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Autor Thema: coding fragen  (Gelesen 4764 mal)

Radagast der Musikalische

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Re: coding fragen
« Antwort #15 am: 27. Apr 2020, 03:04 »
Deine map.ini  ;)

Mellon der weiße

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Re: coding fragen
« Antwort #16 am: 27. Apr 2020, 13:03 »
warte das ist nich das das ist ein anderes problem
das ist der code zur fehlermeldung: ;Edain:Generic{
;----- Einträge für Schnittstellen des neuen Spellbooks -----;
Science SCIENCE_GandalftheWhite
  PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_EinsamerTurmMen OR SCIENCE_MEN SCIENCE_Adler OR SCIENCE_MEN SCIENCE_FormationenGondors
  SciencePurchasePointCost = GOOD_RANK_2_COST
  SciencePurchasePointCostMP = 5
  IsGrantable = Yes
End
Science SCIENCE_GiftOfTheKingdom
  PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ARNOR SCIENCE_LoneTowerArnor OR SCIENCE_ARNOR SCIENCE_FormationenGondors OR SCIENCE_ARNOR SCIENCE_AdlerArnor
  SciencePurchasePointCost = GOOD_RANK_3_COST
  SciencePurchasePointCostMP = 7
  IsGrantable = Yes
End
Science SCIENCE_HaldirAllies
  PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ROHAN SCIENCE_RohanVanguard OR SCIENCE_ROHAN SCIENCE_DieDreiJäger OR SCIENCE_ROHAN SCIENCE_RuhmdesKönigs
  SciencePurchasePointCost =  GOOD_RANK_3_COST
  SciencePurchasePointCostMP = 7
  IsGrantable = Yes
End

Science SCIENCE_MirkwoodWachen
  PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES SCIENCE_ElberethGilthoniel OR SCIENCE_ELVES SCIENCE_ElvenWoodLothlorien OR SCIENCE_ELVES SCIENCE_SummonRadagast
  SciencePurchasePointCost = GOOD_RANK_3_COST
  SciencePurchasePointCostMP = 5
  IsGrantable = Yes
End

Science SCIENCE_BruchtalBruinen
  PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_IMLADRIS SCIENCE_ReisenachValinor OR SCIENCE_IMLADRIS SCIENCE_TomBombadil OR SCIENCE_IMLADRIS SCIENCE_Allwissenheit
  SciencePurchasePointCost = GOOD_RANK_3_COST
  SciencePurchasePointCostMP = 6
  IsGrantable = Yes
End
Science SCIENCE_DwarvenRiches
  PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_DWARVES SCIENCE_SpawnLoneTowerZwerge OR SCIENCE_DWARVES SCIENCE_EredLuinGandalf OR SCIENCE_DWARVES SCIENCE_Todestrotz
  SciencePurchasePointCost = GOOD_RANK_3_COST
  SciencePurchasePointCostMP = 5
  IsGrantable = Yes
End
Science SCIENCE_KriegshornAngmars
  PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ANGMAR SCIENCE_FrozenLand OR SCIENCE_ANGMAR SCIENCE_Seuche OR SCIENCE_ANGMAR SCIENCE_AngmarVerderbnis
  SciencePurchasePointCost = EVIL_RANK_3_COST
  SciencePurchasePointCostMP = 5
  IsGrantable = Yes
End
Science SCIENCE_SarumanVielfarbig
  PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD SCIENCE_Industry OR SCIENCE_ISENGARD SCIENCE_FreezingRain OR SCIENCE_ISENGARD SCIENCE_Magierturm
  SciencePurchasePointCost = EVIL_RANK_3_COST
  SciencePurchasePointCostMP = 5
  IsGrantable = Yes
End
Science SCIENCE_Scavenger
  PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_WILD SCIENCE_PaktdesHasses OR SCIENCE_WILD SCIENCE_TrommelninderTiefe
  SciencePurchasePointCost  = EVIL_RANK_3_COST
  SciencePurchasePointCostMP = 5
  IsGrantable = Yes
End
Science SCIENCE_SummonAufseher
  PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_MORDOR SCIENCE_SBSummonEasterling OR SCIENCE_MORDOR SCIENCE_Darkness OR SCIENCE_MORDOR SCIENCE_SeinetödlichstenDiener
  SciencePurchasePointCost = EVIL_RANK_3_COST
  SciencePurchasePointCostMP = 5
  IsGrantable = Yes
End

