Modding Union
Modderecke => Allgemeine Modding-Fragen => Thema gestartet von: elladan05 am 24. Mär 2009, 17:00
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Ich wollte fragen wie ich es ereichen kann das ein held in einer kaserne nur einmal baubar ist ......ich weiß man muss das mit diesem sim.....typeof = 1 machenaber wenn ich den eintrag in die helden.ini schreibe passiert nichts also hier ist die ini von khamul
Object BlackRiderMountedInterface ; Khamul
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = UP_Khamu
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
; This is required for garrisoned objects - please put in all objects.
ButtonImage = Button_khamu
DescriptionStrategic = CONTROLBAR:LW_ToolTip_BlackRider
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes ; temporarily commented out to remove the house color
;WadingParticleSys = EntRipples
StaticModelLODMode = Yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = MUNazgul_SKN
End
ModelConditionState = MOUNTED USER_3
Model = MUBlkRider_SKN
ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
End
ModelConditionState = MOUNTED
Model = MUBlkRider_SKN
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
End
ModelConditionState = USER_3
ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
End
IdleAnimationState
StateName = Idle
Animation
AnimationName = MUNazgul_SKL.MUNazgul_IDLB
AnimationPriority = 4
AnimationBlendTime = 15
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_IDLC
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_IDLD
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
EndScript
End
;-------------------------- MOUNTED VERSION ---------------------------------------------------------
AnimationState = PASSENGER MOUNTED
Animation = grabbed
AnimationName = MUBlkRider_SKL.MUBlkRider_GBDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
; --- stunned anims
AnimationState = FREEFALL MOUNTED
Animation = freefall
AnimationName = MUBlkRider_SKL.MUBlkRider_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING MOUNTED
Animation = JustDie
AnimationName = MUBlkRider_SKL.MUBlkRider_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING SPLATTED MOUNTED
Animation = splatted
AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH MOUNTED DYING
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = BURNINGDEATH MOUNTED
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_MFDA
AnimationMode = LOOP
AnimationBlendTime = 10
Distance = 80
End
End
AnimationState = DYING MOUNTED ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEA
AnimationMode = ONCE
End
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEC
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP MOUNTED
Animation = StandUp
AnimationName = MUBlkRider_SKL.MUBlkRider_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED MOUNTED
Animation = Land
AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED
ShareAnimation = Yes
Animation = TrotAndFire
AnimationName = MUBlkRider_SKL.MUBlkRider_ATRA
AnimationMode = LOOP
Distance = 70; 35
End
Flags = RANDOMSTART
End
AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
;;======= TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED
Animation = RUNB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR MOUNTED
Animation = RUNB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
End
;;===== BACKUP
AnimationState = MOVING BACKING_UP MOUNTED
Animation = BackingUp
AnimationName = MUBlkRider_SKL.MUBlkRider_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING TURN_LEFT MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange= .8 .8
End
End
AnimationState = MOVING TURN_RIGHT MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_TRNR
AnimationMode = LOOP
AnimationSpeedFactorRange= .8 .8
End
End
AnimationState = MOVING ACCELERATE MOUNTED
Animation = Accelerate
AnimationName = MUBlkRider_SKL.MUBlkRider_ACCL
AnimationMode = ONCE ; was LOOP
End
End
AnimationState = MOVING DECELERATE MOUNTED
Animation = Decelerate
AnimationName = MUBlkRider_SKL.MUBlkRider_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 0.6
End
End
AnimationState = MOVING MOUNTED
ShareAnimation = Yes
Animation = RunA
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
End
Animation = RunB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = FIRING_OR_PREATTACK_A MOUNTED
Animation = ATKA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATKA
AnimationMode = ONCE
End
Animation = ATKB
AnimationName = MUBlkRider_SKL.MUBlkRider_ATKB
AnimationMode = ONCE
End
Animation = Defend
AnimationName = MUBlkRider_SKL.MUBlkRider_DFDA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --- Morgul Blade Weapon anim
AnimationState = SPECIAL_WEAPON_ONE MOUNTED
Animation = ATKA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATKA
AnimationMode = ONCE
End
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1 MOUNTED
Animation = Hit_Level_1_a
AnimationName = MUBlkRider_SKL.MUBlkRider_HFMA
AnimationMode = ONCE
End
End
;;------------- EMOTIONS ---------------------------------------------
// AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED
// ShareAnimation = Yes
// Animation = Apprehensive
// AnimationName = MUBlkRider_SKL.MUBlkRider_APPA
// AnimationMode = LOOP ;Change this to ONCE if adding additional anims
