Modderecke > Coding

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Aklas:
Ja,ich weiß schon wie das geht.
Hab das schon ausprobiert.
Dann kann ich allerdings gar keine Helden mehr bauen.

Auch dies kleine bildchen unten ist ja nicht vorhanden, und wenn ich die "alle Helden auswählen taste (O) drücke, werden alle anderen Helden ausgewählt, nur mein Held nicht.

Alien aka Infiltrator:
lad doch einfach mal auf nopaste oder so deine ini hoch und dann sehen wir weiter ;-)

Aklas:
nuja wenns was bringt:

mein typ ini(design - engineering prameter, ohne geometries):

--- Code: ---; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = CHARACTER_UNIT
BuildCost         = 1500
BuildTime         = LURTZ_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG

TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
     
      MaxSimultaneousOfType = 1

;;; WEAPON SETS ;;;
WeaponSet
Conditions = None
Weapon = PRIMARY    LurtzCarnageWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

WeaponSet
Conditions = WEAPONSET_TOGGLE_1
Weapon = PRIMARY CaptainFireBomb
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not from AI.
End

;;; ARMOUR SETS ;;;
ArmorSet
Conditions      = None
Armor            = HeroArmor
DamageFX        = NormalDamageFX
End

VisionRange = VISION_HERO_RANGED
ShroudClearingRange = SHROUD_CLEAR_RANGED_HERO

VisionSide = 50%
VisionRear = 25%
VisionBonusPercentPerFoot = 1.0%

CommandSet = CaptainOfUmbarCommandSet

DisplayName = OBJECT:MordorCorsairsOfUmbar
RecruitText = CONTROLBAR:IsengardLurtzRecruit
ReviveText = CONTROLBAR:IsengardLurtzRevive
Hotkey = CONTROLBAR:IsengardLurtzHotkey
CrushableLevel = 2  ;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 = 50


; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_GothmogBody

AutoResolveArmor
Armor = AutoResolve_LurtzArmor
End

AutoResolveWeapon
Weapon = AutoResolve_LurtzWeapon
End


; *** AUDIO Parameters ***;

VoiceAttack = CorsairVoiceAttack
VoiceAttackCharge = CorsairVoiceAttackCharge
VoiceAttackMachine = CorsairVoiceAttack
VoiceAttackStructure = CorsairVoiceAttackBuilding
VoiceCreated = EVA:CorsairsCreated
VoiceFullyCreated = EVA:CorsairsCreated
VoiceGuard = CorsairVoiceMove
VoiceMove = CorsairVoiceMove
VoiceMoveOverWalls = CorsairVoiceMoveWalls
VoiceMoveToCamp = CorsairVoiceMoveCamp
VoiceMoveWhileAttacking = CorsairVoiceDisengage
VoicePriority = 53
VoiceRetreatToCastle = CorsairVoiceRetreat
VoiceSelect = CorsairVoiceSelectMS
VoiceSelectBattle = CorsairVoiceSelectBattle

VoiceEnterStateAttack = CorsairVoiceEnterStateAttack
VoiceEnterStateAttackCharge = CorsairVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = CorsairVoiceEnterStateAttack
VoiceEnterStateAttackStructure = CorsairVoiceEnterStateAttackBuilding
VoiceEnterStateMove = CorsairVoiceEnterStateMove
VoiceEnterStateMoveOverWalls = CorsairVoiceEnterStateMoveWalls
VoiceEnterStateMoveToCamp = CorsairVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = CorsairVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = CorsairVoiceEnterStateRetreat

SoundImpact = ImpactHorse

UnitSpecificSounds
VoiceCreatedFromInn = EVA:CorsairsCreated-Inn
VoiceEnterUnitEvilMenTransportShip = CorsairVoiceMoveShip
VoiceEnterUnitMordorMumakil = CorsairVoiceMoveGarrison
VoiceEnterUnitSlaughterHouse = CorsairVoiceMoveGarrison
VoiceFullyCreatedFromInn = EVA:CorsairsCreated-Inn
VoiceGarrison = CorsairVoiceMoveGarrison
VoiceInitiateCaptureBuilding = CorsairVoiceCaptureBuilding
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallOrc Animation:MUCORSAR_SKL.MUCORSAR_DIEA Frames:51 78
AnimationSound = Sound:BodyFallOrc Animation:MUCORSAR_SKL.MUCORSAR_DIEB Frames:29
AnimationSound = Sound:BodyFallOrc Animation:MUCORSAR_SKL.MUCORSAR_DIEC Frames:49
AnimationSound = Sound:BodyFallOrc Animation:MUCORSAR_SKL.MUCORSAR_LNDA Frames:4
End

CrowdResponseKey = EvilMen1

    #include "..\..\..\includes\StandardUnitEvaEvents.inc"

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Man Man_Male Corsair
End

ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxCheerLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop ;MOVING ATTACKING
;ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop
End

; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ARCHER ATTACK_NEEDS_LINE_OF_SIGHT  HEAVY_MELEE_HITTER
PathfindDiameter = 40.0

  Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
    MaxHealth          = GOTHMOG_HEALTH
  PermanentlyKilledByFilter = NONE
    DodgePercent      = HERO_DODGE_PERCENT
  End

Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn
DeathFX = FX_LurtzDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 6033 ; 1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_LurtzInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_LurtzRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HILurtz_res

;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:900 Time:60000 Health:100% ;DEFAULT VALUES
End

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

Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = Hero
    End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AttackPriority = AttackPriority_Archer
CanAttackWhileContained     = Yes
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Doom_Base
// AddEmotion =   BraceForBeingCrushed_Base
// 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
AddEmotion = CheerForAboutToCrush_Base
End

LocomotorSet
Locomotor     = HumanLocomotor
Condition     = SET_NORMAL
Speed         = NORMAL_FOOT_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = WallScalingMeleeHordeLocomotor
Condition = SET_NORMAL
Speed     = NORMAL_FOOT_FAST_MEMBER_SPEED
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2000 ; (2 secs)
End

Behavior = AttributeModifierUpgrade ModuleTag_AMU
TriggeredBy = Upgrade_GondorFighterFearless
AttributeModifier = FearlessForever
End

Behavior = SquishCollide ModuleTag_06
;nothing
End
--- Ende Code ---

So. Ich glaub die expieriencelevel.ini brauch ich nich anzugeben.
playertempelate auch nicht, da bin ich mir sicher,alles richtig gemacht zu haben.

EvilDet:
Ich hatte ja auch schon meine Probleme mit Helden, deswegen frage ich mich, ob du deinem Helden ein eigenes HeroImage (Das Bau-Button-Bild) zugewiesen hast?

Und nochmal zum Verständnis:
Konntest du den Helden denn schonmal bauen und war er sichtbar?

MfG
Evil Det

Aklas:
Ich konnte ihn schon bauen (per Construct in einem Gebäude) und er ist auch sichtbar, nur in der Festung kann ich ihn halt nicht bauen.Kann sein, dass es am HeroImage liegt.
Wenn ich ihn jedoch sterben lasse kann ich ihn in der Festung respawnen.

Edit:Das mit dem HeroImage hat auch nichts bewirkt. :(

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