;----- AI Data-----;
PlayerAIType MenAI
    LibraryMap = "Libraries\ki gondor\ki gondor.map"
End

PlayerAIType MenSkirmishAI
    LibraryMap = "Libraries\ki gondor\ki gondor.map"
End

PlayerAIType RohanAI
    LibraryMap = "Libraries\ki rohan\ki rohan.map"
End

PlayerAIType RohanSkirmishAI
    LibraryMap = "Libraries\ki rohan\ki rohan.map"
End

PlayerAIType ElvesAI
    LibraryMap = "Libraries\ki lorien\ki lorien.map"
End

PlayerAIType ElvesSkirmishAI
    LibraryMap = "Libraries\ki lorien\ki lorien.map"
End

PlayerAIType ImladrisAI
    LibraryMap = "Libraries\ki imladris\ki imladris.map"
End

PlayerAIType ImladrisSkirmishAI
    LibraryMap = "Libraries\ki imladris\ki imladris.map"
End

PlayerAIType DwarvesAI
    LibraryMap = "Libraries\ki zwerge\ki zwerge.map"
End

PlayerAIType DwarvesSkirmishAI
    LibraryMap = "Libraries\ki zwerge\ki zwerge.map"
End

PlayerAIType WildAI
    LibraryMap = "Libraries\ki nebel\ki nebel.map"
End

PlayerAIType WildSkirmishAI
    LibraryMap = "Libraries\ki nebel\ki nebel.map"
End

PlayerAIType MordorAI
    LibraryMap = "Libraries\ki mordor\ki mordor.map"
End

PlayerAIType MordorSkirmishAI
    LibraryMap = "Libraries\ki mordor\ki mordor.map"
End

PlayerAIType IsengardAI
    LibraryMap = "Libraries\ki isengart\ki isengart.map"
End

PlayerAIType IsengardSkirmishAI
    LibraryMap = "Libraries\ki isengart\ki isengart.map"
End

PlayerAIType ArnorAI
    LibraryMap = "Libraries\ki arnor\ki arnor.map"
End

PlayerAIType ArnorSkirmishAI
    LibraryMap = "Libraries\ki arnor\ki arnor.map"
End

PlayerAIType AngmarAI
    LibraryMap = "Libraries\ki angmar\ki angmar.map"
End

PlayerAIType AngmarSkirmishAI
    LibraryMap = "Libraries\ki angmar\ki angmar.map"
End

PlayerAIType Multiplayer_Human
    LibraryMap = "Libraries\spieler\spieler.map"
End
;Edain:Generic}


;;;------------------------------------
;;; Tauriel verfügbar
;;;------------------------------------
PlayerTemplate FactionIsengard
    BuildableHeroesMP            = CreateAHero IsengardWulfgar GasthausLutz IsengardWormTongue_Mod IsengardSharku_mod IsengardLurtz_mod IsengardUgluk_mod IsengardSaruman_Mod IsengardMauhur MordorGrishnak_mod
End

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_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
    MaxLevelSP                = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
    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    = ObjectRingkriegStartScript

    IntrinsicSciences           = SCIENCE_GOOD
    IntrinsicSciencesMP         = SCIENCE_ELVES
    SpellBook                   = GoodSpellBook
    SpellBookMp                 = ElvesSpellBook_MapMirkwood
    PurchaseScienceCommandSet   = GoodSpellStoreCommandSet
    PurchaseScienceCommandSetMP = ElvesSpellStoreCommandSet_MapMirkwood
    DisplayName                 = INI:FactionElves
    DefaultPlayerAIType         = ElvesSkirmishAI        ; Needs to exist before I can change it.
    BeaconName                  = MultiplayerBeacon
    LightPointsUpSound          = GondorLightPointsUp
    ObjectiveAddedSound         = Gui_MissionObjectiveNew
    ObjectiveCompletedSound     = Gui_MissionObjectiveCompleted
    InitialUpgrades             = Upgrade_ElfFaction  Upgrade_LothlorienFaction  Upgrade_AllFactionUpgrade        ; Any upgrades this player template is born with.

    // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
    // attached to the first two buttons in the command set.