// End
// End
//
// AnimationState = EMOTION_AFRAID MOUNTED
// ShareAnimation = Yes
// Animation = FERA
// AnimationName = MUBlkRider_SKL.MUBlkRider_FERA
// AnimationMode = LOOP
// End
// Animation = FERB
// AnimationName = MUBlkRider_SKL.MUBlkRider_FERB
// AnimationMode = LOOP
// End
// End
AnimationState = EMOTION_TAUNTING MOUNTED
ShareAnimation = Yes
Animation = Taunting
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTA
AnimationMode = ONCE
End
Animation = Taunting
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTB
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTC
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_POINTING MOUNTED
Animation = Pointing1
AnimationName = MUBlkRider_SKL.MUBlkRider_PNTA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING MOUNTED
ShareAnimation = Yes
Animation = CHRA
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA
AnimationMode = ONCE
End
Animation = CHRB
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT MOUNTED
Animation = IDLA
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLA
AnimationMode = LOOP
End
End
AnimationState = RAISING_FLAG MOUNTED
ShareAnimation = Yes
Animation = CHRA
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRB
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED MOUNTED
StateName = State_Selected
Animation = AtAttention
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLG
AnimationMode = Loop
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
EndScript
End
AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLA
AnimationPriority = 20
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleB
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleC
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleG
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLG
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
TransitionState = TRANS_Selected_to_Idle
Animation = ATNA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.8 1.2
End
Flags = START_FRAME_LAST
End
;-------------------------- NON MOUNTED VERSION ---------------------------------------------------------
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = MUNazgul_SKL.MUNazgul_DTHA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_DTHA
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = MUNazgul_SKL.MUNazgul_MFDA
AnimationMode = LOOP
Distance = 90
End
End
AnimationState = FREEFALL
Animation
AnimationName = MUNazgul_SKL.MUNazgul_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = MUNazgul_SKL.MUNazgul_GTPA
AnimationMode = ONCE
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation
AnimationName = MUNazgul_SKL.MUNazgul_RUNB
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = FIRING_OR_PREATTACK_A
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKA
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKB
AnimationMode = ONCE
End
End
AnimationState = MOVING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_RUNA
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUNazgul_SKL.MUNazgul_HITA
AnimationMode = ONCE
End
End
AnimationState = LEVELED
Animation = Hit_Level_1_a
AnimationName = MUNazgul_SKL.MUNazgul_LVLA
AnimationMode = ONCE
End
End
; AnimationState = ENGAGED
; Animation
; AnimationName = MUNazgul_SKL.MUNazgul_APPA
; AnimationMode = LOOP
; End
; End
AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_CHRA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUNazgul_SKL.MUNazgul_TNTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
AnimationState = RAISING_FLAG
Animation
AnimationName = MUNazgul_SKL.MUNazgul_CHRA
AnimationMode = LOOP
End
End
AnimationState = SELECTED
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUNazgul_SKL.MUNazgul_ATNA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
TransitionState = TRANS_Selected_to_Idle
Animation = ATNF
AnimationName = MUNazgul_SKL.MUNazgul_ATNF
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
End
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING MOUNTED
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE MOUNTED
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE MOUNTED
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING MOUNTED
End
End
; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing
; GondorCavalryRiderless in FactionSubObject.ini
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = BLACKRIDER_THREAT_LEVEL
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
MaxSimultaneousOfType = 6
BountyValue = EVILMEN_BLACKRIDER_BOUNTY_VALUE
DisplayName = OBJECT:MordorKhamul
DisplayNameStrategic = OBJECT:MordorNazgul
RecruitText = CONTROLBAR:MordorKhamulRecruit
ReviveText = CONTROLBAR:MordorKhamulRevive
Hotkey = CONTROLBAR:MordorKhamul
CommandSet = KhamulCommandSet
CommandPoints = 25
BuildCost = NAZGUL_BUILDCOST
BuildTime = NAZGUL_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
ShroudClearingRange = EVILMEN_BLACKRIDER_SHROUD_RANGE
VisionRange = EVILMEN_BLACKRIDER_VISION_RANGE
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
MaxSimultaneousOfType = 1
CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
MountedCrusherLevel = 1
MountedCrushableLevel = 3
CrushWeapon = KnightCrush
MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 20 ; Lose 80 percent of max velocity when crushing.
