Modderecke > Coding

Sanalf 2´s Fragen-Thread

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Ealendril der Dunkle:
Das Format muss dds. sein, ansonsten wird die Textur nicht überspeichert.

Sanalf 2:
Gut, danke schön!

Ich werde das so eincoden!

Edit: So, eine Frage gäbs dann bitte noch.
Ich hab ein neues Gebäude erstellt und es funktioniert eigentlich auch alles einwandfrei. Nur leider greift es auf Stufe 3 nicht an, soll heißen, ich kann es den Gegner nicht mit Äxten bewerfen lassen. Ich hab ansich alles drin, was ich aus den anderen SuMII Gebäuden rauslesen hab können und bin deshalb ein bisschen ratlos.
Könnte mir da kurz jemand helfen? Ich füge hier noch schnell den Code meines Gebäudes ein.
Ums gleich vornweg zu sagen: Die Bones die ich angegeben habe (ARROW_01 bis _04 sind im Modell vorhanden, ich habe sie mit den Exportsettings "Export Transform (Bone)" exportiert. Ist da der Fehler?

Hier zur Sicherheit der Code:


--- Code: ---;------------------------------------------------------------------------------
Object KhazadKaserne

SelectPortrait = KBKhazadKaserne
 
  ; *** ART Parameters ***

  Draw = W3DScriptedModelDraw ModuleTag_Draw
 
    OkToChangeModelColor  = Yes
    UseStandardModelNames = Yes
    StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD

ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04

    DefaultModelConditionState
Model = kbauspos_skn
        WeaponLaunchBone = PRIMARY ARROW_
    End

;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("KAUNDEH")
CurDrawableHideSubObject("NUREH")
    CurDrawableHideSubObject("FIXUPGRADE")
CurDrawableHideSubObject("BOUNDEH")
EndScript
End

;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("KAUNDEH")
CurDrawableHideSubObject("NUREH")
    CurDrawableHideSubObject("FIXUPGRADE")
CurDrawableHideSubObject("BOUNDEH")
EndScript
End

;------------ New Build Up States coming soon. 

ModelConditionState   = AWAITING_CONSTRUCTION
Model               = kbauspos_bu
End
AnimationState        = AWAITING_CONSTRUCTION
Animation           =  kbauspos_bu
AnimationName     =  kbauspos_bu.kbauspos_bu
AnimationMode     = MANUAL
AnimationBlendTime = 0
End
Flags   = START_FRAME_FIRST
End 

ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model               = kbauspos_bu
End
   
AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation           = kbauspos_bu
AnimationName     = kbauspos_bu.kbauspos_bu
AnimationMode     = MANUAL
AnimationBlendTime = 0
End
Flags   = START_FRAME_FIRST
StateName   = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End

   
;--damaged building

    ModelConditionState  = DAMAGED
      Model         = kbauspos_d1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingSmall
ParticleSysBone FireSmall05 SmokeBuildingLarge
    End
    AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
    End

    ModelConditionState  = REALLYDAMAGED
      Model         = kbauspos_d2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
    End
    AnimationState = REALLYDAMAGED
      Animation = RubbleAnimation
AnimationName = kbauspos_d2.kbauspos_d2
AnimationMode = ONCE
  End
EnteringStateFX = FX_BuildingReallyDamaged
    End

    ModelConditionState  = RUBBLE
      Model         = kbauspos_d3
      ParticleSysBone SmokeLarge01 SmokeBuildingLarge
    End
   
    AnimationState = RUBBLE
      Animation = RubbleAnimation
AnimationName = kbauspos_d3.kbauspos_d3
AnimationMode = ONCE
  End
  EnteringStateFX = FX_StructureMediumCollapse
End

    ModelConditionState  = POST_RUBBLE
      Model         = None
ParticleSysBone NONE SmokeBuildingMediumRubble
    End

    ModelConditionState  = POST_COLLAPSE
      Model         = None
ParticleSysBone NONE SmokeBuildingMediumRubble
    End   
   
End
 
  PlacementViewAngle  = -45

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:KhazadAussenpostenKaserne
  Description       = OBJECT:KhazadAussenpostenKaserneDescription
  Side                = KhazadDum
  EditorSorting       = STRUCTURE
  ThreatLevel = 1.0
 
