so ich habe jetzt folgendes problem ich will ein wahlsystem schaffen so wie in Edain nur das man zwischen den Elendili und der Königspartei wählen kann dazu habe ich 2 upgrades erstellt und 2 commandbuttons erstellt danach habe ich mich an die commandsets heran gewagt habe mir später die festungs ini und die des minenarbeiters angesehen und habe DwarvenFortress ini: Behavior = CommandSetUpgrade ModuleTag_CommandSet1
TriggeredBy = Upgrade_ClanLangbärte
CommandSet = DwarvenFortressPadforLangbärteCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_CommandSet2
TriggeredBy = Upgrade_ClanFeuerbärte
CommandSet = DwarvenFortressPadforFeuerbärteCommandSet
End
DwarvenMiner ini: Behavior = CommandSetUpgrade ModuleTag_CommandSetErebor
TriggeredBy = Upgrade_ClanLangbärte
CommandSet = DwarvenMinerCommandSet_Erebor
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetEisenberge
TriggeredBy = Upgrade_ClanFeuerbärte
CommandSet = DwarvenMinerCommandSet_Eisenberge
End
habe die einträge der Zwergen festung in die arnor festungs ini kopiert und dort abgeändert das selber habe ich mit den einträgen des zwergen Baumeisters gemacht zu denen hier:Arnor Fortress ini: Behavior = CommandSetUpgrade ModuleTag_CommandSet1
TriggeredBy = Upgrade_MännerdesKönigs
CommandSet = ArnorFortressCommandSet_MännerdesKönigs
End
Behavior = CommandSetUpgrade ModuleTag_CommandSet2
TriggeredBy = Upgrade_Elendili
CommandSet = ArnorFortressCommandSet_Elendili
End
und das hier in die ini des arnorporters:
Behavior = CommandSetUpgrade ModuleTag_CommandSetMännerdesKönigs
TriggeredBy = Upgrade_MännerdesKönigs
CommandSet = ArnorPorterCommandSet_MännerdesKönigs
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetElendili
TriggeredBy = Upgrade_Elendili
CommandSet = ArnorPorterCommandSet_Elendili
End
Upgrades:
Upgrade Upgrade_ MännerdesKönigs
DisplayName = CONTROLBAR:MännerdesKönigs
Tooltip = TOOLTIP:MännerdesKönigs
Type = PLAYER
BuildTime = 0
BuildCost = 0
End
Upgrade Upgrade_ Elendili
DisplayName = CONTROLBAR:Elendili
Tooltip = TOOLTIP:Elendili
Type = PLAYER
BuildTime = 0
BuildCost = 0
End
Commandbutton:
CommandButton Command_MännerdesKönigs
Command = PLAYER_UPGRADE
Options = CANCELABLE
Upgrade = Upgrade Upgrade_ MännerdesKönigs
TextLabel = CONTROLBAR:MännerdesKönigs
ButtonImage = HSEreborZwergenreich
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipMännerdesKönigs
Radial = Yes
InPalantir = Yes
End
CommandButton Command_Elendili
Command = PLAYER_UPGRADE
Options = CANCELABLE
Upgrade = Upgrade Upgrade_Elendili
TextLabel = CONTROLBAR:Elendili
ButtonImage = HSEisenbergeZwergenreich
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipElendili
Radial = Yes
InPalantir = Yes
End
Commandset
CommandSet ArnorPorterCommandSet_MännerdesKönigs
1 = Command_Stop
2 = Command_PorterExtinguishFire
3 = Command_Repair
4 = Command_PorterConstructMenFarm
5 = Command_PorterConstructArnorBlacksmithMod
6 = Command_PorterConstructMenBarracks_forFornost
7 = Command_PorterConstructMenArcheryRange_forFornost
8 = Command_PorterConstructMenStable_forFornost
9 = Command_PorterConstructMenWorkshop
10 = Command_PorterConstructArnorSentryTower
11 = Command_PorterConstructMenWell
12 = Command_PorterConstructMenStatue
13 = Command_ConstructGondorStoneMaker
14 = Command_PorterConstructMenWallHub
15 = Command_PorterConstructArnorFortress
End
CommandSet ArnorPorterCommandSet_Elendili
1 = Command_Stop
2 = Command_PorterExtinguishFire
3 = Command_Repair
4 = Command_PorterConstructMenFarm
5 = Command_PorterConstructArnorBlacksmithMod
