16. Dez 2017, 04:12 Hallo Gast.
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Autor Thema: Atars modding Fragen  (Gelesen 483 mal)

Offline atar

  • Bilbos Festgast
  • *
  • Beiträge: 14
Atars modding Fragen
« am: 6. Jan 2017, 22:52 »
Hallo alle zusammen,
ich stehe vor folgendem Problem und weiß auch nicht, ob das noch mit Code funktioniert oder darüber hinaus geht. ich würde gerne einem anderen Helden den Leuchteffekt von der Königin der Stürme Galadriel geben. Leider weiß ich aber nicht wo ich dort anfangen muss. Kann mir jemand vielleicht nur ein Tipp geben :)

Offline Gwanw

  • Edain Unterstützer
  • Gardist von Meduseld
  • ***
  • Beiträge: 1.082
Re: Atars modding Fragen
« Antwort #1 am: 7. Jan 2017, 01:40 »
Das leuchten selbst kannst du über den Code hinzufügen, allerdings glaub ich nicht, dass das wirklich das ist, was du willst. Ich vermute, du hättest gerne auch das Model mit dem "Effekt", was aber über einen Skin und dessen Einstellung bei dem Model gemacht werden muss. Ist also alles etwas aufwendiger. Den Namen von Galadriels Code kann ich dir grad nicht sagen, aber sollte nicht zu schwer zu finden sein, geh dann einfach den Teil durch, wenn das hier keiner postet, ist eig meist relativ selbsterklärened.
Wer Lust hat, kann gerne mal auf meinem Stream vorbei schauen:
Stream Gwanw

Über einen Follow würde ich mich riesig freuen :).

Offline atar

  • Bilbos Festgast
  • *
  • Beiträge: 14
Re: Atars modding Fragen
« Antwort #2 am: 7. Jan 2017, 11:04 »
Danke für die Antwort. Ich fange immer klein an und erarbeite mir größeres später

;------------------------------------------------------------------------------
;
; Galadriel.ini
;
;------------------------------------------------------------------------------

; Galadriel
Object ElvenGaladriel
; *** ART Parameters ***

SelectPortrait = HPGaladriel
ButtonImage = HIGaladriel

Draw = W3DScriptedModelDraw ModuleTag_DRAW

   StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD

  OkToChangeModelColor = Yes


DefaultModelConditionState
Model               = EUGaldrlGd_SKN
ParticleSysBone = B_PELVIS GaladAura FollowBone:YES
ParticleSysBone = B_PELVIS GaladAura02 FollowBone:YES
End

ModelConditionState = USER_1 ; ring hero version.
Model               = EUGaldrl_SKN
End

; --- Idle Anims

IdleAnimationState
Animation = IDLB
AnimationName = EUGaldrl_SKL.EUGaldrl_IDLB
AnimationMode = ONCE
AnimationPriority   = 20
End
Animation = IDLC
AnimationName = EUGaldrl_SKL.EUGaldrl_IDLC
AnimationMode = ONCE
AnimationPriority   = 1
End
Animation = IDLD
AnimationName = EUGaldrl_SKL.EUGaldrl_IDLD
AnimationMode = ONCE
AnimationPriority   = 1
End
StateName = Idle
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript

End

AnimationState        = STUNNED_FLAILING
Flags               = RANDOMSTART
Animation           = EUGaldrl_FLYA
AnimationName     = EUGaldrl_SKL.EUGaldrl_FLYA
AnimationMode     = LOOP
End
End

; --- Dying anims
AnimationState        = DYING SPLATTED
Animation           = EUGaldrl_LNDA
AnimationName     = RUEwnHrHrs_SKL.RUEwnHrHrs_LNDA
AnimationMode     = ONCE
End
End
AnimationState        = DYING AFLAME
Animation = DieAflame
AnimationName       = EUGaldrl_SKL.EUGaldrl_FLYA
AnimationMode       = LOOP
End
End
AnimationState        = DYING
Animation           = EUGaldrl_DTHA
AnimationName     = EUGaldrl_SKL.EUGaldrl_DTHA
AnimationMode     = ONCE
End
;ParticleSysBone = NONE GaladrielDying
ParticleSysBone = NONE UltraInitial01
ParticleSysBone = NONE UltraInitial02
ParticleSysBone = NONE UltraInitial03
End


