Modderecke > Coding

FdK_Codingfragen

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Souls of Black:
Hmm bei den Flags hab ich nichts passendes gefunden (gibt es wirklich nur: LIMIT_DISTANCE, WATER_OK, NO_FORBIDDEN_OBJECTS, PATHABLE_ONLY, NEEDS_OBJECT_FILTER, RESPECT_RECHARGE_TIME_DI SCOUNT). Das mit dem Palaswitch ist blöd, wenn ich mich mit den Scripts besser auskenne werde ich das mal probieren. Trotzdem danke.

DiegoDelaVega:
zu einen gibt es nur die flags, die du aufgezählt hast, zum anderen um was für einen palaswitch geht es? es gibt shcließlich mehrere möglichkeiten den palantir zu wechseln

Souls of Black:
Es geht um einen Palaswitch für eine Baumeisterleiste. Einmal soll angezeigt werden, welche Einheiten grade einquartiert sind und einmal welche Einheiten gekauft werden können. Wie dieser Wechsel geht ist eigendlich egal, jedenfalls geht es nicht mit Waffenswitch. Das geht nämlich nur, wenn niemand einquartiert ist.

DiegoDelaVega:
könntest du mir mal den code schicken? ohne einen direkten bezug kann ich dir glaub ich nicht helfen. aber wenn du einen anderen switch als über waffen haben möchtest (war mir neu dass das geht) kannst du auch über attributemodifier, modelconditionflags oder wie ea schon sagte über upgrades switchen. über das commandset (so wie bei festungen) gehts aber leider nicht

Souls of Black:
Ok also hier die Codes.
Pearl

--- Code: ---Object Pearl_Interface
; *** ART Parameters ***

SelectPortrait = UPEvil_Battleship

Draw = W3DScriptedModelDraw ModuleTag_HullDraw
OkToChangeModelColor = Yes ; temporarily commented out to remove the house color

StaticModelLODMode = Yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = ARROW

DefaultModelConditionState
Model = AUCorShip
WeaponLaunchBone = PRIMARY ARROW
End

ModelConditionState = DAMAGED ARMORSET_PLAYER_UPGRADE
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_D_update.tga

ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes

ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes



End
ModelConditionState = WEAPONSET_TOGGLE_1
Model = AUCorShip
End

ModelConditionState = WEAPONSET_TOGGLE_2
Model = AUCorShip
End
ModelConditionState = REALLYDAMAGED ARMORSET_PLAYER_UPGRADE
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_D_update.tga

ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes

ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes

ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes

ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
End


ModelConditionState = DYING ARMORSET_PLAYER_UPGRADE
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_D_update.tga
End

ModelConditionState = ARMORSET_PLAYER_UPGRADE
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_update.tga
End

ModelConditionState = DAMAGED
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_D.tga


ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes

ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes

End

ModelConditionState = REALLYDAMAGED
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_D.tga

ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes

ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes

ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes

ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
End

ModelConditionState = DYING
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_D.tga
End

ModelConditionState =JUST_BUILT
Model =  AUCorShip_A
End

IdleAnimationState
StateName = State_NotDamaged
End

AnimationState  = JUST_BUILT
StateName = State_NotDamaged
Animation = Being_Built
AnimationName = AUCorShip_A.AUCorShip_A
AnimationMode = ONCE
End

ParticleSysBone = FireFront BoatFrontDust FollowBone:Yes
ParticleSysBone = FireBack BoatBackDust FollowBone:Yes
ParticleSysBone = FireLeft BoatSideDust FollowBone:Yes
ParticleSysBone = FireBack BoatSideDust FollowBone:Yes

FXEvent = Frame:265 Name: FX_BoatWaterBlast
End

AnimationState = DYING
StateName = State_NotDamaged
EnteringStateFX = FX_BuildingReallyDamaged

