hi, ich versuche momentan schon länger vergebens den Angmarturm 2 Upgrades zu geben:
Einmal das normale Eispfeilupgrade mit geänderten werten und dann ein Upgrade welches erst kaufbar sein soll, nachdem eispfeile im Turm erforscht wurde.
Dieses soll dann als Projektil den Eisball von der FinalFähigkeit der Angmarfestung als Standartangriff nutzen.
Jetzt gibt es allerdings 2 Probleme:
Die buttons haben beide kein Bild, warum?
Und anklickbar sind sie auch nicht, daher nichts mit Upgrade kaufen, auch da weiss ich nicht wieso.
Hier der bisherige falsche code der map.ini:
Upgrade Upgrade_Eispfeil
Type = OBJECT
BuildCost = 500
BuildTime = 5
DisplayName = CONTROLBAR:Eisschuss
End
Upgrade Upgrade_Eisball
Type = OBJECT
BuildCost = 2000
BuildTime = 5
DisplayName = CONTROLBAR:IceBall
End
Object AngmarSentryTower
CommandSet = Angmarkampfturm
AddModule
Behavior = WeaponSetUpgrade ModuleTag_Eispfeil
TriggeredBy = Upgrade_Eispfeil
End
End
AddModule
Behavior = WeaponSetUpgrade ModuleTag_Eisball
TriggeredBy = Upgrade_Eisball
End
End
End
CommandButton Command_PurchaseAngmarBattleTowerEisschussUpgrade
Command = OBJECT_UPGRADE
Options = CANCELABLE
Upgrade = Upgrade_Eispfeil
TextLabel = CONTROLBAR:PurchaseTechnologyAngmarIceArrows
ButtonImage = KUTIceArrowUpgradeIcon
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseTowerUpgradeAngmarIceArrows
Radial = Yes
InPalantir = Yes
End
CommandButton Command_PurchaseAngmarBattleTowerEisballUpgrade
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE CANCELABLE
Upgrade = Upgrade_Eisball
NeededUpgrade = Upgrade_Eispfeil
TextLabel = CONTROLBAR:Eisball
ButtonImage = KUAngBannerCarrierUpgradeIcon
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeDwarvenTraining
Radial = Yes
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackAngmarBasicTraining
End
Weapon Angmarkampfturm ; BALANCE Archer Weapon
AttackRange = GONDOR_STRUCTURE_ARCHER_RANGE
WeaponSpeed = 321 ; dist/sec
MinWeaponSpeed = 241
MaxWeaponSpeed = 481 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_RohanArcherBowWeapon
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 100 ;When this weapon is used it will hit exactly 50% of the time.
ScatterRadius = 16.0 ;When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = Min:GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MIN Max:GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MAX
PreAttackDelay = GONDOR_STRUCTURE_ARCHER_BOW_PREATTACKDELAY ; 1467 is the prep time for archer.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MAX ; Duration of the archer firing shot is 500ms.
IsAimingWeapon = Yes
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
HitPassengerPercentage = 20%
AcceptableAimDelta = 360.0 ; We want to be able to shoot all round, as we canit move.
CanBeDodged = Yes ; Will check for a DodgePercent on the target to have a second chance at failing HitPercent
ProjectileNugget ; Default arrow
ProjectileTemplateName = EvilFactionArrow
WarheadTemplateName = AngmarPfeil
ForbiddenUpgradeNames = Upgrade_Eispfeil
End
ProjectileNugget ; Upgraded arrow
ProjectileTemplateName = EvilFactionIceArrow
WarheadTemplateName = AngmarEispfeil
RequiredUpgradeNames = Upgrade_Eispfeil
End
ProjectileNugget ; Upgraded arrow
ProjectileTemplateName = AngmarSanctumProjectile
WarheadTemplateName = AngmarEisball
RequiredUpgradeNames = Upgrade_Eisball
End
End
Weapon AngmarEisball
ProjectileCollidesWith = ENEMIES
RadiusDamageAffects = ENEMIES NOT_SIMILAR
DamageNugget
Damage = 600
Radius = 100.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody.
DelayTime = 0
DamageType = FROST
DamageFXType = EVIL_ARROW_PIERCE
DeathType = BURNED
AcceptDamageAdd = No
DamageScalar = 25% NONE +STRUCTURE
DamageScalar = 0% NONE +MINE // Make sure we one shot kill mines, without risking wasting some poor hero with a torch
End
End
Weapon AngmarEispfeil
ProjectileCollidesWith = ENEMIES
RadiusDamageAffects = ENEMIES NOT_SIMILAR
DamageNugget
Damage = 200
Radius = 5.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody.
DelayTime = 0
DamageType = FROST
DamageFXType = EVIL_ARROW_PIERCE
DeathType = BURNED
AcceptDamageAdd = No
DamageScalar = 25% NONE +STRUCTURE
DamageScalar = 0% NONE +MINE // Make sure we one shot kill mines, without risking wasting some poor hero with a torch
End
DamageNugget
Damage = 100
Radius = 0.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody.
DelayTime = 0
DamageType = PIERCE
DamageFXType = EVIL_ARROW_PIERCE
DeathType = NORMAL
End
End
Weapon AngmarPfeil
ProjectileCollidesWith = ENEMIES
RadiusDamageAffects = ENEMIES NOT_SIMILAR
HitStoredTarget = Yes ; Always hits initial target.
DamageNugget ; A basic Nugget that just does damage
Damage = 100
Radius = 0.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody.
DelayTime = 0
DamageType = PIERCE
DamageFXType = EVIL_ARROW_PIERCE
DeathType = NORMAL
End
End
CommandSet Angmarkampfturm
1 = Command_PurchaseAngmarBattleTowerEisschussUpgrade
2 = Command_PurchaseAngmarBattleTowerEisballUpgrade
6 = Command_Sell
End