Modderecke > Coding
verschiedene Fragen
Mîlûr der Helle:
Alle diese Fähigkeiten müssen in den engeneering parameters sein. Da gibt es die ganzen behavior Blöcke wenn du die mal durchgucken würdest, würdest du bestimmt fündig werden.
Fingolfin König der Noldor:
Also ich habe folgendes gefunden:
Orophin:
--- Code: ---;----------------------------------------------------------
; Ea Respawn-Module
;----------------------------------------------------------
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel2
TriggeredBy = Upgrade_Level_2
Delay = 0
ThingToSpawn = Held2RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel2
TriggeredBy = Upgrade_Held2RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 2 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel3
TriggeredBy = Upgrade_Level_3
Delay = 0
ThingToSpawn = Held3RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel3
TriggeredBy = Upgrade_Held3RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 3 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel4
TriggeredBy = Upgrade_Level_4
Delay = 0
ThingToSpawn = Held4RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel4
TriggeredBy = Upgrade_Held4RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 4 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel5
TriggeredBy = Upgrade_Level_5
Delay = 0
ThingToSpawn = Held5RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel5
TriggeredBy = Upgrade_Held5RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 5 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel6
TriggeredBy = Upgrade_Level_6
Delay = 0
ThingToSpawn = Held6RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel6
TriggeredBy = Upgrade_Held6RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 6 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel7
TriggeredBy = Upgrade_Level_7
Delay = 0
ThingToSpawn = Held7RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel7
TriggeredBy = Upgrade_Held7RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 7 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel8
TriggeredBy = Upgrade_Level_8
Delay = 0
ThingToSpawn = Held8RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel8
TriggeredBy = Upgrade_Held8RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 8 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel9
TriggeredBy = Upgrade_Level_9
Delay = 0
ThingToSpawn = Held9RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel9
TriggeredBy = Upgrade_Held9RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 9 ;zu erreichendes Level
End
;----------------------------------------------------------
--- Ende Code ---
Rumil
--- Code: --- Behavior = ObjectCreationUpgrade ModuleTag_Orophin
TriggeredBy = Upgrade_Level_1
Delay = 1000
ThingToSpawn = LothlorienOrophin
End
;----------------------------------------------------------
; Ea Respawn-Module
;----------------------------------------------------------
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel2
TriggeredBy = Upgrade_Level_2
Delay = 0
ThingToSpawn = Held2RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel2
TriggeredBy = Upgrade_Held2RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 2 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel3
TriggeredBy = Upgrade_Level_3
Delay = 0
ThingToSpawn = Held3RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel3
TriggeredBy = Upgrade_Held3RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 3 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel4
TriggeredBy = Upgrade_Level_4
Delay = 0
ThingToSpawn = Held4RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel4
TriggeredBy = Upgrade_Held4RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 4 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel5
TriggeredBy = Upgrade_Level_5
Delay = 0
ThingToSpawn = Held5RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel5
TriggeredBy = Upgrade_Held5RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 5 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel6
TriggeredBy = Upgrade_Level_6
Delay = 0
ThingToSpawn = Held6RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel6
TriggeredBy = Upgrade_Held6RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 6 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel7
TriggeredBy = Upgrade_Level_7
Delay = 0
ThingToSpawn = Held7RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel7
TriggeredBy = Upgrade_Held7RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 7 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel8
TriggeredBy = Upgrade_Level_8
Delay = 0
ThingToSpawn = Held8RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel8
TriggeredBy = Upgrade_Held8RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 8 ;zu erreichendes Level
End
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel9
TriggeredBy = Upgrade_Level_9
Delay = 0
ThingToSpawn = Held9RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel9
TriggeredBy = Upgrade_Held9RespawnLevel
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 9 ;zu erreichendes Level
End
--- Ende Code ---
Wie gehts jetzt weiter?
Gnomi:
Lies es dir doch durch, was da steht. :P
--- Zitat --- Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeFor RespawnLevel4
TriggeredBy = Upgrade_Level_4
Delay = 0
ThingToSpawn = Held4RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel4
TriggeredBy = Upgrade_Held4RespawnLeve l
RequiresAllTriggers = Yes
LevelsToGain = 1 ;Levelerhöhung
LevelCap = 4 ;zu erreichendes Level
End
--- Ende Zitat ---
Das hier heißt:
Wenn der Held Level 4 erreicht hat wird "Held4RespawnLevel" als Objekt gespawnt.
Wenn du bei dem Objekt nachschaust wirst du dort wohl sehen, dass es ein Upgrade verteilt, das "Upgrade_Held4RespawnLeve l" heißt.
Der zweite Block heißt, das das Level des Helden um eins erhöht werden soll und das Ziel Level 4 ist, wenn das Upgrade existiert.
Da das für jedes Level existiert wird, sobald die Einheit gebaut wird, das Level jeweils um 1 angehoben, bis der Held zu dem erreichten Level kommt.
Da dies bei beiden Helden genau die gleichen Upgrades sind leveln eben beide.^^
Fingolfin König der Noldor:
ok, danke Gnomi und allen anderen für die Hilfe, hab es jetzt geschafft.
Nur noch eine einzige Kleinigkeit:
Jetzt sind RUmil Orophin Palando und Alatar immer das gleiche Level.
Kann man das noch anpassen oder muss man damit leben?
Gnomi:
Naja, das ist doch jetzt logisch, da du wahrshceinlcih genau die gleichen Obejcte und somit die gleihcen Upgrades benutzt hast.
Und wenn die für alle gleich sind, dann leveln halt auch alle gleich.
Palando und Alatar brauchen eigene Objekte, die beim Leveln gespawnt werden und eigene Upgrades.^^
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