;FXEvent = Name: FX_BoatWaterDeath

ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes

ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes

ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes

ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
End

AnimationState = DAMAGED
    StateName = State_Damaged
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_NotDamaged"
then CurDrawableSetTransitionAnimState("TRANS_ToDamaged") end
EndScript
End

AnimationState = REALLYDAMAGED
StateName = State_ReallyDamaged
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_NotDamaged" or Prev == "State_Damaged"
then CurDrawableSetTransitionAnimState("TRANS_ToReallyDamaged") end
EndScript
End

AnimationState = MOVING
StateName = State_NotDamaged
ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
ParticleSysBone = WakeFront Wake

    End
   
TransitionState = TRANS_ToReallyDamaged
StateName = TRANS_ToReallyDamaged
EnteringStateFX = FX_BuildingReallyDamaged
End

TransitionState = TRANS_ToDamaged
StateName = TRANS_ToDamaged
EnteringStateFX = FX_BuildingReallyDamaged
End
End

Draw = W3DSailModelDraw ModuleTag_Sail01Draw
AttachToBoneInAnotherModule = SAIL_BONE01
MaxRotationDegrees = 45
BlowingThresholdDegrees = 15
AboutDamping = 0.1

DefaultModelConditionState
Model = EUBSHP_S1_SKN
Texture = AUCorShipW.tga pusegelnormal
End

;--------- USER_1 Pirate flag states ---------------------------------------------------------------

ModelConditionState = USER_1 REALLYDAMAGED
Model = AUCrShp_S1_SKN
Texture = AUCorShipW.tga AUCorShipW_D_Update.tga
End

ModelConditionState = USER_1 DYING
Model = AUCrShp_S1_SKN
Texture = AUCorShipW.tga AUCorShipW_D_Update.tga
End

ModelConditionState = USER_1
Model = AUCrShp_S1_SKN
Texture = AUCorShipW.tga AUCorShipW_Update.tga
End

;--------- Standard damaged states --------------------------------------------------------------------

ModelConditionState = REALLYDAMAGED
Model = EUBSHP_S1_SKN
Texture = AUCorShipW.tga pusegelnormal
End

ModelConditionState = DYING
Model = EUBSHP_S1_SKN
Texture = AUCorShipW.tga pusegelnormal
End

ModelConditionState = JUST_BUILT
Model =  EUBSHP_S1_SKN
End

AnimationState  = JUST_BUILT
StateName = JustBuilt
Animation
AnimationName = AUCrShp_S1_A.AUCrShp_S1_A
AnimationMode = ONCE
End
End

IdleAnimationState
Animation
AnimationName       = EUBSHP_S1_SKL.EUBSHP_S1_IDLA
AnimationMode       = LOOP
AnimationBlendTime  = 20
End
End
AnimationState = MOVING SAIL_BLOWN_LEFT
Animation
AnimationName       = EUBSHP_S1_SKL.EUBSHP_S1_WNDL
AnimationMode       = LOOP
AnimationBlendTime  = 15
End
End
AnimationState = MOVING SAIL_BLOWN_RIGHT
Animation
AnimationName       = EUBSHP_S1_SKL.EUBSHP_S1_WNDR
AnimationMode       = LOOP
AnimationBlendTime  = 15
End
End
AnimationState = MOVING
Animation
AnimationName       = EUBSHP_S1_SKL.EUBSHP_S1_WNDF
AnimationMode       = LOOP
AnimationBlendTime  = 20
End
End
End
Draw = W3DSailModelDraw ModuleTag_Sail02Draw
AttachToBoneInAnotherModule = SAIL_BONE02
MaxRotationDegrees = 45
BlowingThresholdDegrees = 15
AboutDamping = 0.1

DefaultModelConditionState
Model = EUBSHP_S2_SKN
Texture = AUCorShipW.tga pusegelnormal
End

;--------- USER_1 Pirate flag states ---------------------------------------------------------------

