Modding Union
Modderecke => Coding => Thema gestartet von: Legendrix am 23. Jun 2016, 12:52
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Hallo.
Ich würde gerne eine Horde mit 7 Wargen und einen Killerwarg, der die Rolle des Bannerträgers einnimmt, erstellen. Da ich annehme das es ohne Bannerträger keine Horde gibt die sich von alleine wieder aufstockt, sollte es einen Wargreiter- Bannerträger bekommen.
In der evilfactionhordes folgender Code:
;////////////////////////////////////////////////////////////////////////////////
Object KillerWargHorde
ButtonImage = UIWarg
SelectPortrait = UPNeutral_Warg
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None ;InvisHrdeTmp5x1
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkIUWar
End
End
Side = Isengard
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:Killerwarg
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
; WeaponSet
; Conditions = None
; Weapon = PRIMARY KillerWargWeapon
; End
; *** AUDIO Parameters ***;
BuildCost = 600
BuildTime = 25
VisionRange = VISION_STANDARD_HORSE
ShroudClearingRange = VISION_STANDARD_HORSE
CommandPoints = 20
CommandSet = KillerWargHordeCommandSet
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
MinCrushVelocityPercent = 60% ; 50%
CrushDecelerationPercent = 30% ; 25%
CrushKnockback = 40 ; how hard we knock back crushed units.
CrushZFactor = 1.0 ; How much we knock upwards.
TransportSlotCount = 1
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAVALRY HORDE MELEE_HORDE ARMY_SUMMARY ;UNATTACKABLE
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AttackPriority = AttackPriority_Cavalry
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE +RohanTreeBerd +GondorGwaihir +RohanEntFir +RohanEntBirch +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil
AlwaysAfraidOf = NONE +MordorBalrog +RohanOathbreaker +MordorWitchKing +MordorSauron +MordorSauron_Kampa
PointAt = NONE +GondorGwaihir
HeroScanDistance = 150
FearScanDistance = CAVALRY_FEAR_SCAN_RADIUS ;250
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = UncontrollableFear_Base_Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
Behavior = HorseHordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = KillerWarg 1
InitialPayload = NeutralWarg 7
Slots = 8
PassengerFilter = NONE +CAVALRY +IsengardBannerOrc
ShowPips = No
RandomOffset = X:15 Y:4
; Banner Carrier info
BannerCarriersAllowed = IsengardBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:IsengardWargRider Pos:X:40 Y:20 ; (DEFAULT) position of banner carrier for fighter horde
RandomOffset = X:2 Y:2
RankInfo = RankNumber:1 UnitType:KillerWarg Position:X:45 Y:-10
RankInfo = RankNumber:2 UnitType:NeutralWarg Position:X:13 Y:-40 Position:X:3 Y:-13 Position:X:10 Y:12 Position:X:13 Y:36
RankInfo = RankNumber:3 UnitType:NeutralWarg Position:X:-17 Y:-29 Position:X:-27 Y:0 Position:X:-15 Y:27
RanksToReleaseWhenAttacking = 1 2 3
ThisFormationIsTheMainFormation = Yes
MeleeAttackLeashDistance = 25
AttributeModifiers = IsengardWargSkirmish
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = SpecialPowerModule ModuleTag_HowlUpdate
SpecialPowerTemplate = SpecialAbilityWargHowl
UpdateModuleStartsAttack = No
AttributeModifier = IsengardWargHowl
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +CAVALRY
AttributeModifierFX = FX_WargHowl
End
LocomotorSet
Locomotor = WargCavalryHordeLocomotor
Condition = SET_NORMAL
Speed = 90
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_IsengardBasicTraining Upgrade_TechnologyIsengardBasicTraining
RequiresAllTriggers = Yes
LevelsToGain = 1
LevelCap = 2
End
Geometry = BOX
GeometryMajorRadius = 12.0
GeometryMinorRadius = 24.0
GeometryHeight = 20.0
GeometryIsSmall = No
End
Dazu in der experience, commandoset, commandobutton
Das Ergebniss ist das ich sie zwar kaufen kann. Aber es kommen keine Einheiten raus.
Hab ich etwas vergessen oder könnte mir jemand sagen wo der Fehler liegt?
Ich dachte es könnte vlt daran liegen das die Warge und der Killerwarg neutral sind. Ich änderte sie auf Side = Isengart
(weiß nicht was das jetzt bewirken tut)
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Ich nehme an, dass 2 InitialPayload zeilen nicht klappen. (Bin nur am Handy kann von daher nicht in den Codes nachschauen oder nachtesten, erinnere mich aber nicht dies irgendwo gesehen zu haben.)