; --- Stunned anims
AnimationState        = STUNNED_STANDING_UP
Animation           = EUGaldrl_GTPA
AnimationName     = EUGaldrl_SKL.EUGaldrl_GTPA
AnimationMode     = ONCE
AnimationSpeedFactorRange = 1.3 1.3
End
End
AnimationState        = STUNNED
Animation           = EUGaldrl_LNDA
AnimationName     = EUGaldrl_SKL.EUGaldrl_LNDA
AnimationMode     = ONCE
End
End

; --- Moving anims
; --- Moving Anims
AnimationState        = MOVING WANDER WEAPONSTATE_CLOSE_RANGE
StateName           = WithSword
Animation           = EUGaldrl_WLKA
AnimationName     = EUGaldrl_SKL.EUGaldrl_RUNB
AnimationMode     = LOOP
End
End
AnimationState        = MOVING WANDER
Animation           = EUGaldrl_WLKA
AnimationName     = EUGaldrl_SKL.EUGaldrl_RUNB
AnimationMode     = LOOP
End
End

AnimationState        = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation           = RunAndFire
AnimationName       = EUGaldrl_SKL.EUGaldrl_ATKA
AnimationMode       = LOOP
End
Flags               = RANDOMSTART 
End

AnimationState = USER_2 ; TerribleFury
Animation
AnimationName = EUGaldrl_SKL.EUGaldrl_SPCB
AnimationMode = ONCE
End
FXEvent = Frame:5 Name:FX_GaladrielTerribleFuryFearBlast
End

AnimationState        = MOVING
Flags               = RANDOMSTART
Animation           = EUGaldrl_RUNB
AnimationName     = EUGaldrl_SKL.EUGaldrl_RUNA
AnimationMode     = LOOP
End
End

; --- Attacking Anims
AnimationState        = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
Animation = ATKA
AnimationName = EUGaldrl_SKL.EUGaldrl_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = EUGaldrl_SKL.EUGaldrl_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = EUGaldrl_SKL.EUGaldrl_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

AnimationState        = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = EUGaldrl_SKL.EUGaldrl_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = EUGaldrl_SKL.EUGaldrl_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = EUGaldrl_SKL.EUGaldrl_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

AnimationState        = ATTACKING
Animation           = ALERT_1
AnimationName     = EUGaldrl_SKL.EUGaldrl_IDLA
AnimationMode     = LOOP; ONCE
End
End

AnimationState        = RAISING_FLAG
Animation
AnimationName     = EUGaldrl_SKL.EUGaldrl_CHRA
AnimationMode     = LOOP
End
End

AnimationState = SELECTED
StateName = Selected
SimilarRestart =   Yes
Animation = ATNB
AnimationName = EUGaldrl_SKL.EUGaldrl_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End

AnimationState = LEVELED
Animation = Hit_Level_1_a
AnimationName = EUGaldrl_SKL.EUGaldrl_LVLA
AnimationMode = ONCE
End
End

; --- Click and Hit Reactions
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = EUGaldrl_SKL.EUGaldrl_HITA
AnimationMode = ONCE
End
End



;;====== CELEBRATING

AnimationState = EMOTION_CELEBRATING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EUGaldrl_SKL.EUGaldrl_CHRA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End


;;====== TAUNTING

AnimationState = EMOTION_TAUNTING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EUGaldrl_SKL.EUGaldrl_CHRA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE ;MAINTAIN_FRAME_ACROSS_STATES
End


; --- Selected Anims and Transitions
TransitionState = TRANS_Idle_to_Selected
Animation = ATND
AnimationName = EUGaldrl_SKL.EUGaldrl_ATNA
AnimationMode = ONCE
End
End

TransitionState = TRANS_Selected_To_Idle
Animation = ATNE
AnimationName = EUGaldrl_SKL.EUGaldrl_ATNC
AnimationMode = ONCE
End
End





End

; ***DESIGN parameters ***
Side = Elves
EditorSorting = UNIT
ThreatLevel = GALADRIEL_THREAT_LEVEL
ThingClass = CHARACTER_UNIT

TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = None
Weapon = PRIMARY    GaladrielSword ; a magical sword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions      = None
Armor           = SauronArmor
DamageFX        = NormalDamageFX
End
VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
BountyValue = ELVEN_GALADRIEL_BOUNTY_VALUE
RecruitText = CONTROLBAR:GaladrielRecruit
ReviveText = CONTROLBAR:GaladrielRevive
Hotkey = CONTROLBAR:GaladrielHotkey
DisplayName = OBJECT:ElvenGaladriel
; CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
CommandSet = GaladrielCommandSet
CommandPoints = 0


; *** AUDIO Parameters ***;

;VoiceAmbushed = YeomanArcherVoiceAmbushed
VoiceAttack = GaladrielVoiceAttack
VoiceAttackAir = GaladrielVoiceAttack
VoiceAttackCharge = GaladrielVoiceAttack
VoiceAttackMachine = GaladrielVoiceAttack
VoiceAttackStructure = GaladrielVoiceAttackBuilding
VoiceCreated = GaladrielVoiceSalute
VoiceFullyCreated = GaladrielVoiceSalute
VoiceFear = GaladrielVoiceHelpMe
VoiceGuard = GaladrielVoiceMove
VoiceMove = GaladrielVoiceMove
VoiceMoveToCamp = GaladrielVoiceMove
VoicePriority = 98
VoiceSelect = GaladrielVoiceSelect
VoiceSelectBattle  = GaladrielVoiceSelectBattle

SoundImpact = ImpactHorse

UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = GaladrielVoiceMove
VoiceGarrison = GaladrielVoiceMove
VoiceInitiateCaptureBuilding = GaladrielVoiceCaptureBuilding ; From SpecialPower SpecialAbilityCaptureBuilding
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUGALDRL_SKL.EUGALDRL_LNDA Frames:6
AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUGALDRL_SKL.EUGALDRL_DTHA Frames:15 ;fall to knees first
End

    #include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = GaladrielDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths

    ; Warn the player when the enemy gets Galadriel. Override the normal sighting event from StandardUnitEvaEvents.inc
EvaEnemyObjectSightedEvent = EnemyGaladrielSeen

ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce
AnnouncementEventEnemy = EnemyGaladrielSeen
AnnouncementEventAlly = None
AnnouncementEventOwner = None

OnlyIfVisible = Yes ; Don't announce if hidden in the shroud
CountAsFirstSightedAnnoucement = Yes ; Don't re-annouce if going into shroud & back
UseObjectsPosition = No ; Play from central Fortress, not at Galadriel's position
CreateFakeRadarEvent = Yes ; Allow player to jump to Galadriel after hearing annoucement
End

; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO HEAVY_MELEE_HITTER
BuildCost = GALADRIEL_BUILDCOST
BuildTime = GALADRIEL_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS

; Note - Not a RespawnBody, as we do not want to put them back in the respawnable hero list when dead.
Body = ActiveBody ModuleTag_Body
MaxHealth          = GALADRIEL_HEALTH
End

    Behavior = AnnounceBirthAndDeathBehavior ModuleTag_AnnounceBirthAndDeathBehavior
    End

#include "..\..\..\includes\DefaultInvisibilityUpdate.inc"

Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = Hero
    End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate        = 500
    AILuaEventsList            = GaladrielFunctions
End

LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed     = NORMAL_ELVEN_INFANTRY_MEMBER_SPEED
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 5000
SinkRate = 10.0     ; in Dist/Sec - fast!
DestructionDelay = 1800
        Sound = INITIAL GaladrielVoiceDie
        Weapon = FINAL RingHeroDeathShockwave
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Hero
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 7 ; level 1 (light  damage)  hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 15 ; level 2 (medium damage)  hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 10 ; level 3 (heavy  damage)  hit reaction animations in frames (5 per sec)

HitReactionThreshold1 = 0.0   ; level 1 (light  damage) threshold trigger
HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger
End

Behavior = OCLSpecialPower ModuleTag_OCLSpawnTornado
SpecialPowerTemplate = SpecialPowerSpawnTornado
OCL = SUPERWEAPON_SpawnTornado
CreateLocation = CREATE_AT_LOCATION
AvailableAtStart = Yes
End

