Modderecke > Allgemeine Modding-Fragen

EvilDets Fragenthread

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EvilDet:
Danke für deine Hilfe ea, jetzt läuft alles tadellos.

EvilDet:
Tut mir leid für den Doppelpost, aber ich quäle mich jetzt schon 2 Stunden mit einer neuen Fragestellung:
Ich habe zwei Fähigkeiten für eine Horde gemacht und mich dabei an den Elitezwergen aus dem Erweiterungspack orientiert (von den Codes her). Ich habe die Behaviours sowohl in die Elvenhordes.ini als auch in die Magier.ini geschrieben, bei den Commandbuttons OK_FOR_MULTI_SELECT und OK_FOR_MULTI_EXECUTE hinzugefügt und Commandsets für die Horde und die Einheit selbst angelegt. Jedoch funktionieren die Fähigkeiten noch immer nicht.
Meine Frage lautet also: Wie schaffe ich es, dass diese Fähigkeiten funktionieren?

Hier die Codes:
Magier.ini

--- Code: ---//--------------------------------------------------------------------------
// ALBENSTERN ÖFFNEN //
//--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_StoreObjectsForLevel2TeleportEnabler
SpecialPowerTemplate = SpecialAbilityMagierAlbensternOpen
End
Behavior = SpecialPowerModule ModuleTag_StoreObjectsForLevel2Teleport
SpecialPowerTemplate = SpecialAbilityMagierAlbensternOpen
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
End
Behavior = StoreObjectsSpecialPower ModuleTag_StoreObjectsForLevel2TeleportUpdate
SpecialPowerTemplate    = SpecialAbilityMagierAlbensternOpen
StartAbilityRange    = 1000000.0 // i.e. pretty large
ApproachRequiresLOS    = No    // can do this without seeing the target units.
Radius    = 100    // the radius that will capture units
UnpackTime    = 0
PreparationTime    = 1
FreezeAfterTriggerDuration = 0    // Zero!
ChainedButton    = "Command_SpecialAbilityMagierAlbensternTeleport" ;TeleportStoredList
//TriggerFX    = FX_CAHTeleport
End   

//--------------------------------------------------------------------------
// EINHEITEN DURCH DEN STERN SCHICKEN
//--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TeleportStoredObjectsEnabler
SpecialPowerTemplate = SpecialAbilityMagierAlbensternTeleport
End
Behavior = SpecialPowerModule ModuleTag_TeleportStoredObjects
SpecialPowerTemplate = SpecialAbilityMagierAlbensternTeleport
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
End
Behavior = TeleportToCasterSpecialPower ModuleTag_TeleportStoredObjectsUpdate
SpecialPowerTemplate    = SpecialAbilityMagierAlbensternTeleport
UnpackingVariation    = 1
StartAbilityRange    = 1000000.0 // i.e. pretty large
Radius    = 100    // the radius that will capture units
ApproachRequiresLOS    = No    // can do this without seeing the target units.
TargetFX    = FX_CAHBlink
TriggerFX    = FX_CAHTeleport
MinDestinationRadius    = 10    // the inner radius of the ring where units will teleport to
MaxDestinationRadius    = 100    // the outer radius of the ring where units will teleport to
UnpackTime    = 2000
PreparationTime    = 1
FreezeAfterTriggerDuration = 2500    // Hold AI for this long after we fire.
End

;Heilen---------------------------------------------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_RestorationUnpause
SpecialPowerTemplate = SpecialAbilityMagierHeal ;ElrondRestoration
;TriggeredBy = Upgrade_ElrondRestoration
End
Behavior = SpecialPowerTimerRefreshSpecialPower ModuleTag_RestorationRefresh
SpecialPowerTemplate = SpecialAbilityMagierHeal
StartsPaused = Yes
UpdateModuleStartsAttack = No
AffectAllies = Yes
AttributeModifierRange = 150
AttributeModifierAffects = ALL -ElvenMagier ALLIES
End
  Behavior = PlayerHealSpecialPower ModuleTag_RestorationHeal
SpecialPowerTemplate = SpecialAbilityMagierHealHeal
HealAffects = INFANTRY CAVALRY MONSTER
HealAmount = 0.2 ; percent of max health
HealRadius = 150
HealFX = FX_ElrondHealSpecialPower
End
--- Ende Code ---

