;;; FIRE BALL SPECIAL POWER ;;;
AnimationState = SPECIAL_WEAPON_ONE
Animation = Throwing Fireball
AnimationName = IUSaruman_ATKB
AnimationMode = ONCE
End
FrameForPristineBonePositions = 27
End
; ATTACKING
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = IUSaruman_IDLA
AnimationMode = LOOP
End
End
; ATTACKING
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = IUSaruman_ATKB
AnimationMode = LOOP
End
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = IUSaruman_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATND
AnimationName = IUSaruman_ATND
AnimationMode = ONCE
End
End
; LEVEL Up Anim
AnimationState = LEVELED
Animation = Yippee
AnimationName = IUSaruman_TNTA
AnimationMode = ONCE
End
End
; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = IUSaruman_IDLA
AnimationMode = LOOP
End
End
AnimationState = RAISING_FLAG
Animation = Chant
AnimationName = IUSaruman_TNTA
AnimationMode = ONCE
End
Animation = Chant
AnimationName = IUSaruman_TNTB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = IUSaruman_ATNB
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
End
und hier ist ein auszug aus der weapon.iniWeapon SarumanWeapon ;BALANCE Saruman
LeechRangeWeapon = Yes
AttackRange = SARUMAN_FIREBALL_RANGE ; set this in his special power
WeaponSpeed = 150 ; dist/sec
MinWeaponSpeed = 100
MaxWeaponSpeed = 200 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 100 ;When this weapon is used it will hit exactly 100% of the time.
ScatterRadius = 0.0 ;When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = 2000 ; time between shots, msec
PreAttackDelay = 1 ; 1467 is the prep time for archer.
PreAttackRandomAmount = 0 ; amount of additional preattack variance for archer type attacks only
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = 1 ; Duration of the archer firing shot is 500ms.
IsAimingWeapon = Yes
AcceptableAimDelta = 15
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
FireFX = FX_SarumanFireball
DamageType = FLAME
ProjectileNugget ; Default arrow
ProjectileTemplateName = SarumanFireballProjectile
WarheadTemplateName = SarumanFireballWarhead
End
End
wo ist mein fehler?Kann mir jemand sagen wie ich es hinkriege einen command zu schreiben durch den ich gundabad orks im Gasthaus rekrutieren kann. Umgekehrt möchte ich noch einen command um ork bogenschützen beim zuchtmeister auszubilden.
Ach und kann mir noch mal jemand das mit dem vergrößern von horden erklären. ich hab mir schon so einiges zu dem dem Thema durchgelesen werd aber daraus voll nicht schlau. da steht immer was von koordinatensystem oder so und ich finde keins. Ich möchte nähmlich mal die Battalione vergrößern die ein blödes preis Leistungsverhältnis haben. Z.B. Schwarze numenor oder alle sorten von axtschleuderern, aber man muss bei fehrnkampfeinheiten doch auch noch irgendwas anderes ändern damit auch auch die hinterste reihe angreift. Wär echt toll wenn mir das mal jemand erklären könnte.
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = ElvenGaladhrimWarrior 10
Slots = 10
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ; Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
End
; Banner Carrier info
BannerCarriersAllowed = ElvenBanner ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:ElvenGaladhrimWarrior Pos:X:70.0 Y:0.0 ; (DEFAULT) position of banner carrier
; Positions for 5x2
RankInfo = RankNumber:1 UnitType:ElvenGaladhrimWarrior Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:ElvenGaladhrimWarrior Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RanksToReleaseWhenAttacking = 1 2
End
Und ich habe den Menschen die Lorien kireger aus Teil eins ins gasthaus geschrieben kann denen aber keine rüstungen und klingen kaufen. in deren ini stehen auch die klingen und rüstungen von gondor und das commandset habe ich entsprechend geendert es klappt aber trozdem nicht.
Kennt ihr den threat Legolas Dauerhafter Switsch von xxxLegolasxxx. Da wird erklärt wie man dauerhaft messerkampf geben kann. Aber das funktioniert bei mir nicht. er geht bloß ganz nah ran um dan doch mit dem Bogen zu schießen. Kann mir jemand helfen?
Ach und ich habe gelesen dass in den Standartdatteien noch gil galad seien soll aber wo ist der?
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = ElvenLorienArcher 15
Slots = 15 ; originally 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:3 Y:5
MeleeBehavior = Amoeba
End
; Banner Carrier info
BannerCarriersAllowed = ElvenBanner ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:ElvenLorienArcher Pos:X:70.0 Y:0.0 ; (DEFAULT) position of banner carrier
; Positions for 5
;RankInfo = RankNumber:1 UnitType:ElvenLorienArcher Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 ;Position:X:50 Y:-40
;RankInfo = RankNumber:2 UnitType:ElvenLorienArcher Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 ;Position:X:30 Y:-40 Leader 1 4
;RankInfo = RankNumber:3 UnitType:ElvenLorienArcher Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 ;Position:X:10 Y:-40 Leader 2 4
; Positions for 6
RankInfo = RankNumber:1 UnitType:ElvenLorienArcher Position:x:50 Y:7.5 Position:X:50 Y:-7.5 Position:X:50 Y:25 Position:X:50 Y:-25 Position:X:50 Y:42.5 Position:X:50 Y:-42.5
RankInfo = RankNumber:2 UnitType:ElvenLorienArcher Position:X:30 Y:7.5 Leader 1 0 Position:X:30 Y:-7.5 Leader 1 1 Position:X:30 Y:25 Leader 1 2 Position:X:30 Y:-25 Leader 1 3 Position:X:30 Y:42.5 Leader 1 4 Position:X:30 Y:-42.5 Leader 1 5
RanksToReleaseWhenAttacking = 1 2 3
die einheiten die ich hinzugefügt habe lassen sich nicht steuern. :-|
; ATTACKING
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = IUSaruman_ATKB
AnimationMode = LOOP
End
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = IUSaruman_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATND
AnimationName = IUSaruman_ATND
AnimationMode = ONCE
End
End
; LEVEL Up Anim
AnimationState = LEVELED
Animation = Yippee
AnimationName = IUSaruman_TNTA
AnimationMode = ONCE
End
End
; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = IUSaruman_IDLA
AnimationMode = LOOP
End
End
AnimationState = RAISING_FLAG
Animation = Chant
AnimationName = IUSaruman_TNTA
AnimationMode = ONCE
End
Animation = Chant
AnimationName = IUSaruman_TNTB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = IUSaruman_ATNB
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
End
Weapon SarumanWeapon ;BALANCE Saruman
LeechRangeWeapon = Yes
AttackRange = SARUMAN_FIREBALL_RANGE ; set this in his special power
WeaponSpeed = 150 ; dist/sec
MinWeaponSpeed = 100
MaxWeaponSpeed = 200 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 100 ;When this weapon is used it will hit exactly 100% of the time.
ScatterRadius = 0.0 ;When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = 2000 ; time between shots, msec
PreAttackDelay = 1 ; 1467 is the prep time for archer.
PreAttackRandomAmount = 0 ; amount of additional preattack variance for archer type attacks only
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = 1 ; Duration of the archer firing shot is 500ms.
IsAimingWeapon = Yes
AcceptableAimDelta = 15
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
FireFX = FX_SarumanFireball
DamageType = FLAME
ProjectileNugget ; Default arrow
ProjectileTemplateName = SarumanFireballProjectile
WarheadTemplateName = SarumanFireballWarhead
End
End
wo ist mein fehler? ; ATTACKING
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = IUSaruman_ATKB
AnimationMode = LOOP
End
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = IUSaruman_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATND
AnimationName = IUSaruman_ATND
AnimationMode = ONCE
End
End
; LEVEL Up Anim
AnimationState = LEVELED
Animation = Yippee
AnimationName = IUSaruman_TNTA
AnimationMode = ONCE
End
End
; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = IUSaruman_IDLA
AnimationMode = LOOP
End
End
AnimationState = RAISING_FLAG
Animation = Chant
AnimationName = IUSaruman_TNTA
AnimationMode = ONCE
End
Animation = Chant
AnimationName = IUSaruman_TNTB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = IUSaruman_ATNB
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
End
Weapon SarumanWeapon ;BALANCE Saruman
LeechRangeWeapon = Yes
AttackRange = SARUMAN_FIREBALL_RANGE ; set this in his special power
WeaponSpeed = 150 ; dist/sec
MinWeaponSpeed = 100
MaxWeaponSpeed = 200 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 100 ;When this weapon is used it will hit exactly 100% of the time.
