als Bannerträger codiert sein? Aktuell ist er ja noch bei den normalen Units. Bin mir auch nicht sicher ob der Killerwarg als art bannerträger funktionieren würde

Legendrix:
Also die Warghorde funktioniert doch, ich kann sie nur nicht in gebäuden bauen warum auch immer, was aber nicht weiter schlimm ist da ich so plane das sie sich in der Kampagane anschließen tut. Dazu hab ich noch eine 40 Mann starke Goblincombo- Horde erstellt.

Jetzt will ich noch eine Spinnenhorde mit Morgulork- Bannerträger, 7 kleinen Spinnen und 1 mittlerer Spinne erstellen. Aber irgentwie erscheinen nur alle Spinnen lose.
Hat da jemand ne ahnung warum das sein kann?

Hier die codes:


--- Code: ---;////////////////////////////////////////////////////////////////////////////////
Object SpiderHorde

    ButtonImage        = HIShelob
    SelectPortrait = UPMirkwoodSpider

    Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
        DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY SIEGE_CONTAIN
        DefaultModelConditionState
            Model = None ;InvisHrdeTmp
        End
        ModelConditionState = HORDE_EMPTY
            Model = None
        End       
        ModelConditionState = WORLD_BUILDER
            Model = HordeMarkMUSol
        End
    End
   
    Side = Mordor
    EditorSorting = UNIT
    EmotionRange = 240
    DisplayName = OBJECT:SpiderHorde

    WeaponSet
        Conditions = None
        Weapon = PRIMARY    NormalMeleeHordeRangefinder
    End

    ; *** AUDIO Parameters ***;

    BuildCost = 250
    BuildTime = 20       
    VisionRange = VISION_STANDARD_MELEE
    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
    CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
    CommandPoints = 20
    CommandSet = GoblinHordeCommandSet
    FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
    FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.
   
    TransportSlotCount = 1
    KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY
   
    Body = ImmortalBody ModuleTag_ImmortalBody
        MaxHealth = 1
    End



;    Behavior = AIUpdateInterface ModuleTag_03
;        AutoAcquireEnemiesWhenIdle = Yes
;        MoodAttackCheckRate        = 500
;        AILuaEventsList                = ShelobFunctions
;        MaxCowerTime                =    7500
;        MinCowerTime                =    5000
;    End

    Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
        AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
        MoodAttackCheckRate        = 500
        AILuaEventsList                =   InfantryFunctions  ; ShelobFunctions
        MaxCowerTime                =    5000
        MinCowerTime                =    3000
        AttackPriority                =     AttackPriority_Infantry
    End

    Behavior = HordeContain ModuleTag_HordeContain
        ObjectStatusOfContained =
        InitialPayload = GiantSpider 1
        InitialPayload = GiantSpider_Small 7
        Slots = 8
        PassengerFilter = ANY +INFANTRY
        ShowPips = No
       
        ; Banner Carrier info       
        BannerCarriersAllowed    = MorgulBannerOrc
        BannerCarrierPosition    = UnitType:MordorFighter    Pos:X:0.0 Y:0.0    ; (DEFAULT) position of banner carrier for fighter horde
       
        RandomOffset = X:6 Y:6   
        RankInfo = RankNumber:1 UnitType:GiantSpider        Position:X:35 Y:0 
        RankInfo = RankNumber:2 UnitType:GiantSpider_Small        Position:X:30 Y:-30     Position:X:30 Y:30   
        RankInfo = RankNumber:3 UnitType:GiantSpider_Small         Position:X:0 Y:-25     Position:X:0 Y:25     
        RankInfo = RankNumber:4 UnitType:GiantSpider_Small         Position:X:-25 Y:-35     Position:X:-30 Y:0     Position:X:-25 Y:35

    ;    ComboHorde = Target: Result: InitiateVoice:

        RanksToReleaseWhenAttacking = 1 2 3 4
        MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.                       
    End
       
    Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
        GravityMult = 1.0
    End
   
   
    Behavior = EmotionTrackerUpdate    Module_EmotionTracker 
        TauntAndPointDistance        =    INFANTRY_TAUNT_POINT_RADIUS; 350        ; max distance to taunted/pointed objet
        TauntAndPointUpdateDelay    =    1000    ; how often scan (milliseconds)
        TauntAndPointExcluded        =    NONE
        AfraidOf                    =    NONE +RohanTreeBerd +GondorGwaihir +RohanEntFir +RohanEntBirch +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil
        AlwaysAfraidOf                =    NONE +MordorBalrog +RohanOathbreaker +MordorWitchKing +MordorSauron +MordorSauron_Kampa
        PointAt                =    NONE +GondorGwaihir
        HeroScanDistance        =    150
        FearScanDistance        =    INFANTRY_FEAR_SCAN_RADIUS ;250

        AddEmotion    =    Terror_Base
        AddEmotion    =    Doom_Base
        AddEmotion    =    UncontrollableFear_Base_Evil
        AddEmotion    =    FearIdle_Base
        AddEmotion    =    FearBusy_Base
        AddEmotion    =    Point_Base
        AddEmotion    =    OVERRIDE Taunt_Base   
        End   
        AddEmotion    =    CheerIdle_Base
        AddEmotion    =    CheerBusy_Base
        AddEmotion    =    HeroCheerIdle_Base
        AddEmotion    =    HeroCheerBusy_Base
        QuarrelProbability        =    0.2%
        AddEmotion                =    Quarrel_Base
        AddEmotion    =    Alert_Base
    End       
   
    LocomotorSet
        Locomotor     = NormalMeleeHordeLocomotor
        Condition     = SET_NORMAL
        Speed         = 41
    End

    Behavior = ProductionUpdate ProductionUpdateModuleTag
        GiveNoXP = Yes
    End

    Behavior = LevelUpUpgrade ModuleTag_BasicTraining
        TriggeredBy = Upgrade_MordorBasicTraining Upgrade_TechnologyMordorBasicTraining
        RequiresAllTriggers = Yes
        LevelsToGain = 1
        LevelCap = 2
    End
   
    Geometry = BOX
    GeometryMajorRadius = 40
    GeometryMinorRadius = 40
    GeometryHeight = 8.0
    GeometryIsSmall = No
End


--- Ende Code ---

Legendrix:
Niemand der sich damit auskennt ? Kann es sein das das Spiel keine Horde mit Unit typ Monster erkennt?

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