Elvenhordes.ini

--- Code: ---//--------------------------------------------------------------------------
// ALBENSTERN ÖFFNEN //
//--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_StoreObjectsForLevel2TeleportEnabler
SpecialPowerTemplate = SpecialAbilityMagierAlbensternOpen
End
Behavior = SpecialPowerModule ModuleTag_StoreObjectsForLevel2Teleport
SpecialPowerTemplate = SpecialAbilityMagierAlbensternOpen
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
End
Behavior = StoreObjectsSpecialPower ModuleTag_StoreObjectsForLevel2TeleportUpdate
SpecialPowerTemplate    = SpecialAbilityMagierAlbensternOpen
StartAbilityRange    = 1000000.0 // i.e. pretty large
ApproachRequiresLOS    = No    // can do this without seeing the target units.
Radius    = 100    // the radius that will capture units
UnpackTime    = 0
PreparationTime    = 1
FreezeAfterTriggerDuration = 0    // Zero!
ChainedButton    = "Command_SpecialAbilityMagierAlbensternTeleport"
//TriggerFX    = FX_CAHTeleport
End   

//--------------------------------------------------------------------------
// EINHEITEN DURCH DEN STERN SCHICKEN
//--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TeleportStoredObjectsEnabler
SpecialPowerTemplate = SpecialAbilityMagierAlbensternTeleport
End
Behavior = SpecialPowerModule ModuleTag_TeleportStoredObjects
SpecialPowerTemplate = SpecialAbilityMagierAlbensternTeleport
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
End
Behavior = TeleportToCasterSpecialPower ModuleTag_TeleportStoredObjectsUpdate
SpecialPowerTemplate    = SpecialAbilityMagierAlbensternTeleport
UnpackingVariation    = 1
StartAbilityRange    = 1000000.0 // i.e. pretty large
Radius    = 100    // the radius that will capture units
ApproachRequiresLOS    = No    // can do this without seeing the target units.
TargetFX    = FX_CAHBlink
TriggerFX    = FX_CAHTeleport
MinDestinationRadius    = 10    // the inner radius of the ring where units will teleport to
MaxDestinationRadius    = 100    // the outer radius of the ring where units will teleport to
UnpackTime    = 2000
PreparationTime    = 1
FreezeAfterTriggerDuration = 2500    // Hold AI for this long after we fire.
End

;Heilen---------------------------------------------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_RestorationUnpause
SpecialPowerTemplate = SpecialAbilityMagierHeal
End
Behavior = SpecialPowerTimerRefreshSpecialPower ModuleTag_RestorationRefresh
SpecialPowerTemplate = SpecialAbilityMagierHeal
StartsPaused = Yes
UpdateModuleStartsAttack = No
AffectAllies = Yes
AttributeModifierRange = 150
AttributeModifierAffects = ALL -ElvenMagier ALLIES
End
  Behavior = PlayerHealSpecialPower ModuleTag_RestorationHeal
SpecialPowerTemplate = SpecialAbilityMagierHealHeal
HealAffects = INFANTRY CAVALRY MONSTER
HealAmount = 0.2 ; percent of max health
HealRadius = 150
HealFX = FX_ElrondHealSpecialPower
End
--- Ende Code ---

Specialpower.ini

--- Code: ---;------------------------------------------------------------------------------
SpecialPower SpecialAbilityMagierAlbensternOpen
Enum   = SPECIAL_STORE_LIST_1
RadiusCursorRadius   = 100.0
ReloadTime   = 90000    // Uses chained reload time.
ObjectFilter   = ANY +INFANTRY +CAVALRY ALLIES
InitiateSound   = CaH_TeleportPart1
End

;------------------------------------------------------------------------------
SpecialPower SpecialAbilityMagierAlbensternTeleport
Enum    = SPECIAL_TELEPORT_LIST_TO_POSITION
RadiusCursorRadius = 100.0
ReloadTime    = 90000
End

;----------------------------------------------------------------------------
SpecialPower SpecialAbilityMagierHeal
Enum = SPECIAL_GENERAL_TARGETLESS
RadiusCursorRadius = 150
ReloadTime = 120000
End

;----------------------------------------------------------------------------
SpecialPower SpecialAbilityMagierHealHeal
Enum = SPECIAL_GENERAL_TARGETLESS_TWO
RadiusCursorRadius = 150
ReloadTime = 120000
End
--- Ende Code ---

Commandbutton.ini

--- Code: ---CommandButton Command_SpecialAbilityMagierHealHeal
    Command            = SPECIAL_POWER
    SpecialPower        = SpecialAbilityMagierHealHeal
End

CommandButton Command_SpecialAbilityMagierHeal
    Command            = SPECIAL_POWER
    SpecialPower        = SpecialAbilityMagierHeal
    TextLabel        = CONTROLBAR:MagierHeal
    DescriptLabel        = CONTROLBAR:ToolTipMagierHeal
    ButtonImage        = SBGood_Heal
    Options            = NEED_TARGET_POS OK_FOR_MULTI_SELECT OK_FOR_MULTI_EXECUTE
    ButtonBorderType    = ACTION
    RadiusCursorType    = HealRadiusCursor
    InPalantir        = Yes
    CommandTrigger        = Command_SpecialAbilityMagierHealHeal
End

