;----------------------------------------------------------
Object CampFlag
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = NONE
End
ModelConditionState = WORLD_BUILDER
Model = NBasePin
End
IdleAnimationState
Animation = flag
AnimationName = NCampsite_SKL.NCampsite_IDLA
AnimationMode = ONCE
AnimationBlendTime = 90
End
End
AnimationState = JUST_BUILT ; for instant-build
Animation = flag
AnimationName = NCampsite_SKL.NCampsite_A
AnimationMode = ONCE
AnimationBlendTime = 0
End
Flags = START_FRAME_LAST
End
AnimationState = UNPACKING
Animation
AnimationName = NCampsite_SKL.NCampsite_A
AnimationMode = ONCE
AnimationBlendTime = 90
End
Flags = START_FRAME_LAST
End
AnimationState = PACKING
Animation = flag
AnimationName = NCampsite_SKL.NCampsite_IDLA
AnimationMode = LOOP
AnimationBlendTime = 90
End
End
End
Draw = W3DFloorDraw DrawFloorBib
ModelName = NCampsite_Bib
End
VoiceSelect = Gui_PlotSelect
DisplayName = OBJECT:CampFlag
EditorSorting = STRUCTURE
Side = Civilian
ArmorSet
Conditions = None
Armor = InvulnerableArmor
DamageFX = EmptyDamageFX
End
CommandSet = CampFlagCommandSet
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE
Body = ImmortalBody ModuleTag_02
MaxHealth = 1
End
Behavior = CastleBehavior ModuleTag_castle
SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Elves FROM_PLAYER FROM_AI FROM_SCRIPT
UseSecondaryBuildList = No
UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes
CastleToUnpackForFaction = Gondor Camp_GondorSW 2000
CastleToUnpackForFaction = Mordor Camp_MordorSW 2000
CastleToUnpackForFaction = Isengard Camp_Isengard 2000
CastleToUnpackForFaction = Rohan Camp_Rohan 2000
CastleToUnpackForFaction = Elves Camp_Elves 2000
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 280.0
FadeTime = 2.0 ; 2 seconds
End
Geometry = CYLINDER
GeometryMajorRadius = 24.0
GeometryMinorRadius = 24.0
GeometryHeight = 24.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;-----------------------------------------------------------RandomTexture = Name der neuen Textur.tga 0 Name der alten Textur.tga
Einfach den Namen der Dateien dort reinschreiben. Dadurch wird die Textur ersetzt.CommandButton Command_PurchaseSpellSummonArnor_Elves
Command = PURCHASE_SCIENCE
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
ButtonImage = B_Elendil_Numenor
Science = SCIENCE_SummonArnor_Elves
TextLabel = CONTROLBAR:SummonArnor_Elves
DescriptLabel = CONTROLBAR:TooltipSummonArnor_Elves
End
CommandButton Command_SpellBookSummonArnor_Elves
Command = SPELL_BOOK
SpecialPower = SpellBookSummonArnor_Elves
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
Options = NEED_TARGET_POS ; Huh, you can't have this flag and a radius cursor: CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:SummonArnor_Elves
ButtonImage = B_Elendil_Numenor
DescriptLabel = CONTROLBAR:TooltipSummonArnor_Elves
RadiusCursorType = SPYDRONE
CursorName = AttackObj
InvalidCursorName = GenericInvalid
End
CommandSet ElvesSpellBookCommandSet
1 = Command_SpellBookHeal_Elves
2 = Command_SpellBookPalantirVision_Elves
3 = Command_SpellBookGaladriel
4 = Command_SpellBookElvenWood_Elves
5 = Command_SpellBookElvenGifts_Elves
6 = Command_SpellBookCloudBreak_MP_Elves
7 = Command_SpellBookYavannaSegen
8 = Command_SpellBookSummonArnor_Elves
End
CommandSet ElvesSpellStoreCommandSet
1 = Command_PurchaseSpellHeal_Elves
2 = Command_PurchaseSpellPalantirVision_Elves
3 = Command_PurchaseSpellGaladriel
4 = Command_PurchaseSpellElvenWood_Elves
5 = Command_PurchaseSpellElvenGifts_Elves
6 = Command_PurchaseSpellCloudBreak_MP_Elves
7 = Command_PurchaseSpellYavannaSegen
8 = Command_PurchaseSpellSummonArnor_Elves
End
Behavior = OCLSpecialPower ModuleTag_SummonArnor_Elves
SpecialPowerTemplate = SpellBookSummonArnor_Elves
OCL = OCL_ArnorSummoning
CreateLocation = CREATE_AT_LOCATION
AvailableAtStart = No
End
ObjectCreationList OCL_ArnorSummoning
CreateObject
ObjectNames = GondorElendil_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = No
Disposition = SPAWN_AROUND
DispositionIntensity = 0
End
CreateObject