ScatterRadius = 0.0 ;When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = 2000 ; time between shots, msec
PreAttackDelay = 1 ; 1467 is the prep time for archer.
PreAttackRandomAmount = 0 ; amount of additional preattack variance for archer type attacks only
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = 1 ; Duration of the archer firing shot is 500ms.
IsAimingWeapon = Yes
AcceptableAimDelta = 15
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
FireFX = FX_SarumanFireball
DamageType = FLAME
ProjectileNugget ; Default arrow
ProjectileTemplateName = SarumanFireballProjectile
WarheadTemplateName = SarumanFireballWarhead
End
End
gibt es eine möglichkeit eine specialfähigkeit auszulösen, wenn man einen bestimmten modelconditionstate erhält? am beispiel gesagt: ein reiter erhält einen bestimmten state (zb fear) und es wird daraufhin dieser state entfernt und der reiter steigt daraufhin ab. der trigger soll quasi eine modelcondition sein und kein upgrade ...So eine Frage habe ich dir bereits beantwortet. ;) Das ist jetzt das letzte Mal, das ich es im Forum erkläre.
Ey leute beantworted doch auch mal meine fragen... :(
DefaultModelConditionState
Model = EUGaldrlGd_SKN
ParticleSysBone = B_PELVIS GaladAura FollowBone:YES
ParticleSysBone = B_PELVIS GaladAura02 FollowBone:YES
End
ParticleSysBone = B_PELVIS GaladAura FollowBone:YES
ParticleSysBone = B_PELVIS GaladAura02 FollowBone:YES
Das fügst du einfach bei dem Helden in den ModelConditionState ein und es müsste laufen. ; ATTACKING
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = IUSaruman_ATKB
AnimationMode = LOOP
End
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = IUSaruman_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATND
AnimationName = IUSaruman_ATND
AnimationMode = ONCE
End
End
; LEVEL Up Anim
AnimationState = LEVELED
Animation = Yippee
AnimationName = IUSaruman_TNTA
AnimationMode = ONCE
End
End
; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = IUSaruman_IDLA
AnimationMode = LOOP
End
End
AnimationState = RAISING_FLAG
Animation = Chant
AnimationName = IUSaruman_TNTA
AnimationMode = ONCE
End
Animation = Chant
AnimationName = IUSaruman_TNTB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = IUSaruman_ATNB
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
End
Weapon SarumanWeapon ;BALANCE Saruman
LeechRangeWeapon = Yes
AttackRange = SARUMAN_FIREBALL_RANGE ; set this in his special power
WeaponSpeed = 150 ; dist/sec
MinWeaponSpeed = 100
MaxWeaponSpeed = 200 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 100 ;When this weapon is used it will hit exactly 100% of the time.
ScatterRadius = 0.0 ;When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = 2000 ; time between shots, msec
PreAttackDelay = 1 ; 1467 is the prep time for archer.
PreAttackRandomAmount = 0 ; amount of additional preattack variance for archer type attacks only
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = 1 ; Duration of the archer firing shot is 500ms.
IsAimingWeapon = Yes
AcceptableAimDelta = 15
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
FireFX = FX_SarumanFireball
DamageType = FLAME
ProjectileNugget ; Default arrow
ProjectileTemplateName = SarumanFireballProjectile
WarheadTemplateName = SarumanFireballWarhead
End
End
kann mir jemand sagen wo gesagt wird auf welche weapon ini celeborn zugreift?
ach und ich möchte folgendes erreichen: wenn ich lorienbogenschützen mit silberdornpfeiken aufrüste kann ich es so einrichten das die ab level drei auf eine andere weapon ini benutzen? danke im vorraus.
ProjectileNugget ; Default arrow
ProjectileTemplateName = GoodFactionArrow
WarheadTemplateName = LorienBowWarhead
ForbiddenUpgradeNames = Upgrade_ElvenSilverthornArrows
End
ProjectileNugget ; Fire arrow available from fire arrow upgrade
ProjectileTemplateName = MirkwoodArcherSilverthornProjectile
WarheadTemplateName = LorienBowSilverthorneWarhead
RequiredUpgradeNames = Upgrade_ElvenSilverthornArrows
End
ForbiddenUpgradeNames = Upgrade_ElvenSilverthornArrows
undRequiredUpgradeNames = Upgrade_ElvenSilverthornArrows
Und bitte kann mir jemand sagen wo gesagt wird was rechts oben in der ecke steht wenn ein upgrade, Gebäude oder so fertig gebaut ist.
Upgrade Upgrade_TechnologyDwarvenForgedBlades
DisplayName = UPGRADE:DwarvenForgedBlades
Type = PLAYER
BuildCost = Dwarven_PERSONAL_FORGED_BLADES_BUILDCOST
BuildTime = Dwarven_PERSONAL_FORGED_BLADES_BUILDTIME
ResearchCompleteEvaEvent = UpgradeForgedBladesReady-Dwarf
End
UPGRADE:DwarvenForgedBlades
"Geschmiedete Klingen"
End
festgelegt werden.Wie kann ich diesen Bone für galadriels aura hinzufügen?Meinst du im Skeleton? Das wäre, ehrlich gesagt, ziemlich bescheuert^^
DefaultModelConditionState
Model = EUGaldrlGd_SKN
ParticleSysBone = B_PELVIS GaladAura FollowBone:YES
ParticleSysBone = B_PELVIS GaladAura02 FollowBone:YES
End
DefaultModelConditionState
Model = GUAragorn_SKN
ParticleSysBone = ROOTDUMMY GaladAura FollowBone:YES
ParticleSysBone = ROOTDUMMY GaladAura02 FollowBone:YES
End
Wenn ich einem helden galadriels aura gebe, kann ich die farbe in blau ändern?
ich will elrond zum ringhelden machen, heißt er kann nur mit ring gebaut werden, das hab ich schon, und er trägt den ring mit sich rum, wie galadriel, da hab ich voll kp. Kann mir jemand sagen wie das geht?Hier erschließt sich mir der Sinn der Frage nicht ganz? Was willst du genau wissen, bzw. was hast du schon gemacht?
SpellBook = GoodSpellBookDie obere Zeile steht für die Kampagne, die untere für das Gefecht. Tausch einfach den Namen aus und fertig.
SpellBookMp = ElvesSpellBook
kann mir jemand sagen wo gesagt wird auf welche weapon ini celeborn zugreift?Der greift auf dieselbe ini zu, wie alle anderen weapons auch, dafür gibt's nämlich nur eine. Wenn du aber meinst, welche Weapon der verwendet, dann würde ich antworten: Auf dieselbe, wie Elrond. Celeborn ist ein ChildObject von Elrond.
DisplayName = Upgrade:BestienFestungTürmeDiese nette Zeile in einem Upgrade bezieht sich auf den Eintrag in der lotr.str, in der dann steht, was ingame angezeigt wird.
End
Was möchtest du erreichen?
Wenn du willst, dass sie nur mehr Schaden anrichten, bzw ein anderes Projectile verwenden, fügst du in der weapon.ini unter der jeweiligen Weapon anstatt des normalen ProjectileNugget folgendes ein:
Hier erschließt sich mir der Sinn der Frage nicht ganz? Was willst du genau wissen, bzw. was hast du schon gemacht?
Die Sache mit Legolas: Willst du, dass er von Haus aus mit den Messern kämpft, oder erst durch die Aktivierung einer Fähigkeit?
Die obere Zeile steht für die Kampagne, die untere für das Gefecht. Tausch einfach den Namen aus und fertig.