CommandButton Command_SpecialAbilityMagierAlbensternOpen
    Command             = SPECIAL_POWER
    SpecialPower     = SpecialAbilityMagierAlbensternOpen
    Options             = NEED_TARGET_POS OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND OK_FOR_MULTI_EXECUTE
    TextLabel         = CONTROLBAR:MagierAlbenstern
    ButtonImage         = HSKingDainSummonRoyalGuard
    ButtonBorderType = ACTION
    DescriptLabel     = CONTROLBAR:ToolTipMagierAlbenstern
    InPalantir         = Yes
    RadiusCursorType = DominateRadiusCursor
End

CommandButton Command_SpecialAbilityMagierAlbensternTeleport
    Command             = SPECIAL_POWER
    SpecialPower     = SpecialAbilityMagierAlbensternTeleport
    Options             = NEED_TARGET_POS OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND OK_FOR_MULTI_EXECUTE
    InPalantir         = No
    RadiusCursorType = EnshroudingMistRadiusCursor    // should be different to the other    power probably.
End

--- Ende Code ---

Commandset.ini

--- Code: ---CommandSet ElvenMagierCommandSet
    1    = Command_ToggleStance
    2 = Command_SpecialAbilityMagierAlbensternOpen
    3 = Command_SpecialAbilityMagierHeal
    13    = Command_AttackMove
    14    = Command_Stop
    16      = Command_SetStanceBattle
    17      = Command_SetStanceAggressive
    18      = Command_SetStanceHoldGround
End

CommandSet ElvenMagierHordeCommandSet
    1    = Command_ToggleStance
    2 = Command_SpecialAbilityMagierAlbensternOpen
    3 = Command_SpecialAbilityMagierHeal
    13    = Command_AttackMove
    14    = Command_Stop
    16      = Command_SetStanceBattle
    17      = Command_SetStanceAggressive
    18      = Command_SetStanceHoldGround
End

--- Ende Code ---

Danke im Voraus!
EvilDet

Ealendril der Dunkle:

--- Zitat ---Behavior = UnpauseSpecialPowerUpgra de ModuleTag_StoreObjectsFo rLevel2TeleportEnabler
   SpecialPowerTemplate = SpecialAbilityMagierAlbe nsternOpen
End
Behavior = SpecialPowerModule ModuleTag_StoreObjectsFo rLevel2Teleport
   SpecialPowerTemplate    = SpecialAbilityMagierAlbe nsternOpen
   StartsPaused          = Yes
   UpdateModuleStartsAttack = Yes
End
--- Ende Zitat ---

Das ist falsch. Du sagst, die Fähigkeit pausiert und benötigt ein Upgrade. Gleichermaßen definierst du dieses Upgrade aber nicht. Richtig wäre es so:

Behavior = UnpauseSpecialPowerUpgra de ;ModuleTag_StoreObjectsFo rLevel2TeleportEnabler
;   SpecialPowerTemplate = SpecialAbilityMagierAlbe nsternOpen
;End
Behavior = SpecialPowerModule ModuleTag_StoreObjectsFo rLevel2Teleport
   SpecialPowerTemplate    = SpecialAbilityMagierAlbe nsternOpen
   StartsPaused          = No
   UpdateModuleStartsAttack = Yes
End

oder so:

Behavior = UnpauseSpecialPowerUpgra de ModuleTag_StoreObjectsFo rLevel2TeleportEnabler
   SpecialPowerTemplate = SpecialAbilityMagierAlbe nsternOpen
        TriggeredBy = "Dein Upgrade der Horde"
End
Behavior = SpecialPowerModule ModuleTag_StoreObjectsFo rLevel2Teleport
   SpecialPowerTemplate    = SpecialAbilityMagierAlbe nsternOpen
   StartsPaused          = Yes
   UpdateModuleStartsAttack = Yes
End

EvilDet:
Ahhh, jetzt weiß ich auch, warum meine Fähigkeiten so oft schon nicht funktioniert haben .
Vielen Dank ea!

Edit:
Neues Problem:
Wie kann ich eine ModelFX, die eigentlich gehidet ist, von Frame x bis Frame y einer Animation anzeigen lassen?
Also nochmal zum besseren Verständnis:
Eine Animation wird abgespielt. Sie erreicht Frame 48, nun soll die ModelFX angezeigt werden. Ab Frame 61 soll die ModelFX wieder versteckt werden.

Problem Nummer 2:
Woran kann es liegen, dass Einheiten keinen Auswahlkreis haben?

Danke im Voraus
EvilDet

Alien aka Infiltrator:
zum 1.:
            FXEvent         = Frame:20 Name:FX_BalrogScreamEfx
Beim Animation state angeben
(beispiel ist aus neutral/neutralunits -> Balrog)

zum 2.:
Das ist das Selection Decal aus der experiencelevels.ini, einfach bei passendem eintrag suchen, bzw die units einem levelsystem zuordnen sollte das noch nicht der fall sein ;-)

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