ObjectNames = Isildur_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = No
Disposition = SPAWN_AROUND
DispositionIntensity = 0
End
CreateObject
ObjectNames = GondorAnarion_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = No
Disposition = SPAWN_AROUND
DispositionIntensity = 0
End
CreateObject
ObjectNames = LAGondorFighterHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = No
Disposition = SPAWN_AROUND
DispositionIntensity = 0
End
CreateObject
ObjectNames = LAGondorFighterHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = No
Disposition = SPAWN_AROUND
DispositionIntensity = 0
End
CreateObject
ObjectNames = LAGondorArcherHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = No
Disposition = SPAWN_AROUND
DispositionIntensity = 0
End
CreateObject
ObjectNames = LAGondorArcherHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = No
Disposition = SPAWN_AROUND
DispositionIntensity = 0
End
End
Science SCIENCE_SummonArnor_Elves
PrerequisiteSciences = SCIENCE_ELVES SCIENCE_ElvenWood_Elves OR SCIENCE_ELVES SCIENCE_ElvenGifts_Elves
SciencePurchasePointCostMP = 6
IsGrantable = Yes
End
Vorweg: Bitte benutze die Code-Funktion des Forums, wenn du längere Codeblöcke postest, danke.
Sorry, wollte nicht zu viele Themen öffnen, sondern alles in einem schreiben.
SpecialPower SpellBookSummonArnor_Elves
Enum = SPECIAL_SPELL_BOOK_ELVEN_ALLIES
ReloadTime = 360000; in Millisekunden
PublicTimer = No
RadiusCursorRadius = 75,0
RequiredScience = SCIENCE_SummonArnor_Elves
ViewObjectDuration = 5000
ViewObjectRange = 100
End
CommandButton Command_SpellBookSummonArnor_Elves
Command = SPELL_BOOK
SpecialPower = SpellBookSummonArnor_Elves
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
Options = NEED_TARGET_POS CONTEXTMODE_COMMAND; Huh, you can't have this FLAG and a radius cursor: CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:SummonArnor_Elves
ButtonImage = B_Elendil_Numenor
DescriptLabel = CONTROLBAR:TooltipSummonArnor_Elves
RadiusCursorType = SPYDRONE
CursorName = AttackObj
InvalidCursorName = GenericInvalid
End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_GondorHeavyArmor
ArmorSetFlag = PLAYER_UPGRADE
End
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_GondorHeavyArmor
UpgradeTexture = GUManAtArms_HA2.tga 0 gumanatarms_ha.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_VerführteEnabler
SpecialPowerTemplate = SpecialAbilityGandalfGeprüfte
TriggeredBy = Upgrade_RingHero
End
Behavior = SpecialPowerModule ModuleTag_VerführteStarter
SpecialPowerTemplate = SpecialAbilityGandalfGeprüfte
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_Verführte
SpecialPowerTemplate = SpecialAbilityGandalfGeprüfte
MountedTemplate = GondorBoromir_OneRing
SynchronizeTimerOnSpecialPower = SpecialAbilityHornOfGondor SpecialAbilityAragornBladeMaster SpecialAbilityBoromirErnennung SpecialAbilityBoromirOsgiliath
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
End
Behavior = DoCommandUpgrade Module_DoCommandUpgrade
TriggeredBy = Upgrade_RingHero Upgrade_FortressRingHero
RequiresAllTriggers = Yes
GetUpgradeCommandButtonName = Command_SpecialAbilityGlorfindelRingSwitch
End
Das ist der Code, den Boromir benutzt, dass er durch das RingUpgrade zum RingHelden wird. Den CommandButton und die SpecialPower kannst du eigentlich so lassen. Hinter MountedTemplate gibst du das neue Object an, zudem Khamul dann werden soll.ICH MODDE ÜBRIGENDS DEN EDAIN 1 MOD für SuM 1.Achso, dann tut es mir leid, dass ich dir einen Edain 2 Mod code gegeben habe :)
CommandButton Command_SpecialAbilityGlorfindelRingSwitch
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityGandalfGeprüfte
TextLabel = CONTROLBAR:GandalfGeprüfte
Options = TOGGLE_IMAGE_ON_WEAPONSET ON_GROUND_ONLY
FlagsUsedForToggle = MOUNTED
ButtonImage = HSGandalfGeprüfter
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipGandalfGeprüfte
InPalantir = Yes
End
SpecialPower SpecialAbilityGandalfGeprüfte
Enum = SPECIAL_TOGGLE_MOUNTED
ReloadTime = 1000
End
Behavior = ModelConditionUpgrade ModuleTag_ForHigherFXYZ