    BuildableHeroesMP        = CreateAHero RohanFrodo_mod RohanSam_mod LothlorienRumil LothlorienHaldir LothlorienCeleborn LothlorienGaladriel LothlorienTauriel LothlorienLegolas ElvenThranduil_mod GasthausGrimbeorn
    BuildableRingHeroesMP        = RingHeroDummy
    SpellStoreCurrentPowerLabel     = APT:SpellStoreCurrentEvenstarPower
    SpellStoreMaximumPowerLabel     = APT:SpellStoreMaximumEvenstarPower
    ResourceModifierObjectFilter     = RESOURCE_MODIFIER_OBJECT_FILTER
    ResourceModifierValues        = 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
    MultiSelectionPortrait        = UPElvenArmy
    LoadScreenMusic            = Shell2MusicForLoadScreenLothlorien ;Shell2MusicForLoadScreen
End

CommandSet CommandSetInnIsengardFaction_Grauquell
InitialVisible = 17

        2    = Command_ConstructInnIsengardOrcHorde
        3    = Command_StartSelfRepair
        4    = Command_ConstructEliteFighter
        6    = Command_FakeRingHeroReviveSlot
        7    = Command_FakeCreateAHeroReviveSlot 
        8    = Command_FakeHeroReviveSlot1
        9    = Command_FakeHeroReviveSlot2
        10   = Command_FakeHeroReviveSlot3
        11   = Command_FakeHeroReviveSlot4
        12   = Command_FakeHeroReviveSlot5
        13   = Command_FakeHeroReviveSlot6
        14   = Command_FakeHeroReviveSlot7
        15   = Command_GenericReviveSlot8
        16   = Command_GenericReviveSlot9
        17   = Command_GenericReviveSlot10
End

Object LothlorienBeorningerHut
 CommandSet = BeorningerHutCommandset_MapMirkwood
End

Object LothlorienOuterFortress
 CommandSet = LothlorienOuterFortressCommandSet_MapMirkwood
End

Object LothlorienCastleBaseKeep
 CommandSet = LothlorienCastleBaseKeepCommandSet_MapMirkwood
End

Object IsengardEliteFighter

RemoveModule ModuleTag_LifetimeUpdate
End

Object IsengardEliteFighter
    BuildCost        = 1000
End

Object MirkwoodCampKeep
 CommandSet = MirkwoodCampKeepCommandSet_MapMirkwood
End


ChildObject ElvesSpellBook_MapMirkwood GoodSpellBook
  CommandSet = ElvesSpellBookCommandSet_MapMirkwood

  ReplaceModule ModuleTag_MirkwoodWachen
    Behavior = OCLSpecialPower ModuleTag_MirkwoodWachen_MapMirkwood
        SpecialPowerTemplate = SpellBookMirkwoodWachen
        OCL                  = OCL_SpawnMirkwoodWachenSummonEgg_MapMirkwood
        TriggerFX            = FX_ElvenAlliesSummon
        CreateLocation       = CREATE_AT_LOCATION
        AvailableAtStart     = No
        RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER
        RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC
    End
  End
End

und jetzt der code den du wolltest: https://www.file-upload.net/download-14031860/map.ini.html

Radagast der Musikalische

  • Edain Team
  • Wächter der Veste
  • *****
  • Beiträge: 2.231
  • "Die Natur kennt keine Probleme, nur Lösungen."
Re: coding fragen
« Antwort #17 am: 27. Apr 2020, 21:26 »
Stelle die map.ini bitte einmal direkt hier als Code ins Forum.

Mellon der weiße

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  • Beiträge: 115
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Re: coding fragen
« Antwort #18 am: 27. Apr 2020, 21:41 »
mehr ist nicht drinnen wollte nur das ändern das die bauern per "m" zu galas werden.

hab ihn hier nochmal:


ReplaceModule ModuleTag_VerräterToggle
    Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_GaladhrimToggle
         SpecialPowerTemplate       = SpecialAbilityAngmarThrallMasterSummonRhudaurSlingers
         MountedTemplate            = LothlorienGaladhrimHorde
         UnpackTime                 = 2000
         PreparationTime            = 0            ; none, cause we hop onto our mount in no time at all :)
         PackTime                   = 0         ; none, cause we hop onto our mount in no time at all :)
         OpacityTarget              = .0        ; How see-thru to be at peak of change
         AwardXPForTriggering       = 0
         IgnoreFacingCheck          = Yes
    End
End

Danke trotzdem für jegliche hilfe

Mellon der weiße

  • Gastwirt zu Bree
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  • Beiträge: 115
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Re: coding fragen
« Antwort #19 am: 5. Mai 2020, 08:14 »
was soll ich jetzt machen