6 = Command_PorterConstructMenBarracks_forFornost
7 = Command_PorterConstructMenArcheryRange_forFornost
8 = Command_PorterConstructMenStable_forFornost
9 = Command_PorterConstructMenWorkshop
10 = Command_PorterConstructArnorSentryTower
11 = Command_PorterConstructMenWell
12 = Command_PorterConstructMenStatue
13 = Command_ConstructGondorStoneMaker
14 = Command_PorterConstructMenWallHub
15 = Command_PorterConstructArnorFortress
End
CommandSet ArnorFortressModCommandSet_MännerdesKönigs
InitialVisible =5
//Main Menu
1 = Command_SelectRevivablesArnorModFortress
2 = Command_SelectUpgradesArnorFaction
3 = Command_FireWeaponArnorFortressBoilingOil
4 = Command_SpecialAbilityArnorIvoryTowerVisionMod
5 = Command_Sell
//Arnor
6 = Command_ConstructArnorPorter
7 = Command_PurchaseUpgradeArnorFortressBanners
8 = Command_PurchaseUpgradeArnorFortressHouseOfHealing
9 = Command_PurchaseUpgradeArnorFortressFlamingMunitions
10 = Command_PurchaseUpgradeArnorFortressBoilingOil
11 = Command_PurchaseUpgradeArnorFortressNumenorStoneworkMod
12 = Command_PurchaseUpgradeArnorFortressIvoryTowerMod
13 = Command_RadialBack
End
CommandSet ArnorFortressModCommandSet_Elendili
InitialVisible =5
//Main Menu
1 = Command_SelectRevivablesArnorModFortress
2 = Command_SelectUpgradesArnorFaction
3 = Command_FireWeaponArnorFortressBoilingOil
4 = Command_SpecialAbilityArnorIvoryTowerVisionMod
5 = Command_Sell
//Arnor
6 = Command_ConstructArnorPorter
7 = Command_PurchaseUpgradeArnorFortressBanners
8 = Command_PurchaseUpgradeArnorFortressHouseOfHealing
9 = Command_PurchaseUpgradeArnorFortressFlamingMunitions
10 = Command_PurchaseUpgradeArnorFortressBoilingOil
11 = Command_PurchaseUpgradeArnorFortressNumenorStoneworkMod
12 = Command_PurchaseUpgradeArnorFortressIvoryTowerMod
13 = Command_RadialBack
End
CommandSet ArnorFortressModCommandSet
1 = Command_MännerdesKönigs
2 = Command_Elendili
End
Jedoch musste ich feststellen das es nicht klappt als ich das spiel starten wollte habe ich folgende fehlermeldung erhalten.
An upgrade mask references Upgrade_MännerdesKönigs, which
is not an Upgrade
Error parsing field 'TriggeredBy' in block 'ChildObject' in file 'data\ini\goodfaction\structures\arnor\arnorfortress.ini' ,line 1294
Error parsing INI block' TriggeredBy' in file 'data\ini\object\goodfaction\structures\arnor\arnoirfortress.ini',addresses:
(unknown)(0):game.dat+239838 (unknown)
(unknown)(0):game.dat+2346667 (unknown)
(unknown)(0):game.dat+2376649 (unknown)
(unknown)(0):game.dat+6541831 (unknown)
(unknown)(0):kernel32.dll+322924 BaseThreadInitThunk+18
(unknown)(0):ntdll.dll+407419 RtlInitializeExceptionChain+239
(unknown)(0):ntdll.dll+407374 RtlInitializeExeptionChain+194
Because of the severity of this error the game will now exit.
Ich hoffe das mir jemand helfen kann.
Mfg FdN
Hallo Leute,
Ich habe da ein Problem,als ich Heute die DZZ-Submod an die Edain Mod 3.8.1 angepasst habe kam dieser Fehler hier (http://img36.imageshack.us/img36/1814/fehlerub.png)
.Ich habe es jetzt schon 3 mal versucht anzupassen immer wieder das selbe,sogar einmal Komplett neu funktioniert es immer noch nicht.
Ich hoffe das mir jemand dabei helfen kann ansonsten weiß ich leider nicht mehr weiter :(
Hallo Leute,
Ich habe wieder mal ein Problem und zwar ist dieses Modell (https://www.dropbox.com/s/c0ufyass0i6sjrk/UnsichtbaresModell.png) hier im Spiel Unsichtbar.ICh habe es jedoch in der asset.dat und in der big drin den entsprechenden Skin natürlich auch wie kann das sein? Ich hoffe das mir einer von euch helfen kann.
