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:
;------------------------------------------------------------------------------
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
Danke für jedwede Hilfe!
mfg
sanalf 2