ModelConditionState = USER_1 REALLYDAMAGED
Model = AUCrShp_S2_SKN
Texture = AUCorShipW.tga AUCorShipW_D_Update.tga
End

ModelConditionState = USER_1 DYING
Model = AUCrShp_S2_SKN
Texture = AUCorShipW.tga AUCorShipW_D_Update.tga
End

ModelConditionState = USER_1
Model = AUCrShp_S2_SKN
Texture = AUCorShipW.tga AUCorShipW_Update.tga
End

;--------- Standard damaged states --------------------------------------------------------------------

ModelConditionState = REALLYDAMAGED
Model = EUBSHP_S2_SKN
Texture = AUCorShipW.tga pusegelnormal
End

ModelConditionState = DYING
Model = EUBSHP_S2_SKN
Texture = AUCorShipW.tga pusegelnormal
End

ModelConditionState = JUST_BUILT
Model =  EUBSHP_S2_SKN
End

AnimationState  = JUST_BUILT
StateName = JustBuilt
Animation = Being_Built
AnimationName = AUCrShp_S2_A.AUCrShp_S2_A
AnimationMode = ONCE
End
End

IdleAnimationState
Animation
AnimationName       = EUBSHP_S2_SKL.EUBSHP_S2_IDLA
AnimationMode       = LOOP
AnimationBlendTime  = 20
End
End
AnimationState = MOVING SAIL_BLOWN_LEFT
Animation
AnimationName       = EUBSHP_S2_SKL.EUBSHP_S2_WNDL
AnimationMode       = LOOP
AnimationBlendTime  = 15
End
End
AnimationState = MOVING SAIL_BLOWN_RIGHT
Animation
AnimationName       = EUBSHP_S2_SKL.EUBSHP_S2_WNDR
AnimationMode       = LOOP
AnimationBlendTime  = 15
End
End
AnimationState = MOVING
Animation
AnimationName       = EUBSHP_S2_SKL.EUBSHP_S2_WNDF
AnimationMode       = LOOP
AnimationBlendTime  = 20
End
End

End

Draw = W3DBoatWakeModelDraw ModuleTag_BoatWakeDraw
ModelName = CorsairWakeFX
Offset = X:73.76 Y:2.35 Z:1
End


; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = CORSAIRSHIP_THREAT_LEVEL
TransportSlotCount = TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE
HealthBoxScale = 0.5
HealthBoxHeightOffset = -20
Scale = 1.75

BountyValue = EVILMEN_BLACKRIDER_BOUNTY_VALUE
VisionRange = EVILMEN_SHIP_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_BATTLESHIP
    BountyValue         = ELVEN_MALLORN_TREE_BOUNTY_VALUE
CommandPointBonus = GENERIC_ECONOMY_COMMAND_POINT_BONUS

    ; This is required so that the build phase lasts as long as the anim.
BuildFadeInOnCreateTime = 2

CrushableLevel = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1
CommandPoints = 50
CommandSet = BlackPearlWasser1_CommandSet
BuildTime = EVIL_BATTLESHIP_BUILDTIME
BuildCost = EVIL_BATTLESHIP_BUILDCOST
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS ; No reacting to meta impacting for us



; *** AUDIO Parameters ***;

VoiceAttack = EvilMenCorsairShipAttack
VoiceAttackCharge = EvilMenCorsairShipAttack
VoiceAttackStructure = EvilMenCorsairShipAttack
VoiceAttackMachine = EvilMenCorsairShipAttack
VoiceCreated = EvilMenCorsairShipAttack
VoiceCreated = ShipSalute
VoiceFullyCreated = ShipSalute
VoiceGuard = EvilMenCorsairShipMove
VoiceMove = EvilMenCorsairShipMove
VoiceMoveToCamp = EvilMenCorsairShipMove
VoiceMoveWhileAttacking = EvilMenCorsairShipMove
VoiceRetreatToCastle = EvilMenCorsairShipMove
VoiceSelect = EvilMenCorsairShipSelect
VoiceSelectBattle = EvilMenCorsairShipSelect