  BuildCost           = 300
  BuildTime           = 30         
  BountyValue         = 150
  VisionRange         = 160.0         
  ShroudClearingRange = 300.0
Scale = 0.9


 
  ArmorSet
    Conditions        = None
    Armor             = UnitProductionStructureArmor  ; ;StructureArmor
    ;DamageFX          = StructureDamageFXNoShake
  End
  CommandSet          = KhazadKaserneCommandSet

WeaponSet
Conditions = None
End

WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY StructureAxeWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
 

  ; *** AUDIO Parameters ***

#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"

VoiceSelect = DwarfBarracksSelect

SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
 
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
VoiceFullyCreated = EVA:HallOfWarriorsComplete-KhazadDum

UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop  ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
;AnimationSound = Sound:StatueHeroicBuildStoneDebris1 Animation:EBBarracks_ASKL.EBBarracks_ABLD Frames:247
;AnimationSound = Sound:StatueHeroicBuildStoneExplode Animation:EBBarracks_ASKL.EBBarracks_ABLD Frames:247
AnimationSound = Sound:StatueHeroicBuildStoneDebris2 Animation:EBBarracks_ASKL.EBBarracks_ABLD Frames:247
AnimationSound = Sound:StatueHeroicBuildStoneDebris1 Animation:EBBarracks_ASKL.EBBarracks_ABLD Frames:257

End



  ; *** ENGINEERING Parameters ***

  RadarPriority       = STRUCTURE
  KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY NEED_BASE_FOUNDATION ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK MADE_OF_STONE LIVING_WORLD_BUILDING_MIRROR
 
  Behavior            = GettingBuiltBehavior ModuleTag_04
    WorkerName = DwarvenWorkerNoSelect
    SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
  End

Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 100 ;// How far we try to claim ground
MaxIncome = 0 ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
IncomeInterval = 999999 ;// How often (in msec) we give that much money
HighPriority = Yes ;// A high priority claim gets to pretend it was there first.
Visible = No ;// Don't show decal when a resource building is selected.
End

Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End

  Body                    = ActiveBody ModuleTag_05
    MaxHealth             = 1200
    MaxHealthDamaged      = 600
MaxHealthReallyDamaged  = 300
    DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
   
    DamageCreationList = OCL_GBBarracksN2D2_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
    DamageCreationList = OCL_GBBarracksN2D2_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
    DamageCreationList = OCL_GBBarracksN2D2_Chunk3 CATAPULT_ROCK BACK_DESTROYED
    DamageCreationList = OCL_GBBarracksN2D2_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
   
  End

Behavior = RefundDie ModuleTag_refund
UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
BuildingRequired = ANY +GondorMarketPlace
RefundPercent = 50%
End

  Behavior = ProductionUpdate ModuleTag_06
    GiveNoXP = Yes
  End

  Behavior = QueueProductionExitUpdate ModuleTag_07
    UnitCreatePoint = X:0.0 Y:0.0 Z:0.0
    NaturalRallyPoint = X:100.0 Y:0.0.0 Z:0.0
    ExitDelay = STANDARD_HORDE_EXIT_DELAY
UseReturnToFormation = No
PlacementViewAngle = 0
  End
 
  Behavior                  = StructureCollapseUpdate ModuleTag_08
    MinCollapseDelay        = 000
    MaxCollapseDelay        = 000
    CollapseDamping         = .5
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
    FXList                  = INITIAL   FX_StructureMediumCollapse
    FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 155
  End

;  Behavior = FlammableUpdate ModuleTag_14
;    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
;    AflameDamageAmount = 5       ; taking this much damage...
;    AflameDamageDelay = 500       ; this often.
;  End
 
;  Behavior = TransitionDamageFX ModuleTag_15
;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;    ;---------------------------------------------------------------------------------------
;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
;  End

Behavior = SubObjectsUpgrade Geom_ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowSubObjects = AUSPOS SPEERTRAEGER TORUNDRING
HideSubObjects = TURM TEPPICH AXTWERFER

End

        Behavior = CommandSetUpgrade ModuleTag_KhazadKaserneLevel2CommandSet
TriggeredBy = Upgrade_KhazadKaserneLevel2
CommandSet = KhazadKaserneLevel2CommandSet
End

Behavior = LevelUpUpgrade ModuleTag_LevelUpKhazadKaserneLevel2
TriggeredBy = Upgrade_KhazadKaserneLevel2
LevelsToGain = 1
LevelCap = 3
End