Falls du den Killerwarg von Anfang an willst, dann könntest du die Horde auf Stufe 2 starten lassen oder das Banner Update direkt geben lassen.
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Was soll an den InitialPayload nicht klappen?
Na gut dafür müsste doch der Killerwarg erstmal als Bannerträger codiert sein? Aktuell ist er ja noch bei den normalen Units. Bin mir auch nicht sicher ob der Killerwarg als art bannerträger funktionieren würde
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Also die Warghorde funktioniert doch, ich kann sie nur nicht in gebäuden bauen warum auch immer, was aber nicht weiter schlimm ist da ich so plane das sie sich in der Kampagane anschließen tut. Dazu hab ich noch eine 40 Mann starke Goblincombo- Horde erstellt.
Jetzt will ich noch eine Spinnenhorde mit Morgulork- Bannerträger, 7 kleinen Spinnen und 1 mittlerer Spinne erstellen. Aber irgentwie erscheinen nur alle Spinnen lose.
Hat da jemand ne ahnung warum das sein kann?
Hier die codes:
;////////////////////////////////////////////////////////////////////////////////
Object SpiderHorde
ButtonImage = HIShelob
SelectPortrait = UPMirkwoodSpider
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY SIEGE_CONTAIN
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkMUSol
End
End
Side = Mordor
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:SpiderHorde
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
; *** AUDIO Parameters ***;
BuildCost = 250
BuildTime = 20
VisionRange = VISION_STANDARD_MELEE
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandPoints = 20
CommandSet = GoblinHordeCommandSet
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = 1
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
; Behavior = AIUpdateInterface ModuleTag_03
; AutoAcquireEnemiesWhenIdle = Yes
; MoodAttackCheckRate = 500
; AILuaEventsList = ShelobFunctions
; MaxCowerTime = 7500
; MinCowerTime = 5000
; End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions ; ShelobFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = GiantSpider 1
InitialPayload = GiantSpider_Small 7
Slots = 8
PassengerFilter = ANY +INFANTRY
ShowPips = No
; Banner Carrier info
BannerCarriersAllowed = MorgulBannerOrc
BannerCarrierPosition = UnitType:MordorFighter Pos:X:0.0 Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde
RandomOffset = X:6 Y:6
RankInfo = RankNumber:1 UnitType:GiantSpider Position:X:35 Y:0
RankInfo = RankNumber:2 UnitType:GiantSpider_Small Position:X:30 Y:-30 Position:X:30 Y:30
RankInfo = RankNumber:3 UnitType:GiantSpider_Small Position:X:0 Y:-25 Position:X:0 Y:25
RankInfo = RankNumber:4 UnitType:GiantSpider_Small Position:X:-25 Y:-35 Position:X:-30 Y:0 Position:X:-25 Y:35
; ComboHorde = Target: Result: InitiateVoice:
RanksToReleaseWhenAttacking = 1 2 3 4
MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS; 350 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE +RohanTreeBerd +GondorGwaihir +RohanEntFir +RohanEntBirch +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil
AlwaysAfraidOf = NONE +MordorBalrog +RohanOathbreaker +MordorWitchKing +MordorSauron +MordorSauron_Kampa
PointAt = NONE +GondorGwaihir
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS ;250
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = UncontrollableFear_Base_Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = OVERRIDE Taunt_Base
End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
QuarrelProbability = 0.2%
AddEmotion = Quarrel_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = 41
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_MordorBasicTraining Upgrade_TechnologyMordorBasicTraining
RequiresAllTriggers = Yes
LevelsToGain = 1
LevelCap = 2
End
Geometry = BOX
GeometryMajorRadius = 40
GeometryMinorRadius = 40
GeometryHeight = 8.0
GeometryIsSmall = No
End
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Niemand der sich damit auskennt ? Kann es sein das das Spiel keine Horde mit Unit typ Monster erkennt?
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Ob der Typ MONSTER bei der Rekrutierung Probleme verursacht kann ich jetzt nicht sagen, da ich das nie ausprobiert habe, was ich aber weiß ist, dass die Rekrutierung von gemischten Horden nicht normal möglich ist. Das geht nur über Umwege (Eggs, die die Horde beschwören), aber auch das führt häufig zu Bugs.