ProjectileNugget ; Default arrow
ProjectileTemplateName = GoodFactionArrow
WarheadTemplateName = LorienBowWarhead
ForbiddenUpgradeNames = Upgrade_ElvenSilverthorn Arrows Upgrade_ObjectLevel3
End
ProjectileNugget
ProjectileTemplateName = MirkwoodArcherSilverthor nProjectile
WarheadTemplateName = LorienBowSilverthorneWar head
RequiredUpgradeNames = Upgrade_ElvenSilverthorn Arrows
End
ProjectileNugget
ProjectileTemplateName = MirkwoodArcherSilverthor nProjectile
WarheadTemplateName = DeineWaffe
RequiredUpgradeNames = Upgrade_ElvenSilverthorn Arrows Upgrade_ObjectLevel3
End
Ich möchte dass wenn die Vorraussetzungen Lv3 und sie mit Silberdornpfeilen Aufgerüstet sind zutreffen das dann eine andere weapon ini verwendet wird.
Zitat
Hier erschließt sich mir der Sinn der Frage nicht ganz? Was willst du genau wissen, bzw. was hast du schon gemacht?
Ich will das Elrond genau so als ringheld funktioniert wie galadriel oder Sauron.
Zitat
Die Sache mit Legolas: Willst du, dass er von Haus aus mit den Messern kämpft, oder erst durch die Aktivierung einer Fähigkeit?
Ich will das die Fähigkeit dauerhaft umschalted
CommandButton Command_ToggleLegolasWeapon
Command = TOGGLE_WEAPONSET
FlagsUsedForToggle = WEAPONLOCK_SECONDARY
TextLabel = CONTROLBAR:ToggleFaramirWeapons
ButtonImage = UCElven_Bow
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipToggleFaramirWeapons
InPalantir = Yes
End
CommandSet RohanLegolasCommandSet
1 = Command_ToggleStance
2 = Command_LegolasHawkStrike
3 = Command_LegolasKnifeFightingMode
4 = Command_SpecialAbilityTrainArchers
5 = Command_SpecialAbilityArrowStorm
[b]7 = Command_ToggleLegolasWeapon[/b]
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End
Behavior = DoCommandUpgrade ModuleTag_UseSwordInitially
TriggeredBy = Upgrade_ObjectLevel1
GetUpgradeCommandButtonName = Command_ToggleLegolasWeapon
End
Per map.ini wohl kaum.Und es gibt wirklich keinen Weg mittels Map.ini Gollum einzfügen/zu doppeln? Eine Variante über map.ini wäre für mich mit Sicherheit einiges einfacher und flexibler.
Guck dir mal eine Standartmap mit Gollum an, dort existieren die scripte welche Gollum rumlaufen lassen.
Wenn du diese kopierst sollte Gollum dann 2 mal rumlaufen...
CAN_ATTACK
bei ObjectStatusOfContained
So dürfte das funktionieren. Science SCIENCE_Farsight
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES
SciencePurchasePointCost = GOOD_RANK_1_COST
SciencePurchasePointCostMP = 5
IsGrantable = Yes
End
SciencePurchasePointCost = GOOD_RANK_1_COST
SciencePurchasePointCostMP = 5
SciencePurchasePointCost = GOOD_RANK_3_COST
SciencePurchasePointCostMP = 15
Science SCIENCE_DunedainAllies
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_HobbitAllies OR SCIENCE_MEN SCIENCE_ArrowVolleyGood OR SCIENCE_ARNOR SCIENCE_HobbitAllies OR SCIENCE_ARNOR SCIENCE_ElvenWood
SciencePurchasePointCost = 1
SciencePurchasePointCostMP = 15
IsGrantable = Yes
End
SciencePurchasePointCost = GOOD_RANK_3_COST
SciencePurchasePointCostMP = 15
kommt da irgendwie nicht drin vor.jetzt wollte ich das so coden, dass Gandalf sobald er der Ring hält eine andere weapon verwendet. Und jetzt meine Frage: wie code ich das?
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = NamederneuenWeapon
End
Und was ich auch noch wissen wollte kann ich auch eine FX an das entsprechende Upgrade binden?
WeaponSet
Conditions = Upgrade_RingHero Upgrade_FortressRingHero
Weapon = GandalfSword
End
WeaponSetDort steht nichts von einem Upgradename, sondern ein festgelegter Syntax "PLAYER_UPGRADE".
Conditions = PLAYER_UPGRADE
Weapon = NamederneuenWeapon
End
Und ich hatte ja schon einmal die Frage mit der GaladAura. Ich wollte das die nur aktiv ist wenn Gandalf den Ring trägt.
ModelConditionState = USER_3
ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
End
Behavior = ModelConditionUpgrade ModuleTag_DreadVisageModelCondition
TriggeredBy = Upgrade_BlackRiderDreadVisage
AddConditionFlags = USER_3
End
Wenn ich das PLAYER-Upgrade in der ini von Gandalf ändereWas meinst du?
Code: [Auswählen]WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = NamederneuenWeapon
End
Und nun möcht ich bitte noch wissen wie ich Gandalf nachdem er der Ring verloren hat (aber nur dann (auf die Idee normale Unit Bild befehle zu verwenden bin ich auch schon gekommen, möchte ich aber ungern)) auf null zurückgeschraubt kann.
Nein mal ehrlich weiß wirklich niemand wie das geht?Ein bisschen mehr Geduld wäre schon wünschenswert. Hier ist niemand verpflichtet, dir zu helfen, sondern wir machen das aus freiem Willen und aus unserer derzeitigen Laune heraus. Z.B. hilft man jemandem, der sich nie für die Hilfe bedankt (was bei dir zum Glück nicht der Fall ist ;) ), weniger, als jemandem, der präzise Fragen formuliert, stets höflich ist und gegebenenfalls sogar mithilft, seine Probleme zu lösen.
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = NamederneuenWeapon
End
Und nun möcht ich bitte noch wissen wie ich Gandalf nachdem er der Ring verloren hat (aber nur dann (auf die Idee normale Unit Bild befehle zu verwenden bin ich auch schon gekommen, möchte ich aber ungern)) auf null zurückgeschraubt kann.
Behavior = CommandSetUpgrade ModueTag_ElvenBarracksLevel3CommandSet
TriggeredBy = Upgrade_LothlorienBarracksLevel3
CommandSet = LothlorienBarracksCommandSetLevel3
End
Ich gebe dir jetzt einen kleinen-großen Tip in diesem Bezug:Sign
Learning by doing.
Behavior = OCLSpecialPower ModuleTag_Sunflare
SpecialPowerTemplate = SpellBookSunflare
OCL = OCL_SpecialPowerSunflare
CreateLocation = CREATE_AT_LOCATION
AvailableAtStart = No
AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER -HERO ENEMIES
ReEnableAntiCategory = Yes
AttributeModifierWeatherBased = Yes
WeatherDuration = SPELL_SUNFLARE_DURATION
ChangeWeather = SUNNY
RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER
RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC
End
Ich glaub das ist sie^^ ;)
Und obendrein wollte ich fragen woran es liegen kann, dass wenn ich einen Helden per normalen Unit-Bild-Befehl er dann immer im Gebäude stehen bleibt, sogar wenn ich die Flagge setze.
Möglich geht ist es mit Sicherheit. Siehe Edain-Saruman.
Und ich habe noch eine Frage. Es gibt ja das: "CREATE_AT_LOCATION"
Aber was muss da hin wenn etwas automatisch gespwant werden soll?