RamPower = 30;
RamZMult = 0.5;
ArmorSet
Conditions = None
Armor = ToughHeroArmor
DamageFX = NormalDamageFX
End
WeaponSet
Conditions = None
Weapon = PRIMARY EvilMenBlackRiderSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_BlackRiderBody
AutoResolveArmor
Armor = AutoResolve_BlackRiderArmor
End
AutoResolveWeapon
Weapon = AutoResolve_BlackRiderWeapon
End
; *** AUDIO Parameters ***;
VoiceAttack = FellBeastVoiceAttack
VoiceAttackCharge = FellBeastVoiceAttack
VoiceAttackMachine = FellBeastVoiceAttack
VoiceAttackStructure = FellBeastVoiceAttack
; VoiceCreated = EVA:NazgulCreated
; VoiceFullyCreated = EVA:NazgulCreated
VoiceGuard = FellBeastVoiceMove
VoiceMove = FellBeastVoiceMove
VoicePriority = 51
VoiceRetreatToCastle = FellBeastVoiceMove
VoiceSelect = FellBeastVoiceSelect
VoiceSelectBattle = FellBeastVoiceSelect
SoundImpact = ImpactHorse
;GondorKnightVoiceFearCower
;GondorKnightVoiceFearDisperse
;GondorKnightVoiceFearPoint
;GondorKnightVoiceFearRegroup
;GondorKnightVoiceJoinAnybody
;GondorKnightVoiceLineFormation
;GondorKnightVoiceWedgeFormation
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = FellBeastVoiceMove
VoiceEnterUnitMordorMumakil = FellBeastVoiceMove
VoiceEnterUnitSlaughterHouse = FellBeastVoiceMove
VoiceGarrison = FellBeastVoiceMove
VoiceInitiateCaptureBuilding = FellBeastVoiceMove
End
ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceMove = BlackRiderVoiceMoveMountedMS
VoiceSelect = BlackRiderVoiceSelectMountedMS
;SoundMoveStart = GondorHorseMoveStart
End
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = NazgulDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:MUBLKRIDER_SKL.MUBLKRIDER_CHRA Frames:26 38
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_ACCL Frames:8 30
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNA Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNB Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNL1 Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNR1 Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNL Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNR Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:0
;AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEB Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:0
;AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIED Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_IDLC Frames:9
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_TNTB Frames:9
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:10 46
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:20 43
AnimationSound = Sound:BodyFallGenericNoArmor Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:70
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:3 11
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:0
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Human Unit Cavalry Knight
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
ThingClass = CAVALRY_UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE HERO GRAB_AND_DROP INFANTRY ARMY_SUMMARY HEAVY_MELEE_HITTER
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = NAZGUL_HEALTH
MaxHealthDamaged = NAZGUL_HEALTHDAMAGED
RecoveryTime = NAZGUL_HEALTHRECOVERY_TIME
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_BlacRiderDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 3933 ;How long DeathAnim will take.
;InitialSpawnFX = FX_BlackRiderInitialSpawn ;FXList to play when respawning.
RespawnAnim = LEVELED ;Animation to play when respawning.