Sobald ich zuhause bin, kann ich mir das aber nochmal genauer anschauen.
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Ja also aus einen Gebäude kommen sie nicht. Aber wie schon erwähnt ist das für mich nicht so wichtig. Ich wil die auf einer Map platzieren in Kampagne oder durch Cods und sie sich so anschließen tun.
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Kann es sein das das Spiel keine Horde mit Unit typ Monster erkennt?
So ist es.
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Ich hab sie jetzt auf Unit Typ INFANTRY gesetzt, in der unit.ini und der hordes.ini aber es funktioniert trotzdem nicht.
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Naja, du hast ein InitialPayload mit zwei verschiedenen Einheiten gesetzt, die Horde an sich hat aber nicht die Eigenschaften, die eine COMBO-Horde benötigt (KindOf etc.). Überprüfe das erstmal mit Original-Einträgen und dann schaust du dir die Unit an sich an - da scheinen mir ein paar Einträge zu fehlen, die dafür sorgen, dass die Einheit überhaupt eine Horden-Einheit sein kann. ;)
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Aber bei der warghorde hat es doch auch funktioniert, da hab ich die Codes von den wargreitern übernommen, also auch keine combohorde. Bzw. Gelten Objekte und das dazugehörige childsobjekt überhaupt als 2 verschiedene?
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Kein erfahrender Modder den das Projekt reizen tut? ;)
Hier der überarbeitete Cod:
;////////////////////////////////////////////////////////////////////////////////
Object SpiderHorde
ButtonImage = HIShelob
SelectPortrait = UPMirkwoodSpider
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY SIEGE_CONTAIN
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkMUSol
End
End
Side = Mordor
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:SpiderHorde
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
; *** AUDIO Parameters ***;
BuildCost = 250
BuildTime = 20
VisionRange = VISION_STANDARD_MELEE
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandPoints = 20
CommandSet = GoblinHordeCommandSet
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = 1
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
; Behavior = AIUpdateInterface ModuleTag_03
; AutoAcquireEnemiesWhenIdle = Yes
; MoodAttackCheckRate = 500
; AILuaEventsList = ShelobFunctions
; MaxCowerTime = 7500
; MinCowerTime = 5000
; End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions ; ShelobFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = GiantSpider 1
InitialPayload = GiantSpider_Small 7
Slots = 8
PassengerFilter = ANY +INFANTRY
ShowPips = No
; Banner Carrier info
BannerCarriersAllowed = MorgulBannerOrc
BannerCarrierPosition = UnitType:MordorFighter Pos:X:0.0 Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde
RandomOffset = X:6 Y:6
RankInfo = RankNumber:1 UnitType:GiantSpider Position:X:35 Y:0
RankInfo = RankNumber:2 UnitType:GiantSpider_Small Position:X:30 Y:-30 Position:X:30 Y:30
RankInfo = RankNumber:3 UnitType:GiantSpider_Small Position:X:0 Y:-25 Position:X:0 Y:25
RankInfo = RankNumber:4 UnitType:GiantSpider_Small Position:X:-25 Y:-35 Position:X:-30 Y:0 Position:X:-25 Y:35
; ComboHorde = Target: Result: InitiateVoice:
RanksToReleaseWhenAttacking = 1 2 3 4
MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS; 350 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE +RohanTreeBerd +GondorGwaihir +RohanEntFir +RohanEntBirch +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil
AlwaysAfraidOf = NONE +MordorBalrog +RohanOathbreaker +MordorWitchKing +MordorSauron +MordorSauron_Kampa
PointAt = NONE +GondorGwaihir
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS ;250
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = UncontrollableFear_Base_Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = OVERRIDE Taunt_Base
End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
QuarrelProbability = 0.2%
AddEmotion = Quarrel_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = 41
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_MordorBasicTraining Upgrade_TechnologyMordorBasicTraining
RequiresAllTriggers = Yes
LevelsToGain = 1
LevelCap = 2