Behavior = OCLSpecialPower SUPERWEAPON_SpawnWirlpool
SpecialPowerTemplate = SpecialPowerSpawnSpawnWhirlpool
OCL = SUPERWEAPON_SpawnWirlpool
CreateLocation = CREATE_AT_LOCATION
AvailableAtStart = Yes
; TriggeredBy = Upgrade_ObjectLevel2
End
; Spawn Whirlpool
ObjectCreationList SUPERWEAPON_SpawnWirlpool
CreateObject
ObjectNames = ElvenWhirlpool
Count = 1
FadeIn = Yes
FadeTime = 6000
UseJustBuiltFlag = Yes
JustBuiltDuration = 2000
ForbiddenUpgrades = Upgrade_AllFactionUpgrade
End
; yup
CreateObject
ObjectNames = ElvenWhirlpool
Count = 1
FadeIn = Yes
FadeTime = 6000
UseJustBuiltFlag = Yes
JustBuiltDuration = 2000
RequiredUpgrades = Upgrade_AllFactionUpgrade
End
End
CommandButton Command_SpecialPowerTreeSpawnTornado
Command = SPECIAL_POWER
SpecialPower = SpecialPowerSpawnSpawnWhirlpool
ButtonImage = HSGaladriel_NaturesWrath
Options = NEED_TARGET_POS
TextLabel = CONTROLBAR:GaladrielTornado
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipGaladrielTornado
RadiusCursorType = NaturesWrathRadiusCursor
InPalantir = Yes
End
Wo ich schonmal dabei bin, warum levelt Celeborn eigentlich nicht?Geh mal in die Experiencelevels.ini. Da sollte sich das ergeben. :P
Aber mal ehrlich ich kann nicht jedes kleine Fizelchen der INIs vergleichen.
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_xy
SpecialPowerTemplate = SpecialAbilityxy
TriggeredBy = Upgradexy
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_Whirlpool
SpecialPowerTemplate = SpecialPowerSpawnSpawnWhirlpool
TriggeredBy = Upgrade_ElrondRestoration
End
Behavior = OCLSpecialPower SUPERWEAPON_SpawnWirlpool
SpecialPowerTemplate = SpecialPowerSpawnSpawnWhirlpool
OCL = SUPERWEAPON_SpawnWirlpool
CreateLocation = CREATE_AT_LOCATION
AvailableAtStart = No
; TriggeredBy = Upgrade_ElrondRestoration
End
Behavior = SpecialPowerModule ModuleTag_XY
SpecialPowerTemplate = SpecialPowerXY
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_rupert
SpecialPowerTemplate = SpecialPowerSpawnrupert
TriggeredBy = Upgrade_RingHero Upgrade_FortressRingHero
End
Behavior = SpecialPowerModule ModuleTag_rupertOCL
SpecialPowerTemplate = SpecialPowerSpawnrupert
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = OCLSpecialPower SUPERWEAPON_Spawnrupert
SpecialPowerTemplate = SpecialPowerSpawnrupert
OCL = SUPERWEAPON_Spawnrupert
CreateLocation = CREATE_AT_LOCATION
AvailableAtStart = No
End
SpecialPower SpecialPowerSpawnrupert
Enum = SPECIAL_SPELL_BOOK_DRAGON_ALLY
ReloadTime = SPELL_RECHARGE_TIME_TIER_4 ; in milliseconds
RadiusCursorRadius = 75.0 ; Match the radius in FXList SummonBalrogStart
ViewObjectDuration = 5000
ViewObjectRange = 100
InitiateAtLocationSound = SpellDragonAllyMS
Flags = NO_FORBIDDEN_OBJECTS RESPECT_RECHARGE_TIME_DISCOUNT
ForbiddenObjectFilter = NO_SUMMON_NEAR_OBJECT_FILTER
ForbiddenObjectRange = 75.0
End
ObjectCreationList SUPERWEAPON_Spawnrupert
CreateObject
ObjectNames = Summonedrupert
Count = 1
FadeIn = Yes
FadeTime = 6000
UseJustBuiltFlag = Yes
JustBuiltDuration = 2000
ForbiddenUpgrades = Upgrade_AllFactionUpgrade
End
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_rupert
SpecialPowerTemplate = SpecialPowerSpawnrupert
TriggeredBy = Upgrade_RingHero Upgrade_FortressRingHero
End
Behavior = OCLSpecialPower SUPERWEAPON_Spawnrupert
SpecialPowerTemplate = SpecialPowerSpawnrupert
OCL = SUPERWEAPON_Spawnrupert
CreateLocation = CREATE_AT_LOCATION
StartsPaused = Yes
End
SpecialPower SpecialPowerSpawnrupert
Enum = SPECIAL_SPAWN_TORNADO
ReloadTime = 300000 ; in milliseconds
RadiusCursorRadius = 70.0
InitiateAtLocationSound = TornadoSpawnMS
ViewObjectRange = 400
End
CommandButton Command_SpecialPowerSpawnRuperd
Command = SPECIAL_POWER
SpecialPower = SpecialPowerSpawnSpawnrupert
ButtonImage = HPBlueSummonedDragon
Options = NEED_TARGET_POS
TextLabel = CONTROLBAR:Rupert
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipRupert
RadiusCursorType = ChillWindRadiusCursor
InPalantir = Yes
Radial = Yes
; TriggeredBy = Upgrade_ElrondRestoration
End
Zu den Arnor-Waldläufern: Such doch einfach nach der Einheit und in deren Ini nach "CommandSet". Da schreibst du dann rein, was du haben willst.
Damit du auch wirlich Änderungen bei diesen Waldläufern hast, musst du natürlich noch die entsprechenden Behavior-Blöcke kopieren, die auch in den Inis der Einheiten drin sind, die normalerweise diese Upgrades kaufen können.
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_GondorForgedBlades
End
ProjectileNugget ; Fire arrow available from fire arrow upgrade
ProjectileTemplateName = LegolasSpecialArrow
WarheadTemplateName = LorienBowSilverthorneWarhead
RequiredUpgradeNames = Upgrade_GondorForgedBlades
End
Das klappt bei allen anderen auch...
Wenn du es gemacht hättest, dann würde es auch funktionieren...
Behavior = CommandSetUpgrade ModueTag_ElvenGreenPastureLevel2CommandSet
TriggeredBy = Upgrade_RingHero Upgrade_FortressRingHero
CommandSet = ElrondCommandSetRingHero
End
Behavior = CommandSetUpgrade ModueTag_ElvenGreenPastureLevel2CommandSet
TriggeredBy = Upgrade_RingHero Upgrade_FortressRingHero
CommandSet = CelebornCommandSetRingHero
End
Behavior = CommandSetUpgrade ModueTag_ElvenGreenPastureLevel2CommandSet
TriggeredBy = Upgrade_RingHero Upgrade_FortressRingHero Upgrade_Celeborn
RequiresAllTriggers = Yes
CommandSet = CelebornCommandSetRingHero
End
ScavangedResourceBuildings = IsengardLumberMill IsengardWargPit IsengardUrukPit IsengardFortress
Dann bauen die nicht mehr den Kreis aus Gebäuden um die Festung :( kann mir das bitte jemand erklären. KindOf = CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ARCHER ATTACK_NEEDS_LINE_OF_SIGHT URUK HEAVY_MELEE_HITTER SELECTABLE PRELOAD
Alles was noch da ist aber das Poträt ist immer noch da. :( Den Kindof = Hero habe ich entfernt. Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = IsengardLurtz 15
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:3 Y:3
MeleeBehavior = Amoeba
End
; Banner Carrier info
BannerCarriersAllowed = IsengardBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:IsengardFighter Pos:X:70.0 Y:0.0 ; (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:IsengardLurtz Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:IsengardLurtz Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:IsengardLurtz Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttacking = 1
AlternateFormation = IsengardFighterHordeBlock
MeleeAttackLeashDistance = 1 ; How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 ; The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 ; The maximum amount of time to delay before backing up
BackUpMinDistance = 1 ; The minimum number of cells to backup
BackUpMaxDistance = 3 ; The maximum number of cells to backup
BackupPercentage = 80% ; The amount of chance that a unit will back up.