;------------------------------------------------------------------------------
;
; Ar-Pharazon
;
;------------------------------------------------------------------------------
Object GondorArPharazon ;GondorBoromir_mod ;
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HUPharazon
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIArgelebIcon ;HIElendil
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Aragorn
Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = guarphar_skn.W3D ;guelendil;
Texture = gupharh.tga guphark.tga guphars.tga gupharu.tga
Skeleton = guaragorn_skl.W3D
End
ModelConditionState = WEAPONSET_HERO_MODE USER_3
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes
End
ModelConditionState = WEAPONSET_HERO_MODE
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
End
ModelConditionState = USER_3
ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes
End
TransitionState = TRANS_boredToAttention_Elendil
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE
End
FXEvent = Name: FX_ElendilGlowEvent
End
TransitionState = TRANS_attentionToBored_Elendil
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE_BACKWARDS
End
FXEvent = Name: FX_ElendilGlowEvent
Flags = START_FRAME_LAST
End
TransitionState = TRANS_boredToAttention
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE
End
End
TransitionState = TRANS_attentionToBored
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
; --- Idle Anims
IdleAnimationState
StateName = STATE_bored
Animation = GUAragorn_IDLE ;no_fidget
AnimationName = GUAragorn_SKL.GUAragorn_IDLE
AnimationMode = ONCE
AnimationPriority = 12
End
Animation = GUAragorn_IDLF ;fidget
AnimationName = GUAragorn_SKL.GUAragorn_IDLF
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_attention" or
Prev == "STATE_running" or
Prev == "OATH_BREAKERS" then CurDrawableSetTransitionAnimState("TRANS_attentionToBored") end
EndScript
End
AnimationState = THROWN_PROJECTILE
Animation = FLYA
AnimationName = GUAragorn_SKL.GUAragorn_FLYA
AnimationMode = LOOP
End
End
AnimationState = STUNNED_FLAILING
Animation = FLYA
AnimationName = GUAragorn_SKL.GUAragorn_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
End
AnimationState = DYING SPLATTED
Animation = Splatted_On_Ground
AnimationName = GUAragorn_SKL.GUAragorn_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_SoldierHitGround
End
; --- Dying anims
AnimationState = DYING DEATH_1
Animation = GUAragorn_DIEA
AnimationName = GUAragorn_SKL.GUAragorn_DIEA
AnimationMode = ONCE
End
Animation = GUAragorn_DIEB
AnimationName = GUAragorn_SKL.GUAragorn_DIEB
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_2
Animation = GUAragorn_IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = LOOP
End
End
AnimationState = PARALYZED
Animation
AnimationName = GUAragorn_IDLE
AnimationMode = LOOP
End
End
AnimationState = STUNNED_STANDING_UP
Animation = GUAragorn_GTPB
AnimationName = GUAragorn_SKL.GUAragorn_GTPB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = GUAragorn_SKL.GUAragorn_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_SoldierHitGround
End
; --- Attacking Anims [Weapon_A]
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUAragorn_SKL.GUAragorn_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode
StateName = STATE_ready
Animation = ATKF
AnimationName = GUAragorn_SKL.GUAragorn_ATKF
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
FXEvent = Frame:25 Name: FX_BladeMasterHitOrient
FXEvent = Frame:45 Name: FX_BladeMasterHitOrient
End
AnimationState = FIRING_OR_PREATTACK_A
StateName = STATE_ready
Animation = ATKD
AnimationName = GUAragorn_SKL.GUAragorn_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 3
End
Animation = ATKE
AnimationName = GUAragorn_SKL.GUAragorn_ATKE
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 2
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --- Moving Anims
AnimationState = MOVING
StateName = STATE_running
Animation = GUAragorn_RUNB
AnimationName = GUAragorn_SKL.GUAragorn_RUNB
AnimationMode = LOOP
End
End
AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = GUAragorn_SKL.GUAragorn_ATKO
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim
StateName = STATE_ready
Animation = GUAragorn_ATKL
AnimationName = GUAragorn_SKL.GUAragorn_ATKL
AnimationMode = ONCE
End
ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes
ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes
; FXEvent = Name: FX_ElendilGlowEvent
End
AnimationState = USER_2
StateName = ATHELAS
Animation = ATKP
AnimationName = GUAragorn_SKL.GUAragorn_ATKP
AnimationMode = ONCE
End
End
AnimationState = USER_1
StateName = OATH_BREAKERS
Animation = ATKN
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
End
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_3
StateName = STATE_bored
Animation = Hit_Level_1_b
AnimationName = GUAragorn_SKL.GUAragorn_HITB
AnimationMode = ONCE
End
End
;----Emotion Animations
AnimationState = EMOTION_CELEBRATING
StateName = STATE_ready
Animation = CHRB
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
AnimationPriority = 1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_TAUNTING
StateName = STATE_ready
Animation = CHRB
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
AnimationPriority = 1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT
StateName = STATE_ready
Animation = IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationPriority = 1
End
End
AnimationState = EMOTION_MORALE_HIGH
StateName = STATE_ready
Animation = ATKN
AnimationName = GUAragorn_SKL.GUAragorn_ATKN