;RespawnFX = FX_ResurrectionBlackRider ;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 = HIBlackRider_res
;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:750 Time:80000 Health:100% ;DEFAULT VALUES
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
Behavior = AutoHealBehavior ModuleTag_EowynHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = EvilMenBlackRiderFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_CAVALRY_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = 60
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 ;msec
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_08
; Die and don't spawn horse
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.80 ; in Dist/Sec
DestructionDelay = 12000
;ProbabilityModifier = 33
Sound = INITIAL GondorSoldierVoiceDie
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 2000 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 2000 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
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
;;; CAPTURE ;;;
#include "..\..\..\includes\CaptureBuilding.inc"
;--------- SCREECH -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderScreechEnabler
SpecialPowerTemplate = SpecialAbilityScreech
TriggeredBy = Upgrade_BlackRiderNazgulScreech
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderScreech
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
TriggerFX = FX_FearBlast
End
Behavior = SpecialAbilityUpdate ModuleTag_BlackRiderScreechSAUpdate
SpecialPowerTemplate = SpecialAbilityScreech
UnpackTime = 0
AwardXPForTriggering = 0
TriggerSound = NazgulScreech
Instant = Yes
EffectRange = 180
End
;----------------------ABLE TO FIND THE RING BY SMELLING---------------------------
Behavior = StealthDetectorUpdate StealthDetectorUpdateModuleTag
DetectionRate = 500
CancelOneRingEffect = Yes ; forces uses of one-ring to pop out of it
End
;----------------------------CHILL SOUL-----------------------------------------
Behavior = FireWeaponUpdate ModuleTag_WeaponFiring
FireWeaponNugget
WeaponName = ChillSoulRadiusWeapon
Offset = X:0 Y:0 Z:0
FireDelay = 0
OneShot = No
End
End
;--------- DREAD VISAGE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderDreadVisage
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_BlackRiderDreadVisage
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderDreadVisageUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisage
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericDebuff
TriggeredBy = Upgrade_BlackRiderDreadVisage
RefreshDelay = 2000
Range = 200
TargetEnemy = Yes
AntiCategory = LEADERSHIP BUFF ; This means cancel all previous leadership bonuses
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -HORDE
End
Behavior = ModelConditionUpgrade ModuleTag_DreadVisageModelCondition
TriggeredBy = Upgrade_BlackRiderDreadVisage
AddConditionFlags = USER_3
End
Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
InitiallyActive = No
TriggeredBy = Upgrade_BlackRiderDreadVisage
WhichSpecialPower = 1
GenerateTerror = No
GenerateFear = Yes
EmotionPulseRadius = 100
EmotionPulseInterval = 1000
End
;-------------------------------Wrong King------------------------------------------------------
Behavior = StealthUpdate ModuleTag_BilboDisguiseModule
StealthDelay = 1
DisguisesAsTeam = Yes
RevealDistanceFromTarget = 50.0f
OrderIdleEnemiesToAttackMeUponReveal = Yes
InnateStealth = Yes
DisguiseTransitionTime = 2000
DisguiseRevealTransitionTime = 1000
End
Behavior = SpecialPowerModule ModuleTag_BilboDisguiseStarter
SpecialPowerTemplate = SpecialAbilityBilboDisguise
UpdateModuleStartsAttack = no
StartsPaused = No
InitiateSound = CaH_Disguise
End
Behavior = SpecialAbilityUpdate ModuleTag_BilboDisguiseUpdate
SpecialPowerTemplate = SpecialAbilityBilboDisguise
StartAbilityRange = 1000000.0
ApproachRequiresLOS = No
End
;--------- MORGUL BLADE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderMorgulBlade
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
TriggeredBy = Upgrade_BlackRiderMorgulBlade
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderMorgulBladeStarter
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = FellBeastVoiceAttack ;LurtzVoiceAttackCripplingStrike
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BlackRiderMorgulBladeUpdate
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
SkipContinue = Yes
UnpackTime = 250
PreparationTime = 1
PersistentPrepTime = 500
PackTime = 100
AwardXPForTriggering = 0
StartAbilityRange = 15.0
SpecialWeapon = KhamulMorgulBlade
WhichSpecialWeapon = 1
End
Behavior = AutoAbilityBehavior ModuleTag_MorgulBladeAutoAbility
SpecialAbility = SpecialAbilityBlackRiderMorgulBlade
ForbiddenStatus = INSIDE_GARRISON
AllowSelf = No
Query = 1 MORGULBLADE_OBJECT_FILTER
End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
; Generic auto ability.