End
BannerCarrierPosition = UnitType:IsengardLurtz
Vielleicht funktioniert dasChildObject Phoenix GondorGwaihir
DefaultModelConditionState
Model = NONE ;GUGwaihir_SKL
Skeleton = GUGwaihir_SKL
ParticleSysBone = B_Beak Mysticimladris FollowBone:YES
ParticleSysBone = B_LCLAW01 Mysticimladris FollowBone:YES
ParticleSysBone = B_LCLAW03 Mysticimladris FollowBone:YES
ParticleSysBone = B_PASSENGER Mysticimladris FollowBone:YES
ParticleSysBone = B_PELVIS Mysticimladris FollowBone:YES
ParticleSysBone = B_RCLAW01 Mysticimladris FollowBone:YES
ParticleSysBone = B_RCLAW03 Mysticimladris FollowBone:YES
ParticleSysBone = B_SPINE01 Mysticimladris FollowBone:YES
ParticleSysBone = B_SPINE02 Mysticimladris FollowBone:YES
ParticleSysBone = B_TAIL02 Mysticimladris FollowBone:YES
ParticleSysBone = B_TAIL03 Mysticimladris FollowBone:YES
ParticleSysBone = B_TAIL04 Mysticimladris FollowBone:YES
ParticleSysBone = B_TAIL05 Mysticimladris FollowBone:YES
ParticleSysBone = B_TAIL02 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_ARROW01 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_ARROW02 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_ARROW03 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_ARROW04 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_ARROW05 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_HEAD Mysticimladris FollowBone:YES
ParticleSysBone = BAT_LCALF Mysticimladris FollowBone:YES
ParticleSysBone = BAT_LFOOT Mysticimladris FollowBone:YES
ParticleSysBone = BAT_LTHIGH Mysticimladris FollowBone:YES
ParticleSysBone = BAT_RCALF Mysticimladris FollowBone:YES
ParticleSysBone = BAT_RFOOT Mysticimladris FollowBone:YES
ParticleSysBone = BAT_RTHIGH Mysticimladris FollowBone:YES
ParticleSysBone = BAT_TAIL01 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING02 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING03 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING04 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING05 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING06 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING07 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING08 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING09 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING10 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING11 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING12 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING13 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING14 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING15 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING16 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING17 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING18 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING19 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING20 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING21 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING22 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING23 Mysticimladris FollowBone:YES
ParticleSysBone = BAT_WING24 Mysticimladris FollowBone:YES
End
End
Nein,doch, das steht dort auch bei mir, eventuell solltest du es einmal irgendwo anders hochladen.
tut es nicht ich weis echt nicht was bei dir geht....
Das ist der Link: http://img15.myimg.de/error314b6.jpg
;------------------------------------------------------------------------------
Weapon GwathurLightningSwordBlastWeapon ; BALANCE GandalfStaffWeapon
AttackRange = DWARVEN_MENOFDALE_BOMBARD_MAXRANGE
MinimumAttackRange = #SUBTRACT( DWARVEN_MENOFDALE_BOMBARD_MINRANGE 75 )
RangeBonusMinHeight = 30 ; = 10
RangeBonus = 1
RangeBonusPerFoot = #MULTIPLY( DWARVEN_MENOFDALE_BOMBARD_MAXRANGE .003 )
WeaponSpeed = 321 ; dist/sec
MinWeaponSpeed = 241
MaxWeaponSpeed = 481 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_GandalfLightningSwordBlastWeapon
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 0 ;Always scatter
ScatterRadius = ARCHER_BOMBARD_SCATTER_RADIUS ;When this weapon misses it can randomly miss by as much as this distance.
AcceptableAimDelta = 20 ; prevent twitchy reaiming in horde on horde
DelayBetweenShots = 0
PreAttackDelay = DWARVEN_MENOFDALE_PREATTACKDELAY
PreAttackRandomAmount = 200
PreAttackType = PER_POSITION
FiringDuration = 0
ClipSize = 1
AutoReloadsClip = Yes
AutoReloadWhenIdle = 1
ClipReloadTime = Min:DWARVEN_MENOFDALE_BOW_RELOADTIME_MIN Max:DWARVEN_MENOFDALE_BOW_RELOADTIME_MAX
ContinuousFireOne = 0
ContinuousFireCoast = DWARVEN_MENOFDALE_BOW_RELOADTIME_MAX
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
HitPassengerPercentage = 20%
CanBeDodged = Yes ; Will check for a DodgePercent on the target to have a second chance at failing HitPercent
NoVictimNeeded = Yes
BombardType = Yes
RadiusDamageAffects = ENEMIES NOT_SIMILAR
DamageNugget ; A basic Nugget that just does damage
Damage = GANDALF_LIGHTNING_DAMAGE_FLAME
DamageType = FLAME
DamageFXType = ELECTRIC
DeathType = BURNED
End
DamageNugget ; A basic Nugget that just does damage
Damage = GANDALF_LIGHTNING_DAMAGE
DamageType = MAGIC
DamageFXType = ELECTRIC
DeathType = BURNED
End
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 20
AILuaEventsList = DH_Funktions ;Modified by Lauri (was MordorFighterFunctions)
MaxCowerTime = 10000
MinCowerTime = 3000
AttackPriority = AttackPriority_Infantry
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
function OnDHFUNCTINSCreated(self)
ObjectHideSubObjectPermanently( self, "axe_03", true )
ObjectHideSubObjectPermanently( self, "axe", true )
ObjectHideSubObjectPermanently( self, "ch_dwarf_axe01", true )
ObjectHideSubObjectPermanently( self, "sldr_01", true )
ObjectHideSubObjectPermanently( self, "sldr_05", true )
ObjectHideSubObjectPermanently( self, "sldr_03", true )
ObjectHideSubObjectPermanently( self, "hlmt_05", true )
ObjectHideSubObjectPermanently( self, "hlmt_03", true )
ObjectHideSubObjectPermanently( self, "hlmt_02", true )
ObjectHideSubObjectPermanently( self, "hlmt_01", true )
-- define the locals as random numbers
local sword = GetRandomNumber()
local helmet = GetRandomNumber()
local shield = GetRandomNumber()
-- set the bow; note: we need one of them, so there's no "empty" possibility
if sword <= 0.2 then
ObjectHideSubObjectPermanently( self, "ch_dwarf_axe01", false )
elseif sword <= 0.8 then
ObjectHideSubObjectPermanently( self, "axe", false )
else
ObjectHideSubObjectPermanently( self, "axe_03", false )
end
-- set the bow; note: we need one of them, so there's no "empty" possibility
if helmet <= 0.5 then
ObjectHideSubObjectPermanently( self, "sldr_01", false )
elseif helmet <= 0.5 then
ObjectHideSubObjectPermanently( self, "sldr_05", false )
else
ObjectHideSubObjectPermanently( self, "sldr_03", false )
end
-- set the bow; note: we need one of them, so there's no "empty" possibility
if shield <= 0.2 then
ObjectHideSubObjectPermanently( self, "hlmt_05", false )
elseif shield <= 0.3 then
ObjectHideSubObjectPermanently( self, "hlmt_03", false )
elseif shield <= 0.5 then
ObjectHideSubObjectPermanently( self, "hlmt_02", false )
else
ObjectHideSubObjectPermanently( self, "hlmt_01", false )
end
end
<EventList Name="DH_Funktions" Inherit="MordorFighterFunctions">
<!-- This contains events specific to the IsengardFighter. Kris -->
<EventHandler EventName="OnCreated" ScriptFunctionName="OnDHFUNCTINSCreated" DebugSingleStep="false"/>
</EventList>
CommandButton Command_ConstructLothlor ienBerserker
Command = UNIT_BUILD
Object = LothlorienBerserker
TextLabel = CONTROLBAR:BuildLothlorienLeibwache
ButtonImage = HSLeibwächter
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildLothlorienLe ibwache
Radial = Yes
InPalantir = Yes
IsClickable = Yes
Options = NEED_UPGRADE CANCELABLE
NeededUpgrade = Upgrade_ElvenBarracksLev el3 ;LothlorienBarracksLevel3
ShowProductionCount = Yes
End
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
RandomTexture = eulorienwarrior.tga 0 eulorienwarrior.tga
RandomTexture = eulorarchban.tga 0 eulorienwarrior.tga
RandomTexture = eulorarchban.tga 0 eulorienwarrior.tga
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_ElvenHeavyArmor
UpgradeTexture = EULorArch.tga 0 EULorArch_HA2.tga
UpgradeTexture = eulorienwarrior.tga 0 EULorArch_HA.tga
UpgradeTexture = eulorarchban.tga 0 eulorarch_ha2.tga
End
1) Wo finde ich den Abschnitt, der die Auswirkungen einer Eroberung eines Leuchtfeuers beinhaltet?Vermutlich in der ini des Leuchtfeuers unter dem Abschnitt: Engineering Parameters
2) Bei Edain 3.7: Wo finde ich den Abschnitte, der die Auswirkung Lothloriens Blick in den Spiegel beinhaltet?Vermutlich das selbe wie bei eins
3) An Edain 3.7: Wie ist es coding-technisch möglich, dass Orophin und Rumil immer gleiches Level sind? Kann ich das für Palando und Alatar auch machen?