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = ATKP
AnimationName = GUAragorn_SKL.GUAragorn_ATKP
AnimationMode = ONCE
AnimationPriority = 15
End
Animation = TNTC
AnimationName = GUAragorn_SKL.GUAragorn_TNTD
AnimationMode = ONCE
AnimationPriority = 30
End
Animation = TNTD
AnimationName = GUAragorn_SKL.GUAragorn_TNTD
AnimationMode = ONCE
AnimationPriority = 30
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = ENGAGED
StateName = STATE_ready
Animation = IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = RAISING_FLAG
StateName = STATE_ready
Animation = CHRB
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = LOOP
End
End
AnimationState = SELECTED
StateName = STATE_attention
Animation = ATNE
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = LOOP
AnimationBlendTime = 5
AnimationMustCompleteBlend = yes
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end
EndScript
End
End
Draw = W3DScriptedModelDraw Icon
ModelConditionState = NONE
Model = bbox
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = ARAGORN_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
DisplayMeleeDamage = ARAGORN_DAMAGE
HeroSortOrder = 20
BuildCost = 10 ;4500 ;GONDOR_ELENDIL_BUILDCOST
BuildTime = 1 ;45 ;GONDOR_ELENDIL_BUILDTIME
MaxSimultaneousOfType = 1
;ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
WeaponSet
Conditions = None
Weapon = PRIMARY GondorAragornSword
End
WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY GondorAragornHeroSword
End
WeaponSet
Conditions = PASSENGER_TYPE_ONE
Weapon = SECONDARY GondorAragornDwarfToss
End
ArmorSet
Conditions = None
Armor = EdainWarriorHeroArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE
DisplayName = OBJECT:Pharazon
RecruitText = CONTROLBAR:PharazonRecruit
ReviveText = CONTROLBAR:PharazonRevive
Hotkey = CONTROLBAR:PharazonHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; CrusherLevel = 1
CommandSet = PharazonCommandSet
CommandPoints = GONDOR_ELENDIL_COMMAND_POINTS
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_AragornBody
AutoResolveArmor
Armor = AutoResolve_AragornArmor
End
AutoResolveWeapon
Weapon = AutoResolve_AragornWeapon
End
AutoResolveLeadership = AutoResolve_AragornBonus
; *** AUDIO Parameters ***;
VoiceAttack = PharazonVoiceAttack
VoiceAttackCharge = PharazonVoiceAttack
VoiceAttackMachine = PharazonVoiceAttack
VoiceAttackStructure = PharazonVoiceAttackStructure
VoiceCreated = PharazonVoiceCreated ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFullyCreated = PharazonVoiceCreated ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFear = PharazonVoiceHelpMe
VoiceMove = PharazonVoiceMove
VoiceMoveToCamp = PharazonVoiceMove
VoiceMoveWhileAttacking = PharazonVoiceSelectBattle
VoicePriority = 84
VoiceRetreatToCastle = PharazonVoiceRetreat
VoiceSelect = PharazonVoiceSelect
VoiceSelectBattle = PharazonVoiceSelectBattle
VoiceGuard = PharazonVoiceSelect
SoundImpact = ImpactHorse
;BoromirVoiceJoinAnybody
UnitSpecificSounds
VoiceGarrison = PharazonVoiceSelect
VoiceEnterUnitElvenTransportShip = PharazonVoiceMove
VoiceInitiateCaptureBuilding = PharazonVoiceMove
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL PharazonVoiceDie
End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = AragornDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
; For deaths you can respawn from, use the DeathFX
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Infantry Hero
;UnitWeight = 2
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:AragornVoiceElendil Animation:GUAragorn_SKL.GUAragorn_ATKL Frames:21
;AnimationSound = Sound:AragornVoiceSummonOathbreakers Animation:GUAragorn_SKL.GUAragorn_CHRB Frames:20
AnimationSound = Sound:AragornVoiceEnterStateElendil Animation:GUAragorn_SKL.GUAragorn_ATKL Frames:21
;AnimationSound = Sound:AragornVoiceEnterStateSummonOathbreakers Animation:GUAragorn_SKL.GUAragorn_ATKN Frames:60
AnimationSound = Sound:FootstepDirtA Animation:GUAragorn_SKL.GUAragorn_RUNB Frames:8 17 26 36
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUAragorn_SKL.GUAragorn_DIEA Frames:55
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUAragorn_SKL.GUAragorn_DIEB Frames:70
AnimationSound = Sound:BodyFallSoldier Animation:GUAragorn_SKL.GUAragorn_LNDA Frames:1
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = GONDOR_ELENDIL_HEALTH
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = AragornFunctions
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_HERO_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2133 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL AragornVoiceDie
DeathFlags = DEATH_1
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 100 ; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1000 ; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End
;------------------------------------------------------------------------
; Last Stand
;------------------------------------------------------------------------
Body = DelayedDeathBody ModuleTag_DelayedDeathBody ;DelayedDeath is a variation of RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = BOROMIR_MOD_HEALTH
MaxHealthDamaged = 500
MaxHealthReallyDamaged = 200
DelayedDeathTime = 16000 ; Amount of time spent still fighting after being killed
DelayedDeathPrerequisiteUpgrade = Upgrade_Level_1
InvulnerableFX = FX_BoromirLastStandRampage
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn
DeathAnim = DYING ;Model condition to play when killed-to-respawn
;DeathFX = FX_BoromirDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take.