SoundAmbient = EvilMenCorsairShipAmbienceMS
SoundAmbientDamaged = GenericFireMediumLoop
SoundAmbientReallyDamaged = GenericFireLargeLoop
SoundImpact = ImpactHorse
SoundMoveLoop = EvilMenCorsairShipMoveLoopMS


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


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
ThingClass = CAVALRY_UNIT
KindOf = SELECTABLE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR CAN_ATTACK SHIP HAS_HEALTH_BAR LARGE_RECTANGLE_PATHFIND DOZER

Body = ActiveBody ModuleTag_02
MaxHealth = EVIL_BATTLESHIP_HEALTH
End

Behavior = AIUpdateInterface ModuleTag_AI
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = FortressFunctions
End

ArmorSet
Conditions      = None
Armor           = FortressArmor
DamageFX        = None
End

ArmorSet
Conditions      = PLAYER_UPGRADE
Armor           = LargeShipHeavyArmor
DamageFX        = None
End

LocomotorSet
Locomotor = TransportShipLocomotor
Condition = SET_NORMAL
Speed     = 150
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = ArcherHorde
    End

Behavior = PhysicsBehavior ModuleTag_04
End

Behavior = SquishCollide ModuleTag_06
End

Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End

Behavior = ShipSlowDeathBehavior ModuleTag_Death
DeathTypes = ALL
SinkDelay = 0
SinkRate = 12.0     ; in Dist/Sec
DestructionDelay = 10000
;Sound = INITIAL EvilShipBattleSinkMS
End

Behavior = CreateObjectDie ModuleTag_SplashFX
CreationList = OCL_BoatDeathSplashBack
End
Behavior = CreateObjectDie ModuleTag_SplashFX2
CreationList = OCL_BoatDeathSplashFront
End

Behavior = CreateObjectDie ModuleTag_JacksChance
CreationList = OCL_Niederlage
End

Behavior = ProductionUpdate ModuleTag_UpgradeProducer
GiveNoXP = Yes
End

Behavior = FlammableUpdate FlammableModuleTag_FireUpdate
AflameDuration = 0 ; Burn until expressly put out.
AflameDamageDelay = EVIL_SHIP_FIRE_DAMAGE_TIMEOUT ; How often do I take damage from being on fire?
AflameDamageAmount = EVIL_SHIP_FIRE_DAMAGE_AMOUNT ; How much damage to I take per delay?
FlameDamageLimit = EVIL_SHIP_FIRE_DAMAGE_HEALTH ; How much flame damage do I need to take before starting on fire?
FlameDamageExpiration = 100000 ; The time before resetting the health
SetBurnedStatus = No
DamageType = FORCE ; FORCE means 'any'; all damage makes ships burn. They're fragile.
End

Behavior = AutoDepositUpdate AutoDepositModuleTag
DepositTiming        = GENERIC_KEEP_MONEY_TIME
DepositAmount        = GENERIC_KEEP_MONEY_AMOUNT
InitialCaptureBonus = 0  ;// no initial bonus
End
Behavior = SpawnBehavior ModuleTag_SpawnFighters
        SpawnNumber             = 1
        InitialBurst            = 1
        SpawnTemplateName       = PearlZerstörung
        SpawnReplaceDelay       = 999999999
        FadeInTime              = 1000
        SpawnInsideBuilding     = Yes
    End

Behavior = SpawnBehavior ModuleTag_SpawnLeben
        SpawnNumber             = 1
        InitialBurst            = 1
        SpawnTemplateName       = Leben
        SpawnReplaceDelay       = 999999999
        FadeInTime              = 1000
        SpawnInsideBuilding     = Yes
    End

;------------------- HEAVY ARMOR ----------------------------------------------------------
;Behavior = ArmorUpgrade ModuleTag_PirateArmor
; TriggeredBy = Upgrade_ShipArmor
; End