Ea Respawn Module
DIe Einträge findest du in der ini unter:ZitatEa Respawn Module
;----------------------------------------------------------
; 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
;----------------------------------------------------------
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
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
;------- STERNENSCHAUER SPELL --------------------------------------------------------------------------------
; Behavior = SpecialPowerModule ModuleTag_SternenschauerStarter
; SpecialPowerTemplate = SpecialPowerGandalfSternenschauer
; UpdateModuleStartsAttack = Yes
; StartsPaused = No
; InitiateSound = GandalfVoiceAttackWizardBlast
; End
; Behavior = ArrowStormUpdate ModuleTag_SternenschauerUpdate
; SpecialPowerTemplate = SpecialPowerGandalfSternenschauer
; StartAbilityRange = 380.0
; UnpackTime = 800 ; Pull out arrow
; PreparationTime = 200 ; Quick shot
; PersistentPrepTime = 600 ; looping the quick shot
; PackTime = 1200 ; back to idle
; UnpackingVariation = 3
; ParalyzeDurationWhenCompleted = 600
; ParalyzeDurationWhenAborted = 800
; ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls
; AwardXPForTriggering = 0
; WeaponTemplate = GandalfSternenschauerWeapon
; TargetRadius = 100 ;CHANGING THIS??? Change RadiusCursorRadius to match this value in the appropriate SpecialPower.ini template.
; ShotsPerTarget = 1
; ShotsPerBurst = 18
; MaxShots = 18
; CanShootEmptyGround = No
; End
;------- LIGHTNING SWORD SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LightningEnabler
SpecialPowerTemplate = SpecialAbilityLightningSword
TriggeredBy = Upgrade_Level_1
ObeyRechageOnTrigger = Yes
End
Behavior = SpecialPowerModule ModuleTag_11
SpecialPowerTemplate = SpecialAbilityLightningSword
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = GandalfVoiceAttackLightningSword ;this plays when he targets, not when he fires
End
Behavior = ArrowStormUpdate ModuleTag_12
SpecialPowerTemplate = SpecialAbilityLightningSword
StartAbilityRange = 275.0
UnpackingVariation = 1
UnpackTime = 2500 ; Pull out arrow
PreparationTime = 1 ; Quick shot
PersistentPrepTime = 500 ; looping the quick shot
PackTime = 1500 ; back to idle
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls
AwardXPForTriggering = 0
ActiveLoopSound = GandalfLightningLoop ; Sound loops entire time ability is actively firing
;Specific to ArrowStorm
WeaponTemplate = GandalfLightningSwordBlastWeapon
TargetRadius = 120
ShotsPerTarget = 2 ;1
ShotsPerBurst = 2 ;1
MaxShots = 22 ;11 ; will double up if run out of targets
End
Behavior = AutoAbilityBehavior ModuleTag_LightningSwordAutoAbility
SpecialAbility = SpecialAbilityLightningSword
MaxScanRange = 250
Query = 1 ANY +HERO +STRUCTURE ENEMIES
End
;-------------------------
FXList FX_GandalfLightningSwordBlastWeapon
ParticleSystem
Name = LightningStrike FollowBone:Yes
OrientToObject = Yes
CreateBoneOverride = B_SWORDBONE
TargetBoneOverride = BAT_PELVIS
End
; ParticleSystem
; Name = LightningStrikeHit1
; OrientToObject = Yes
; CreateBoneOverride = BAT_JAW
; TargetBoneOverride = BAT_HAND_L
; CreateBoneAtTarget = Yes
; End
ParticleSystem
Name = LightningStrike2 FollowBone:Yes
OrientToObject = Yes
CreateBoneOverride = B_SWORDBONE
TargetBoneOverride = BAT_PELVIS
InitialDelay = 400 400 UNIFORM ;In milliseconds
End
ParticleSystem
Name = LightningStrike3 FollowBone:Yes
OrientToObject = Yes
CreateBoneOverride = B_SWORDBONE
TargetBoneOverride = BAT_PELVIS
InitialDelay = 800 800 UNIFORM ;In milliseconds
End
ParticleSystem
Name = LightningStrike FollowBone:Yes
OrientToObject = Yes
CreateBoneOverride = B_SWORDBONE
TargetBoneOverride = BAT_PELVIS
InitialDelay = 1200 1200 UNIFORM ;In milliseconds
End
ParticleSystem
Name = LightningStrike2 FollowBone:Yes
OrientToObject = Yes
CreateBoneOverride = B_SWORDBONE
TargetBoneOverride = BAT_PELVIS
InitialDelay = 1600 1600 UNIFORM ;In milliseconds
End
ParticleSystem
Name = LightningStrike3 FollowBone:Yes
OrientToObject = Yes
CreateBoneOverride = B_SWORDBONE
TargetBoneOverride = BAT_PELVIS
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
End
End
FXParticleSystem LightningStrike
System
Priority = ALWAYS_RENDER
Type = STREAK
ParticleName = EXLightningBolt04.tga
Lifetime = 20 20
SystemLifetime = 1
Size = 1 15
BurstCount = 10 10
End
Color = DefaultColor
Color1 = R:255 G:255 B:255 0
Color2 = R:0 G:66 B:164 5
Color3 = R:0 G:0 B:0 20
ColorScale = -2 -2
End
Update = DefaultUpdate
SizeRate = 0.5 3
SizeRateDamping = 0.9 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.9 0.9
End
EmissionVelocity = OrthoEmissionVelocity
X = -0.3 0.3
Y = -0.3 0.3
End
EmissionVolume = LightningEmission
EndPoint = X:-450 Y:0 Z:0
Amplitude1 = 100 100
Frequency1 = 4 6
Phase1 = 4 5
Phase2 = 0 6.28
Phase3 = 0 6.28
End
Draw = LightningDraw
OffsetX = -5 5
OffsetY = -5 5
OffsetZ = -1 1
End
End
FXParticleSystem GandalfGeprüfteLightningStrike
System
Priority = ALWAYS_RENDER
Type = STREAK
ParticleName = EXLightningBolt04.tga
Lifetime = 20 20
SystemLifetime = 1
Size = 1 15
BurstCount = 10 10
End
Color = DefaultColor
Color1 = R:255 G:255 B:255 0
Color2 = R:235 G:218 B:165 5
Color3 = R:0 G:0 B:0 20
; Color1 = R:0 G:0 B:0 0
; Color2 = R:0 G:0 B:0 5
; Color3 = R:0 G:0 B:0 20
ColorScale = -2 -2
End
Update = DefaultUpdate
SizeRate = 0.5 3
SizeRateDamping = 0.9 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.9 0.9
End
EmissionVelocity = OrthoEmissionVelocity
X = -0.3 0.3
Y = -0.3 0.3
End
EmissionVolume = LightningEmission
EndPoint = X:-450 Y:0 Z:0