;InitialSpawnFX = FX_BoromirInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
;RespawnFX = FX_BoromirRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIArgelebIcon
RespawnAsTemplate = GondorArPharazon ;GondorBoromir_mod
;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:2300 Time:60000 Health:100% ;DEFAULT VALUES
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LastStand
SpecialPowerTemplate = SpecialAbilityLastStand
TriggeredBy = Upgrade_Level_1
End
Behavior = ModelConditionUpgrade ModuleTag_LastStandAnims
AddConditionFlags = USER_1
TriggeredBy = Upgrade_Level_1
End
Behavior = SpecialPowerModule ModuleTag_LastStandUpdate
SpecialPowerTemplate = SpecialAbilityLastStand
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = SubObjectsUpgrade ModuleTag_WithoutGNTL
TriggeredBy = Upgrade_MenFaction Upgrade_Level_1
HideSubObjects = TEMPMESH
End
;----------------------------------------------------------------------
; Pharazon der Goldene
;----------------------------------------------------------------------
Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipPharazon
StartsActive = No
BonusName = PharazonderGoldeneLeadership
TriggeredBy = Upgrade_Level_5
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_PharazonLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_Level_5
End
Behavior = SpecialPowerModule ModuleTag_PharazonLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_GoblinKingLeadershipUpdate2
StartsActive = No
BonusName = PharazongoldeneRüstung
TriggeredBy = Upgrade_Level_5
RefreshDelay = 2000
Range = 1
AllowSelf = Yes
;AntiCategory = BUFF
ObjectFilter = NONE +GondorArPharazon
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GoblinKingLeadershipUnpause2
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
TriggeredBy = Upgrade_Level_5
End
Behavior = SpecialPowerModule ModuleTag_GoblinKingLeadershipPower2
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
;Skinwechsel - wir brauchen erst den Skin dafür
; Behavior = SubObjectsUpgrade ModuleTag_Skinwelchsel
; TriggeredBy = Upgrade_Level_5
; UpgradeTexture = guboromir.tga 0 guboromir_new.tga
; End
;---------------------------------------------------------------------
; Getreue des Königs
;---------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HordenStarter
SpecialPowerTemplate = SpecialAbilityGetreuedesKönigs
StartsPaused = No
UpdateModuleStartsAttack = Yes
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_HordenUpdate
SpecialPowerTemplate = SpecialAbilityGetreuedesKönigs
WhichSpecialWeapon = 1
SkipContinue = Yes
FreezeAfterTriggerDuration = 100 ; Hold AI for this long after we fire.
UnpackTime = 1000
PreparationTime = 1
PackTime = 100
AwardXPForTriggering = 0
StartAbilityRange = 270
SpecialWeapon = GetreuedesKönigsWeapon
End
;-------------------------------------
Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End
Behavior = AutoHealBehavior ModuleTag_AragornHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate AragornBladeMasterAI
CommandButtonName = Command_SpecialAbilityBladeMaster
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Behavior = AISpecialPowerUpdate SpecialPowerFaramirGiveXPAoE
CommandButtonName = Command_SpecialAbilityElendilKingsFavor
SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
SpecialPowerRadius = 30.0
End
Behavior = AISpecialPowerUpdate SpecialPowerAragornOathBreakers
CommandButtonName = Command_ElendilNumenoren
SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON
SpecialPowerRadius = 30.0
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20;
ShadowSizeY = 20;
ShadowTexture = ShadowI;
End