TriggeredBy = Upgrade_GandalfWhite
AddConditionFlags = USER_4
End
AILuaEventsList = KhamulReduko93functions
MoodAttackCheckRate = 500
<ModelConditionEvent Name="ModelConditionUSER_4">
<Conditions>+USER_4</Conditions>
</ModelConditionEvent>
<EventHandler EventName="ModelConditionUSER_4" ScriptFunctionName="KhamulUpgrade" DebugSingleStep="false"/>
,wenn er es nicht hatte dann fügst du das hinzu <EventList Name="KhamulReduko93functions" Inherit="BaseScriptFunctions">
<EventHandler EventName="ModelConditionUSER_4" ScriptFunctionName="KhamulUpgrade" DebugSingleStep="false"/>
</EventList>
function KhamulUpgrade(self)
ObjectDoSpecialPower(self, "SpecialAbilityGandalfGeprüfte")
end
MountedTemplate = MordorKhamulNazgul
als auch bei SynchronizeTimerOnSpecialPower = SpecialAbilityToggleMounted
nur ERROR. Behavior = ObjectCreationUpgrade MakeTheFreeTreb1
TriggeredBy = Upgrade_GandalfWhite
Delay = 0
ThingToSpawn = MordorKhamulNazgul
End
Behavior = ObjectCreationUpgrade MakeTheFreeTreb2
TriggeredBy = Upgrade_GandalfWhite
Delay = 1000
ThingToSpawn = TötemichEgg
End
Object TötemichEgg
KindOf = INERT IMMOBILE UNATTACKABLE
Body = ActiveBody ModuleTag_MakesKillWork
MaxHealth = 1
End
Behavior = LifetimeUpdate ModuleTag_HatchTrigger
MinLifetime = 1000.0
MaxLifetime = 1000.0
End
Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag
Weapon = TötemichWeapon
End
End
Weapon TötemichWeapon
LeechRangeWeapon = Yes
AttackRange = 99999999
MeleeWeapon = No
DelayBetweenShots = 999999;zur Sicherheit
PreAttackDelay = 0
PreAttackType = PER_SHOT
FiringDuration = 0
RadiusDamageAffects = ALLIES
DamageNugget ; A basic Nugget that just does damage
DamageScalar = 0% ALL -AlterHeld ALLIES ;Sicherheitshalber auch noch mal DaageScalar
Damage = 1000000
Radius = 9999999
DamageType = HERO
DeathType = NORMAL
SpecialObjectFilter = NONE +AlterHeld ALLIES
End
End
;------------------------------Khamul zu Nazgul-------------------------------------------
Behavior = ObjectCreationUpgrade MakeTheFreeTreb1
TriggeredBy = Upgrade_GandalfWhite
Delay = 0
ThingToSpawn = MordorKhamulNazgul
End
Behavior = ObjectCreationUpgrade MakeTheFreeTreb2
TriggeredBy = Upgrade_GandalfWhite
Delay = 1000
ThingToSpawn = TötemichEgg
End
Behavior = CommandSetUpgrade ModueTag_KhamulNazgulCommandSet
TriggeredBy = Upgrade_GandalfWhite
CommandSet = KhamulNazgulCommandSet
End
;--------------------------------------------------------------------------------
Behavior = ModelConditionUpgrade ModuleTag_ForHigherFXYZ
TriggeredBy = Upgrade_GandalfWhite
AddConditionFlags = USER_4
End
Weapon.ini:;-----------------------------------
Weapon TötemichWeapon
LeechRangeWeapon = Yes
AttackRange = 99999999
MeleeWeapon = No
DelayBetweenShots = 999999;zur Sicherheit
PreAttackDelay = 0
PreAttackType = PER_SHOT
FiringDuration = 0
RadiusDamageAffects = ALLIES
DamageNugget ; A basic Nugget that just does damage
DamageScalar = 0% ALL -MordorKhamul ALLIES ;Sicherheitshalber auch noch mal DaageScalar
Damage = 1000000
Radius = 9999999
DamageType = HERO
DeathType = NORMAL
SpecialObjectFilter = NONE +MordorKhamul ALLIES
End
End
CommandButton:CommandButton Command_KhamulzuNazgul
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityGandalfGeprüfte
TextLabel = CONTROLBAR:KhamulzuNazgul
Options = TOGGLE_IMAGE_ON_WEAPONSET ON_GROUND_ONLY
FlagsUsedForToggle = MOUNTED
ButtonImage = HIBlack
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipKhamulzuNazgul
InPalantir = Yes
End
scriptevents.xml: <ModelConditionEvent Name="ModelConditionUSER_4">
<Conditions>+USER_4</Conditions>
</ModelConditionEvent>
function KhamulUpgrade(self)
ObjectDoSpecialPower(self, "SpecialAbilityGandalfGeprüfte")
end
Object TötemichEgg
KindOf = INERT IMMOBILE UNATTACKABLE
Body = ActiveBody ModuleTag_MakesKillWork
MaxHealth = 1
End
Behavior = LifetimeUpdate ModuleTag_HatchTrigger
MinLifetime = 1000.0
MaxLifetime = 1000.0
End
Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag
Weapon = TötemichWeapon
End
End
;---------------------------------------------------------