Amplitude1 = 100 100
Frequency1 = 4 6
Phase1 = 4 5
Phase2 = 0 6.28
Phase3 = 0 6.28
End
Draw = LightningDraw
OffsetX = -5 5
OffsetY = -5 5
OffsetZ = -1 1
End
End
FXParticleSystem GandalfGeprüfteLightningStrike2
System
Priority = ALWAYS_RENDER
Type = STREAK
ParticleName = EXLightningBolt04.tga
Lifetime = 20 20
SystemLifetime = 1
Size = 1 15
BurstCount = 10 10
End
Color = DefaultColor
Color1 = R:255 G:255 B:255 0
Color2 = R:235 G:218 B:165 5
Color3 = R:235 G:218 B:165 20
; Color3 = R:0 G:0 B:0 20
ColorScale = -2 -2
End
Update = DefaultUpdate
SizeRate = 0.5 3
SizeRateDamping = 0.9 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.9 0.9
End
EmissionVelocity = OrthoEmissionVelocity
X = -0.3 0.3
Y = -0.3 0.3
End
EmissionVolume = LightningEmission
EndPoint = X:-450 Y:0 Z:0
Amplitude1 = -100 -100
Frequency1 = 4 6
Phase1 = 4 5
Phase2 = 0 6.28
Phase3 = 0 6.28
End
Draw = LightningDraw
OffsetX = -5 5
OffsetY = -5 5
OffsetZ = -1 1
End
End
FXParticleSystem GandalfGeprüfteLightningStrike3
System
Priority = ALWAYS_RENDER
Type = STREAK
ParticleName = EXLightningBolt04.tga
Lifetime = 20 20
SystemLifetime = 1
Size = 1 15
BurstCount = 10 10
End
Color = DefaultColor
Color1 = R:255 G:255 B:255 0
Color2 = R:235 G:218 B:165 5
Color3 = R:235 G:218 B:165 20
; Color3 = R:0 G:0 B:0 20
ColorScale = -2 -2
End
Update = DefaultUpdate
SizeRate = 0.5 3
SizeRateDamping = 0.9 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.9 0.9
End
EmissionVelocity = OrthoEmissionVelocity
X = -0.3 0.3
Y = -0.3 0.3
End
EmissionVolume = LightningEmission
EndPoint = X:-450 Y:0 Z:0
Amplitude1 = -100 100
Frequency1 = 4 6
Phase1 = 4 5
Phase2 = 0 6.28
Phase3 = 0 6.28
End
Draw = LightningDraw
OffsetX = -5 5
OffsetY = -5 5
OffsetZ = -1 1
End
End
FXParticleSystem GandalfGeprüfteBlastFinalLight
System
Priority = ALWAYS_RENDER
ParticleName = EXexplo01.tga
Lifetime = 10 10
SystemLifetime = 5
SortLevel = 1
Size = 10 10
BurstCount = 2 2
End
Color = DefaultColor
Color1 = R:235 G:218 B:165 0
Color2 = R:0 G:0 B:0 10
End
Update = DefaultUpdate
SizeRate = 80 160
SizeRateDamping = 0.8 0.7
AngleZ = -1 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
Gravity = 1
VelocityDamping = 1 1
End
EmissionVelocity = OutwardEmissionVelocity
Speed = 1 1
End
EmissionVolume = PointEmissionVolume
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfGeprüfteBlastFinalShockWave
System
Priority = ALWAYS_RENDER
ParticleName = EXRing01.tga
Lifetime = 40 40
SystemLifetime = 5
SortLevel = 1
Size = 1 1
BurstCount = 1 1
IsGroundAligned = Yes
End
Color = DefaultColor
Color1 = R:235 G:218 B:165 0
Color2 = R:0 G:0 B:0 40
ColorScale = -40 40
End
Update = DefaultUpdate
SizeRate = 35 35
SizeRateDamping = 1 1
AngleZ = -1 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.8 0.8
End
EmissionVelocity = OutwardEmissionVelocity
End
EmissionVolume = PointEmissionVolume
IsHollow = Yes
End
Draw = DefaultDraw
End
End
...
Color1 = R:255 G:255 B:255 0
Color2 = R:235 G:218 B:165 5
Color3 = R:0 G:0 B:0 20
...
...
FXParticleSystem GandalfGeprüfteLightningStrike2
...
Color1 = R:255 G:255 B:255 0
Color2 = R:235 G:218 B:165 5
Color3 = R:235 G:218 B:165 20
; Color3 = R:0 G:0 B:0 20
ColorScale = -2 -2
End
...
FXParticleSystem GandalfGeprüfteLightningStrike3
...
Color = DefaultColor
Color1 = R:255 G:255 B:255 0
Color2 = R:235 G:218 B:165 5
Color3 = R:235 G:218 B:165 20
; Color3 = R:0 G:0 B:0 20
ColorScale = -2 -2
End
...
FXParticleSystem GandalfGeprüfteBlastFinalLight
...
Color = DefaultColor
Color1 = R:235 G:218 B:165 0
Color2 = R:0 G:0 B:0 10
End
...
FXParticleSystem GandalfGeprüfteBlastFinalShockWave
...
Color = DefaultColor
Color1 = R:235 G:218 B:165 0
Color2 = R:0 G:0 B:0 40
ColorScale = -40 40
End
...
FXParticleSystem GandalfGeprüfteBlastFinalLight
System
Priority = ALWAYS_RENDER
ParticleName = EXexplo01.tga
Lifetime = 10 10
SystemLifetime = 5
SortLevel = 1
Size = 10 10
BurstCount = 2 2
End
Color = DefaultColor
Color1 = R:235 G:218 B:165 0
Color2 = R:0 G:0 B:0 10
End
Update = DefaultUpdate
SizeRate = 80 160
SizeRateDamping = 0.8 0.7
AngleZ = -1 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
Gravity = 1
VelocityDamping = 1 1
End
EmissionVelocity = OutwardEmissionVelocity
Speed = 1 1
End
EmissionVolume = PointEmissionVolume
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfGeprüfteBlastFinalShockWave
System
Priority = ALWAYS_RENDER
ParticleName = EXRing01.tga
Lifetime = 40 40
SystemLifetime = 5
SortLevel = 1
Size = 1 1
BurstCount = 1 1
IsGroundAligned = Yes
End
Color = DefaultColor
Color1 = R:235 G:218 B:165 0
Color2 = R:0 G:0 B:0 40
ColorScale = -40 40
End
Update = DefaultUpdate
SizeRate = 35 35
SizeRateDamping = 1 1
AngleZ = -1 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.8 0.8
End
EmissionVelocity = OutwardEmissionVelocity
End
EmissionVolume = PointEmissionVolume
IsHollow = Yes
End
Draw = DefaultDraw
End
;------- LIGHTNING SWORD SPELL --------------------------------------------------------------------------------
...
;Specific to ArrowStorm
[u][b] WeaponTemplate = GandalfLightningSwordBlastWeapon[/b][/u]
TargetRadius = 120
ShotsPerTarget = 2 ;1
ShotsPerBurst = 2 ;1
MaxShots = 22 ;11 ; will double up if run out of targets
End
...
Weapon WellenderHoffnungProjectileWeapon
RadiusDamageAffects = ENEMIES NEUTRALS
[u][b]; FireFX = FX_GandalfLightningSwordBlastWeapon[/b][/u]
DamageNugget ; A basic Nugget that just does damage
Damage = ANGMAR_NECRO_CORPSE_RAIN_DAMAGE
DamageScalar = 50% NONE +COMMANDCENTER
Radius = 100
DelayTime = 0
DamageType = SIEGE
DeathType = NORMAL
End
...
