Modderecke > Coding
Erstellen einer Horde mit 2 Objekten (+Bannerträger)
Legendrix:
Aber bei der warghorde hat es doch auch funktioniert, da hab ich die Codes von den wargreitern übernommen, also auch keine combohorde. Bzw. Gelten Objekte und das dazugehörige childsobjekt überhaupt als 2 verschiedene?
Legendrix:
Kein erfahrender Modder den das Projekt reizen tut? ;)
Hier der überarbeitete Cod:
--- 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 ---
Und aus der giantspider.ini
--- Code: ---Object GiantSpider
; *** ART Parameters ***
SelectPortrait = UPMirkwoodSpider
Draw = W3DScriptedModelDraw ModuleTag_01G
DefaultModelConditionState
Model = MUShelob_SKN
Skeleton = MUShelob_SKL
End
IdleAnimationState
Animation = IDLA
AnimationName = MUShelob_IDLA
AnimationMode = ONCE
End
Flags = RANDOMSTART
End
AnimationState = DYING
Animation = DIEA
AnimationName = MUShelob_DIEA
AnimationMode = ONCE
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = MUShelob_ATKA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.25
End
End
AnimationState = TURN_LEFT
StateName = Turn
Animation = Walk
AnimationName = MUShelob_TRNL
AnimationMode = LOOP
End
End
AnimationState = TURN_RIGHT
StateName = Turn
Animation = Walk
AnimationName = MUShelob_TRNR
AnimationMode = LOOP
End
End
AnimationState = MOVING
Animation = RUNA
AnimationName = MUShelob_RUNA
AnimationMode = LOOP
End
End
AnimationState = MOVING BACKING_UP
Animation = BAKA
AnimationName = MUShelob_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING
Animation = StunFlail
AnimationName = MUShelob_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED
Animation = Stun
AnimationName = MUShelob_LNDA
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP
Animation = Stun
AnimationName = MUShelob_GTPA
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUShelob_HITA
AnimationMode = ONCE
End
End
End
; ***DESIGN parameters ***
Side = Mordor ; Neutral
EditorSorting = UNIT
ThreatLevel = 1.0
VisionRange = 180.0
DisplayName = OBJECT:GiantSpider
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
Scale = 0.67
WeaponSet
Conditions = None
Weapon = PRIMARY MinorSpiderMandibles
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = ShelobArmor
DamageFX = NormalDamageFX
End
; *** AUDIO Parameters ***;
VoiceAmbushed = ShelobVoiceDie
VoiceAttack = ShelobVoiceAttack
VoiceAttackCharge = ShelobVoiceAttack
VoiceAttackMachine = ShelobVoiceAttack
VoiceAttackStructure = ShelobVoiceAttack
VoiceCreated = ShelobVoiceSelect
VoiceFullyCreated = ShelobVoiceSelect
VoiceMove = ShelobVoiceMove
VoiceMoveToCamp = ShelobVoiceMove
VoiceMoveWhileAttacking = ShelobVoiceMove
VoicePriority = 50
VoiceRetreatToCastle = ShelobVoiceDie
VoiceSelect = ShelobVoiceSelect
VoiceSelectBattle = ShelobVoiceSelect
VoiceGuard = ShelobVoiceMove
SoundAmbient = SpiderFoleyAmbientLoop
SoundImpact = ImpactHorse
SoundMoveLoop = SpiderMoveLoop
RadarPriority = UNIT
KindOf = PRELOAD INFANTRY SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ENVIRONMENT SELECTABLE ; MONSTER
Behavior = AIUpdateInterface ModuleTag_03as
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions ; ShelobFunctions
MaxCowerTime = 7500
MinCowerTime = 5000
End
LocomotorSet
Locomotor = GiantSpiderLocomotor
Condition = SET_NORMAL
Speed = 50
End
Body = ActiveBody ModuleTag_Bodydf
MaxHealth = 450 ;1500 ;BALANCE Giant Spider Health
End
Behavior = PhysicsBehavior ModuleTag_04gh
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05jk
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 6.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GiantSpiderDie
Sound = INITIAL ShelobVoiceDie
End
Behavior = SquishCollide ModuleTag_06lö
End
Geometry = CYLINDER
GeometryMajorRadius = 50.0
GeometryMinorRadius = 50.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_DECAL
ShadowSizeX = 55;
ShadowSizeY = 30;
ShadowOffsetX = -8;
ShadowTexture = ShadowI;
End
;-----------------------------------------------------------------
ChildObject GiantSpider_Slaved GiantSpider
Behavior = SlavedUpdate ModuleTag_Slave
GuardMaxRange = 100.0
GuardWanderRange = 100.0
End
End
;-----------------------------------------------------------------
ChildObject GiantSpider_Small GiantSpider
Scale = 0.5
KindOf = PRELOAD INFANTRY SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ENVIRONMENT SELECTABLE ; MONSTER ;;;
Body = ActiveBody ModuleTag_Body
MaxHealth = 250 ;BALANCE Small Giant Spider Health
End
GeometryMajorRadius = 25.0
GeometryMinorRadius = 25.0
GeometryHeight = 15.0
End
--- Ende Code ---
Das Resultat ist weiterhin das die Spinnen lose erscheinen [ugly]
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