        Behavior = CommandSetUpgrade ModuleTag_KhazadKaserneLevel3CommandSet
TriggeredBy = Upgrade_KhazadKaserneLevel3
CommandSet = KhazadKaserneLevel3CommandSet
End

Behavior = LevelUpUpgrade ModuleTag_LevelUpKhazadKaserneLevel3
TriggeredBy = Upgrade_KhazadKaserneLevel3
LevelsToGain = 1
LevelCap = 3
End

Behavior = SubObjectsUpgrade Geom_ModuleTag_ShowSubobjectsKhazadKaserneLevel3
TriggeredBy = Upgrade_KhazadKaserneLevel3
ShowSubObjects = TURM
HideSubObjects = TEPPICH AXTWERFER
End

;----------

  ;; This is required for setting rally points which needs a small geometry to determine if quick path exists in tight spaces
  ;; If this was any bigger, it would fail to create the rallu points when in a camp or castle.

  ;; These are the actual building geometry pieces
  Geometry = BOX
  GeometryName = Geom_Orig
  GeometryMajorRadius   = 32.0
  GeometryMinorRadius   = 32.0
  GeometryHeight        = 22.5
  GeometryOffset = X:4 Y:-4 Z:0

  AdditionalGeometry    = BOX
  GeometryName = Geom_Orig
  GeometryMajorRadius   = 22.5
  GeometryMinorRadius   = 45.0
  GeometryHeight        = 30.0
  GeometryOffset = X:-10 Y:-15 Z:0

  AdditionalGeometry    = BOX
  GeometryName = Geom_Orig
  GeometryMajorRadius   = 45.0
  GeometryMinorRadius   = 22.5
  GeometryHeight        = 30.0
  GeometryOffset = X:15 Y:10 Z:0

  AdditionalGeometry    = BOX
  GeometryName = Geom_V2
  GeometryMajorRadius   = 9.0
  GeometryMinorRadius   = 9.0
  GeometryHeight        = 70.0
  GeometryOffset = X:-26 Y:-6 Z:0
 

  GeometryIsSmall       = No
 
  Shadow                = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER
 
AttackContactPoint = X:-24 Y:-24 Z:92
GeometryContactPoint = X:-80.1 Y:-18.9 Z:0 Repair
GeometryContactPoint = X:-9.861 Y:51.413 Z:0
GeometryContactPoint = X:-33.314 Y:-54.902 Z:0
GeometryContactPoint = X:-20.106 Y:-25.298 Z:89.3 Swoop
GeometryContactPoint = X:10 Y: 10 Z:0 Bomb

End

--- Ende Code ---

Danke für jedwede Hilfe!
mfg
sanalf 2

Ealendril der Dunkle:
Irgendwas muss dein PLAYER_UPGRADE freischalten. Bei dir fehlt einfach nur der WeaponsetBehaviour, der dafür verantwortlich ist. Vergleiche deine ini einmal mit Standard-inis.

Sanalf 2:
Ah, danke sehr! Hat funktioniert.

Ich hab das Upgrade für ein anderes gehalten und es deshalb einfach rausgelöscht.

Vielen Dank noch einmal!

Edit: So, ich hätt jetzt wieder einmal eine Frage, die eher modelltechnisch zu verstehen ist.
Ich würde gerne einen Brunnen modellieren und darin soll natürlich auch Wasser herumfließen. Ich hab mir dazu mal das Modell vom Thal-Brunnen angeschaut und gesehen, dass dabei das Wasser im Brunnen von außen nach innen zirkuliert (die kleinen Wasserfälle brauche ich dabei nicht). Meine Frage wäre, wie kann man das einstellen, dass die Textur eben so "hineinschwimmt"?
Hat man da überhaupt schon die richtigen Einstellungen herausgefunden?

Danke wie immer im Voraus!
mfg
sanalf 2

Aules:
Animierte Textur...So etwas gibt es auch bei den Edain-Morgulschatten, glaube ich ;)
Zum Thema: Das ließe sich meiner Meinung nach leichter mit FX lösen, es gibt in den SuM 2 particlen auch einen mit Wasseraussehen....Guck mal nach. Ansonsten finde ich die Frage sehr interresant :)

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