FXList FX_GandalfGeprüfteLightningSwordBlastWeapon
ParticleSystem
Name = GandalfGeprüfteLightningStrike FollowBone:Yes
OrientToObject = Yes
CreateBoneOverride = B_SWORDBONE
TargetBoneOverride = BAT_PELVIS
End
ParticleSystem
Name = GandalfGeprüfteLightningStrike2 FollowBone:Yes
OrientToObject = Yes
CreateBoneOverride = B_SWORDBONE
TargetBoneOverride = BAT_PELVIS
InitialDelay = 400 400 UNIFORM ;In milliseconds
End
ParticleSystem
Name = GandalfGeprüfteLightningStrike3 FollowBone:Yes
OrientToObject = Yes
CreateBoneOverride = B_SWORDBONE
TargetBoneOverride = BAT_PELVIS
InitialDelay = 800 800 UNIFORM ;In milliseconds
End
ParticleSystem
Name = GandalfGeprüfteLightningStrike FollowBone:Yes
OrientToObject = Yes
CreateBoneOverride = B_SWORDBONE
TargetBoneOverride = BAT_PELVIS
InitialDelay = 1200 1200 UNIFORM ;In milliseconds
End
ParticleSystem
Name = GandalfGeprüfteLightningStrike2 FollowBone:Yes
OrientToObject = Yes
CreateBoneOverride = B_SWORDBONE
TargetBoneOverride = BAT_PELVIS
InitialDelay = 1600 1600 UNIFORM ;In milliseconds
End
ParticleSystem
Name = GandalfGeprüfteLightningStrike3 FollowBone:Yes
OrientToObject = Yes
CreateBoneOverride = B_SWORDBONE
TargetBoneOverride = BAT_PELVIS
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
End
End
FXParticleSystem GandalfGeprüfteLightningStrike
System
Priority = ALWAYS_RENDER
Type = STREAK
ParticleName = EXLightningBolt04.tga
Lifetime = 20 20
SystemLifetime = 1
Size = 1 15
BurstCount = 10 10
End
Color = DefaultColor
Color1 = R:255 G:255 B:255 0
Color2 = R:235 G:218 B:165 5
Color3 = R:0 G:0 B:0 20
ColorScale = -2 -2
End
Update = DefaultUpdate
SizeRate = 0.5 3
SizeRateDamping = 0.9 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.9 0.9
End
EmissionVelocity = OrthoEmissionVelocity
X = -0.3 0.3
Y = -0.3 0.3
End
EmissionVolume = LightningEmission
EndPoint = X:-450 Y:0 Z:0
Amplitude1 = 100 100
Frequency1 = 4 6
Phase1 = 4 5
Phase2 = 0 6.28
Phase3 = 0 6.28
End
Draw = LightningDraw
OffsetX = -5 5
OffsetY = -5 5
OffsetZ = -1 1
End
End
FXParticleSystem GandalfGeprüfteLightningStrike2
System
Priority = ALWAYS_RENDER
Type = STREAK
ParticleName = EXLightningBolt04.tga
Lifetime = 20 20
SystemLifetime = 1
Size = 1 15
BurstCount = 10 10
End
Color = DefaultColor
Color1 = R:255 G:255 B:255 0
Color2 = R:235 G:218 B:165 5
Color3 = R:0 G:0 B:0 20
ColorScale = -2 -2
End
Update = DefaultUpdate
SizeRate = 0.5 3
SizeRateDamping = 0.9 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.9 0.9
End
EmissionVelocity = OrthoEmissionVelocity
X = -0.3 0.3
Y = -0.3 0.3
End
EmissionVolume = LightningEmission
EndPoint = X:-450 Y:0 Z:0
Amplitude1 = -100 -100
Frequency1 = 4 6
Phase1 = 4 5
Phase2 = 0 6.28
Phase3 = 0 6.28
End
Draw = LightningDraw
OffsetX = -5 5
OffsetY = -5 5
OffsetZ = -1 1
End
End
FXParticleSystem GandalfGeprüfteLightningStrike3
System
Priority = ALWAYS_RENDER
Type = STREAK
ParticleName = EXLightningBolt04.tga
Lifetime = 20 20
SystemLifetime = 1
Size = 1 15
BurstCount = 10 10
End
Color = DefaultColor
Color1 = R:255 G:255 B:255 0
Color2 = R:235 G:218 B:165 5
Color3 = R:0 G:0 B:0 20
ColorScale = -2 -2
End
Update = DefaultUpdate
SizeRate = 0.5 3
SizeRateDamping = 0.9 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.9 0.9
End
EmissionVelocity = OrthoEmissionVelocity
X = -0.3 0.3
Y = -0.3 0.3
End
EmissionVolume = LightningEmission
EndPoint = X:-450 Y:0 Z:0
Amplitude1 = -100 100
Frequency1 = 4 6
Phase1 = 4 5
Phase2 = 0 6.28
Phase3 = 0 6.28
End
Draw = LightningDraw
OffsetX = -5 5
OffsetY = -5 5
OffsetZ = -1 1
End
End
Code: [Auswählen]; FireFX = FX_GandalfLightningSwordBlastWeapon
bei der FXList habe ich das gefunden:Code: [Auswählen]FXList FX_GandalfGeprüfteLightningSwordBlastWeapon
Behavior = ModelConditionUpgrade ModulTag_RingHeroMC
TriggeredBy = Upgrade_ObjectLevel1
AddConditionFlags = USER_1
End
ModelConditionState = USER_1 ; ring hero version.
Model = EUGaldrl_SKN
End
DefaultModelConditionState
Model = EUGaldrlGd_SKN
ParticleSysBone = B_PELVIS GaladAura FollowBone:YES
ParticleSysBone = B_PELVIS GaladAura02 FollowBone:YES
End
DefaultModelConditionState
Model = EUGaldrl_SKN
ParticleSysBone = B_PELVIS GaladAura FollowBone:YES
ParticleSysBone = B_PELVIS GaladAura02 FollowBone:YES
End
Code: [Auswählen]FX_GandalfGeprüfteLightningSwordBlastWeapon
Danach müsste es eigentlich gehen.
ModelConditionState = WEAPONSET_TOGGLE_1 ;<Auch schon ohne Gleichzeichen versucht.. ändert nichts.
Model = EUGaladrl_SKN ;Die Ergänzung der Bones/FX etc. ändert hier auch nichts.
End
ModelConditionState = WEAPONSET_TOGGLE_2
Model = EUGaladrlGd_SKN
End
.. nur interessiert das Spiel irgendwie nicht, was ich da reintippe. Beim Palantirwechsel wird die Spielfigur in jedem Falle unsichtbar, nur die FX-Beleuchtung sieht man noch, und beim Zurückwechseln ist sie wieder da. Behavior = MonitorConditionUpdate ModuleTag_CommandSetNew ;ModelConditionUpdate
ModelConditionFlags = WEAPONSET_TOGGLE_1
ModelConditionCommandSet = Banshee2CommandSet
End
Behavior = MonitorConditionUpdate ModuleTag_CommandSetOld
ModelConditionFlags = WEAPONSET_TOGGLE_2 ;EUGaladrlGd_SKN will der hier nicht haben.
ModelConditionCommandSet = BansheeCommandSet
End
Model = EUGaladrlGd_SKN
Behavior = TerrainResourceBehavior ModuleTag_MoneyProduction
Radius = ...
MaxIncome = ...
IncomeInterval = ...
End
Danke, aber irgendwas stimmt nicht. Wenn ich in finalbig die betreffenden object-inis in der data öffne, dann haben die den Eintrag in der Regel nicht (bis auf Imladris-Farm scheinbar). Nur das steht bei den anderen:
Behavior = TerrainResourceBehavior ModuleTag_NewMoney
Radius = GONDOR_FARM_MONEY_RANGE ; How far we try to claim ground
MaxIncome = GONDOR_FARM_MONEY_AMOUNT ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = GONDOR_FARM_MONEY_TIME ; How often (in msec) we give th
Wenn ich da Zaheln einsetze tut sich nichts :(
Behavior = TerrainResourceBehavior ModuleTag_NewMoney
Radius = GONDOR_FARM_MONEY_RANGE ; How far we try to claim ground
MaxIncome = 25 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = GONDOR_FARM_MONEY_TIME ; How often (in msec) we give th
End
GONDOR_FARM_MONEY_AMOUNTIn der Gamedata.inc raussuchen und einen anderen Wert einsetzen. Das gilt dann für alle anderen Ressourcengebäude, außer Sägewerke.
ModifierList Nameeinfuegen
Category = SPELL
Modifier = SPEED 0%
Duration = 30000 // lasts for 30 seconds
End
Zumindest Lurtz sein Krüppelschuss ist so aufgebaut und ich glaub der Held kann da noch angreifen. Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
TriggeredBy = Upgrade_AragornBladeMaster
End
Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
StartsPaused = Yes
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
HeroAttributeModifier = AragornBladeMaster
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
Du kopierst diese Einträge aus der Ini von Aragorn.SpecialPower SpecialAbilityAragornBladeMaster
Enum = SPECIAL_HERO_MODE
ReloadTime = 120000 ;60000
End
Kopier das hier und änder einfach den Wert, dann gib dieser SpecialPower einen andern Namen und ändere diesen ebenfalls im Button und in der Fähigkeit oben.