; ;------------------ PIRATE FLAG  - more damage --------------------------------------------
; Behavior = AttributeModifierUpgrade ModuleTag_PirateAttributes
; TriggeredBy = Upgrade_PirateFlag
; AttributeModifier = EvilShipPirateBonus
; CustomAnimAndDuration = AnimState:USER_1 AnimTime:0 TriggerTime:0
; End

Behavior = HordeTransportContain  ModuleTag_Contain2
ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE CAN_ATTACK
;PassengersTestCollisionHeight = 80
Slots = 5
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 0%
PassengerFilter = TRANSPORTSHIP_PASSENGER_OBJECTFILTER
AllowOwnPlayerInsideOverride = Yes ; Normally, the Allies check encompasses OwnPlayer.  but we reeeeally only want our own guys.
AllowAlliesInside = No
AllowEnemiesInside = No
AllowNeutralInside = No
ExitDelay = 0
NumberOfExitPaths = 0 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
ForceOrientationContainer = No  ; otherwise contained units can't orient themselves towards their targets...
PassengerBonePrefix = PassengerBone:SAIL_BONE01      KindOf:HERO
PassengerBonePrefix = PassengerBone:Arrow KindOf:BANNER
PassengerBonePrefix = PassengerBone:Arrow KindOf:INFANTRY
ShowPips = Yes
EjectPassengersOnDeath = Yes

FadeFilter = ALL
FadePassengerOnEnter = Yes
EnterFadeTime = 6000
FadePassengerOnExit = Yes
ExitFadeTime = 1000

InitialPayload = PearlKanonen 2
InitialPayload = PearlArcher 2
End

;//////////////////////
;// AISpecialPowers
;//////////////////////

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End


GeometryIsSmall = No

Geometry = BOX
GeometryMajorRadius = 90.0 ; A little larger than the art, to try and improve the collisions with other ships.
GeometryMinorRadius = 30.0
GeometryHeight = 60.0

AdditionalGeometry = BOX
GeometryMajorRadius = 0.9
GeometryMinorRadius = 0.9
GeometryHeight = 0.9
GeometryOffset = X:-200 Y:0 Z:-200


; Contact point corners are slightly smaller than the geometry, as this
; fits the mesh better.

GeometryContactPoint = X:-65.0 Y:20.0 Z:60 ; 1
GeometryContactPoint = X:65.0 Y:20.0 Z:0 ; 8
GeometryContactPoint = X:65.0 Y:20.0 Z:60 ; 5
GeometryContactPoint = X:-65.0 Y:-20.0 Z:0 ; 3
GeometryContactPoint = X:65.0 Y:-20.0 Z:60 ; 6
GeometryContactPoint = X:65.0 Y:-20.0 Z:0 ; 7
GeometryContactPoint = X:-65.0 Y:-20.0 Z:60 ; 2
GeometryContactPoint = X:-65.0 Y:20.0 Z:0 ; 4

Shadow = SHADOW_VOLUME

End

;----------------------------------------------

ChildObject BlackPearlWasser Pearl_Interface

WeaponSet
Conditions = None
Weapon = PRIMARY ShipMissileRangefinder
End

ThreatBreakdown ElvenShoreBombardShip_DetailedThreat
AIKindOf = SHIP_BATTLESHIP
End

DisplayName = OBJECT:EvilArrowShip

; *** AUDIO Parameters ***;

VoicePriority = 50
SoundOnDamaged = EvilShipBattleDamageSmallMS
SoundOnReallyDamaged = EvilShipBattleDamageMediumMS

;---------------------



Behavior = ShipSlowDeathBehavior ModuleTag_Death
DeathTypes = ALL
SinkDelay = 0
SinkRate = 12.0     ; in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL EvilShipBattleSinkMS
End