;///////////////////
; AISpecialPowers
;///////////////////

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End


Behavior = AISpecialPowerUpdate SpawnTornadoAI
CommandButtonName = Command_SpecialPowerSpawnTornado
SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON
SpecialPowerRadius = 30.0
End

Behavior = AISpecialPowerUpdate TerribleFuryAI
CommandButtonName = Command_SpecialAbilityTerribleFury
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
ShadowSizeX = 12
ShadowSizeY = 12
ShadowTexture = ShadowI
End

ChildObject ElvenGaladriel_RingHero ElvenGaladriel

; Player no longer has the ring hero upgrade when the hero is created.
Behavior = RemoveUpgradeUpgrade ModuleTag_RemoveRing
TriggeredBy = Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction
UpgradeToRemove = Upgrade_RingHero Upgrade_FortressRingHero
RemoveFromAllPlayerObjects = Yes
SuppressEvaEventForRemoval = Yes ; this is to avoid the Eva event about 'Gollum stole our ring'
                                 ; when we are actually losing the upgrade because we built the ring heroine
End

; Spawn a dropped ring object.
Behavior = CreateObjectDie ModuleTag_DropTheRing
CreationList = OCL_TheOneRing
End

Behavior = ExperienceLevelCreate ModuleTag_LevelBonus
LevelToGrant = 10
MPOnly = No
End

;------- TERRIBLE FURY -------------------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_GaladrielTerribleFury
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
;InitiateSound = GaladrielTerribleFurySFX ;this didn't work
SetModelCondition = ModelConditionState:USER_2
SetModelConditionTime = 3.2
DisableDuringAnimDuration = Yes
End
Behavior = SpecialAbilityUpdate ModuleTag_GaladrielTerribleFuryUpdate 
SpecialPowerTemplate = SpecialAbilityScreech
UnpackTime = 1
AwardXPForTriggering = 0
TriggerSound = GaladrielVoiceTerribleFury
EffectRange = 200
UnpackTime = 100
PreparationTime = 1
PackTime = 3000
End


Behavior = ModelConditionUpgrade ModulTag_RingHeroMC
TriggeredBy = Upgrade_ObjectLevel1
AddConditionFlags = USER_1
End

Behavior = AutoHealBehavior ModuleTag_AutoHeal
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

End

ich vermute es ist der Part
                       
                        DefaultModelConditionSta te
         Model               = EUGaldrlGd_SKN
         ParticleSysBone = B_PELVIS GaladAura FollowBone:YES
         ParticleSysBone = B_PELVIS GaladAura02 FollowBone:YES
              End

Ist es nur der oder gehört noch mehr dazu bei Effekte blick ich noch nicht so richtig durch. Ich bedanke mich im Voraus :)
« Letzte Änderung: 7. Jan 2017, 11:29 von atar »

Offline atar

  • Bilbos Festgast
  • *
  • Beiträge: 14
Re: Atars modding Fragen
« Antwort #3 am: 25. Jan 2017, 01:47 »
hallo ich bräuchte von jemandem ein Tipp oder ein Hinweis. Ich finde es doof das im Ringkrieg der Computer schnell aufgibt, sobald man sich bisschen ausgebaut hat. Kann mir einer sagen wo ich das coden muss, dass der Computer nicht mehr kapituliert und bis zum Schluss kämpft im Echtzeit Kampf. PS: Ich verwende AdH :)

Offline Alatar

  • Thain des Auenlandes
  • *
  • Beiträge: 30
Re: Atars modding Fragen
« Antwort #4 am: 2. Sep 2017, 14:22 »
...dass der Computer nicht mehr kapituliert und bis zum Schluss kämpft im Echtzeit Kampf...

Hi,

du musst die AI umstellen/abändern damit deine Computer fieser und gemeiner werden...viele glauben sie setzen mit der AI nur die Prioritäten der zu angreifenden Gegner dabei meine ich natürlich nicht nur die AI.ini

Gruss Alatar.

PS. Den Rest musst du selbst lernen. Es war ein Rat der hoffentlich diese Sache beantwortet hat :)
« Letzte Änderung: 2. Sep 2017, 14:25 von Alatar »