End
Geometry = BOX
GeometryMajorRadius = 40
GeometryMinorRadius = 40
GeometryHeight = 8.0
GeometryIsSmall = No
End
Und aus der giantspider.ini
Object GiantSpider
; *** ART Parameters ***
SelectPortrait = UPMirkwoodSpider
Draw = W3DScriptedModelDraw ModuleTag_01G
DefaultModelConditionState
Model = MUShelob_SKN
Skeleton = MUShelob_SKL
End
IdleAnimationState
Animation = IDLA
AnimationName = MUShelob_IDLA
AnimationMode = ONCE
End
Flags = RANDOMSTART
End
AnimationState = DYING
Animation = DIEA
AnimationName = MUShelob_DIEA
AnimationMode = ONCE
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = MUShelob_ATKA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.25
End
End
AnimationState = TURN_LEFT
StateName = Turn
Animation = Walk
AnimationName = MUShelob_TRNL
AnimationMode = LOOP
End
End
AnimationState = TURN_RIGHT
StateName = Turn
Animation = Walk
AnimationName = MUShelob_TRNR
AnimationMode = LOOP
End
End
AnimationState = MOVING
Animation = RUNA
AnimationName = MUShelob_RUNA
AnimationMode = LOOP
End
End
AnimationState = MOVING BACKING_UP
Animation = BAKA
AnimationName = MUShelob_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING
Animation = StunFlail
AnimationName = MUShelob_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED
Animation = Stun
AnimationName = MUShelob_LNDA
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP
Animation = Stun
AnimationName = MUShelob_GTPA
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUShelob_HITA
AnimationMode = ONCE
End
End
End
; ***DESIGN parameters ***
Side = Mordor ; Neutral
EditorSorting = UNIT
ThreatLevel = 1.0
VisionRange = 180.0
DisplayName = OBJECT:GiantSpider
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
Scale = 0.67
WeaponSet
Conditions = None
Weapon = PRIMARY MinorSpiderMandibles
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = ShelobArmor
DamageFX = NormalDamageFX
End
; *** AUDIO Parameters ***;
VoiceAmbushed = ShelobVoiceDie
VoiceAttack = ShelobVoiceAttack
VoiceAttackCharge = ShelobVoiceAttack
VoiceAttackMachine = ShelobVoiceAttack
VoiceAttackStructure = ShelobVoiceAttack
VoiceCreated = ShelobVoiceSelect
VoiceFullyCreated = ShelobVoiceSelect
VoiceMove = ShelobVoiceMove
VoiceMoveToCamp = ShelobVoiceMove
VoiceMoveWhileAttacking = ShelobVoiceMove
VoicePriority = 50
VoiceRetreatToCastle = ShelobVoiceDie
VoiceSelect = ShelobVoiceSelect
VoiceSelectBattle = ShelobVoiceSelect
VoiceGuard = ShelobVoiceMove
SoundAmbient = SpiderFoleyAmbientLoop
SoundImpact = ImpactHorse
SoundMoveLoop = SpiderMoveLoop
RadarPriority = UNIT
KindOf = PRELOAD INFANTRY SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ENVIRONMENT SELECTABLE ; MONSTER
Behavior = AIUpdateInterface ModuleTag_03as
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions ; ShelobFunctions
MaxCowerTime = 7500
MinCowerTime = 5000
End
LocomotorSet
Locomotor = GiantSpiderLocomotor
Condition = SET_NORMAL
Speed = 50
End
Body = ActiveBody ModuleTag_Bodydf
MaxHealth = 450 ;1500 ;BALANCE Giant Spider Health
End
Behavior = PhysicsBehavior ModuleTag_04gh
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05jk
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 6.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GiantSpiderDie
Sound = INITIAL ShelobVoiceDie
End
Behavior = SquishCollide ModuleTag_06lö
End
Geometry = CYLINDER
GeometryMajorRadius = 50.0
GeometryMinorRadius = 50.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_DECAL
ShadowSizeX = 55;
ShadowSizeY = 30;
ShadowOffsetX = -8;
ShadowTexture = ShadowI;
End
;-----------------------------------------------------------------
ChildObject GiantSpider_Slaved GiantSpider
Behavior = SlavedUpdate ModuleTag_Slave
GuardMaxRange = 100.0
GuardWanderRange = 100.0
End
End
;-----------------------------------------------------------------
ChildObject GiantSpider_Small GiantSpider
Scale = 0.5
KindOf = PRELOAD INFANTRY SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ENVIRONMENT SELECTABLE ; MONSTER ;;;
Body = ActiveBody ModuleTag_Body
MaxHealth = 250 ;BALANCE Small Giant Spider Health
End
GeometryMajorRadius = 25.0
GeometryMinorRadius = 25.0
GeometryHeight = 15.0
End
Das Resultat ist weiterhin das die Spinnen lose erscheinen [ugly]