     Behavior = CastleMemberBehavior ModuleTag_CMB
BeingBuiltSound = BuildingBigConstructionLoop
     End

Behavior = MonitorConditionUpdate ModuleTag_CommandSetNew
ModelConditionFlags = WEAPONSET_TOGGLE_1
ModelConditionCommandSet = BlackPearlWasser2_CommandSet
End

Behavior = MonitorConditionUpdate ModuleTag_CommandSetOld
ModelConditionFlags = WEAPONSET_TOGGLE_2
ModelConditionCommandSet = BlackPearlWasser1_CommandSet
End

;-----------------------------------------------
;Used for hero revival and initial construction     
Behavior = ProductionUpdate ProductionUpdateModuleTag
End

Behavior = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint    = X:140.3 Y:0.0 Z:0.0
NaturalRallyPoint  = X:250.0 Y:0.0 Z:0.0
PlacementViewAngle = 0
End 
    Behavior = AIUpdateInterface ModuleTag_AI
        AILuaEventsList                = FortressFunctions   
    End


End


--- Ende Code ---
CommandSet

--- Code: ---CommandSet BlackPearlWasser1_CommandSet
1 = Command_ToggleStance
2 = Command_CommandSetChange1
3 = Command_ExitGarrisonBlackPearl
4 = Command_ExitGarrisonBlackPearl
5 = Command_ExitGarrisonBlackPearl
6 = Command_ExitGarrisonBlackPearl
7 = Command_ExitGarrisonBlackPearl
8 = Command_ExitGarrisonBlackPearl
9 = Command_ExitGarrisonBlackPearl
10 = Command_ExitGarrisonBlackPearl
11 = Command_ExitGarrisonBlackPearl
12 = Command_RadialBack
13 = Command_AttackMove
14 = Command_Stop
15  = Command_SetStanceBattle
16  = Command_SetStanceAggressive
17  = Command_SetStanceHoldGround
End
CommandSet BlackPearlWasser2_CommandSet
1 = Command_ToggleStance
2 = Command_CommandSetChangeHero
3 = Command_GenericReviveSlotPearl1
4 = Command_GenericReviveSlotPearl2
5 = Command_GenericReviveSlotPearl3
6 = Command_GenericReviveSlotPearl4
7 = Command_GenericReviveSlotPearl5
8 = Command_GenericReviveSlotPearl6
9 = Command_GenericReviveSlotPearl7
10 = Command_GenericReviveSlotPearl8
13 = Command_AttackMove
14 = Command_Stop
16  = Command_SetStanceBattle
17  = Command_SetStanceAggressive
18  = Command_SetStanceHoldGround
End
--- Ende Code ---
CommandButton

--- Code: ---CommandButton Command_CommandSetChange1
Command = TOGGLE_WEAPONSET
Options = TOGGLE_IMAGE_ON_WEAPONSET
FlagsUsedForToggle = WEAPONSET_TOGGLE_1
TextLabel               = CONTROLBAR:TogglePalantir2
ButtonImage             = RestoreCommandSet
ButtonBorderType = SYSTEM
DescriptLabel           = CONTROLBAR:ToolTipTogglePalantir2
Radial = No
InPalantir = Yes
End

CommandButton Command_CommandSetChangeHero
Command = TOGGLE_WEAPONSET
Options = TOGGLE_IMAGE_ON_WEAPONSET
FlagsUsedForToggle = WEAPONSET_TOGGLE_1
TextLabel               = CONTROLBAR:TogglePalantir2
ButtonImage             = RestoreCommandSet
ButtonBorderType = SYSTEM
DescriptLabel           = CONTROLBAR:ToolTipTogglePalantir2
Radial = No
InPalantir = Yes
End
--- Ende Code ---
Wenn ich wüsste wie das mit den Upgrades geht, würde ich das auch machen, aber ich kenn mich leider mit den Scripts nicht aus.
mfg Sweeney Todd

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