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate ToggleMountedAI
CommandButtonName = Command_KhamulToggleMounted
SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End
Behavior = AISpecialPowerUpdate ScreechAI
CommandButtonName = Command_SpecialAbilityScreechBlackRider
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Behavior = AISpecialPowerUpdate MorgulBladeAI
CommandButtonName = Command_BlackRiderMorgulBlade
SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
End
Geometry = CYLINDER
GeometryMajorRadius = 16.0
GeometryHeight = 25.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 30
ShadowSizeY = 21
ShadowTexture = ShadowI
; Do I need to change GondorCavalryRiderless?
End
;------------------------------------------------------------------------------------------------
ChildObject KhamulMounted BlackRiderMountedInterface
;---------MOUNT------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
StartsPaused = No
;InitiateSound = FellBeastVoiceMove
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
MountedTemplate = KhamulFellBeast
SynchronizeTimerOnSpecialPower = SpecialAbilityBlackRiderMorgulBlade SpecialAbilityScreech
UnpackTime = 2000
PreparationTime = 0 ; none, cause we hop onto our mount in no time at all :)
PackTime = 0 ; none, cause we hop onto our mount in no time at all :)
OpacityTarget = .0 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
;TriggerSound = FellBeastVoiceMove
End
End
-
Das liegt Daran das du Den eintrag 2mal hast:
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = BLACKRIDER_THREAT_LEVEL
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
MaxSimultaneousOfType = 6
BountyValue = EVILMEN_BLACKRIDER_BOUNT Y_VALUE
DisplayName = OBJECT:MordorKhamul
DisplayNameStrategic = OBJECT:MordorNazgul
RecruitText = CONTROLBAR:MordorKhamulRecruit
ReviveText = CONTROLBAR:MordorKhamulRevive
Hotkey = CONTROLBAR:MordorKhamul
CommandSet = KhamulCommandSet
CommandPoints = 25
BuildCost = NAZGUL_BUILDCOST
BuildTime = NAZGUL_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STR ONG
ShroudClearingRange = EVILMEN_BLACKRIDER_SHROU D_RANGE
VisionRange = EVILMEN_BLACKRIDER_VISIO N_RANGE
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoo t = 2.0%
MaxSimultaneousOfType = 1
Den Roten EInfach löschen den Grünen in "..=1" umwandeln.
Viel Spaß,
Jaegita
-
Danke hat funktioneiert :)
kann mir bitte noch jemand sagen wie ich einen "scale" eintrag formuliere würd mich freuen wenn jemand schrebt ;)
-
Scale = 2
:D
-
ich wollte nochmal fragen ob einer von euch weiß ob man modelle eincoden muss
-
Guck dir doch einfach mal eine Ini von einer Einheit oder eines Helden an? Siehst du da am Anfang vielleicht die Art Parameter?
Dort stehen dann Sachen wie:
DefaultModelConditionState
Model = durid_skn
Skeleton = IUWARGRIDR_SKL
End
oder
AnimationState = PASSENGER
Animation = Grabbed
AnimationName = IUWARGRIDR_GBDA
AnimationMode = LOOP
End
End
Guck dir doch einfach eine Ini an und teste ;)
-
ich weiß aber mein probem ist ob man die wie texturen in eine ini coden muss bevor man sie hinschreiben kann also z.b wie die unitportrait.ini
aber danke dass du geschrieben hast ;)
-
Nein muss man nicht, mit Texturen muss man das aber auch nicht machen, nur mit Buttons und Palantirbilder muss man das machen. Wichtig ist halt nur, dass die Modelle im richtigem Pfad liegen und in der asset.dat sind.
-
weiß eigentlich jemand von euch in welche ini ich sounds eincoden muss?
-
In die eva.ini
-
achso danke ;)
-
bzw in die sound ini
-
ok danke euch beiden ;)