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = No
TriggeredBy = Upgrade_Level5
RefreshDelay = 2000
Range = 300
ObjectFilter = ANY +MirkwoodBarracks
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_Level5
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
;--------------------------------------------------------------
Was muss ich ändern ( da es so ja nicht funktioniert)?;---------------------------Zwillinge Rumil und Orophin--------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_Level3
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = No
BonusName = ZwillingeRumilLeadership
TriggeredBy = Upgrade_Level3
RefreshDelay = 2000
Range = 30000
ObjectFilter = ANY +ElvesOrophin
End
;----------------------- Rüstungsupgrade -------------------------------------------------------
Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade2
TriggeredBy = Upgrade_Level5
ArmorSetFlag = PLAYER_UPGRADE
End
Behavior = SubObjectsUpgrade Armor_Upgrade2
TriggeredBy = Upgrade_Level5
UpgradeTexture = eurumil.tga 0 eurumil_ha.tga
UpgradeTexture = EUHaldir2.tga 0 EUHaldir2ha.tga
RecolorHouse = No
End
Behavior = AttributeModifierAuraUpdate ModuleTag_BoromirLeadership2
StartsActive = No
BonusName = RüstungPassivLeadership
TriggeredBy = Upgrade_Level5
ObjectFilter = NONE +ElvesRumil
End
;---------------------------Lembas--------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership3
SpecialPowerTemplate = SpecialAbilityFakeLeadership3
TriggeredBy = Upgrade_Level7
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate3
SpecialPowerTemplate = SpecialAbilityFakeLeadership3
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership3
StartsActive = No
BonusName = ZwillingeLembas
TriggeredBy = Upgrade_Level7
RefreshDelay = 2000
Range = 30000
ObjectFilter = NONE +ElvesRumil
End
Object CampFlag
Behavior = CastleBehavior ModuleTag_castlePlayer SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT
UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists.
UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes
CastleToUnpackForFaction = Gondor Camp_GondorNE GONDOR_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Mordor Camp_HaradNE MORDOR_FLAG_CAMP_UNPACK_COST
; CastleToUnpackForFaction = Mordor Camp_MordorNE MORDOR_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Isengard Camp_IsengardNE ISENGARD_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Rohan Camp_RohanNE ROHAN_FLAG_CAMP_UNPACK_COST
End
End
End
Object CampFlagNE
ReplaceModule ModuleTag_castle
Behavior = CastleBehavior ModuleTag_castlePlayer
SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT
UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists.
UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes
CastleToUnpackForFaction = Gondor Camp_GondorNE GONDOR_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Mordor Camp_HaradNE MORDOR_FLAG_CAMP_UNPACK_COST
; CastleToUnpackForFaction = Mordor Camp_MordorNE MORDOR_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Isengard Camp_IsengardNE ISENGARD_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Rohan Camp_RohanNE ROHAN_FLAG_CAMP_UNPACK_COST
End
End
End
Object CampFlagNW
ReplaceModule ModuleTag_castle
Behavior = CastleBehavior ModuleTag_castlePlayer
SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT
UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists.
UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes
CastleToUnpackForFaction = Gondor Camp_GondorNW GONDOR_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Mordor Camp_HaradNW MORDOR_FLAG_CAMP_UNPACK_COST
; CastleToUnpackForFaction = Mordor Camp_MordorNW MORDOR_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Isengard Camp_IsengardNW ISENGARD_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Rohan Camp_RohanNW ROHAN_FLAG_CAMP_UNPACK_COST
End
End
End
Object CampFlagSE
ReplaceModule ModuleTag_castle
Behavior = CastleBehavior ModuleTag_castlePlayer
SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT
UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists.
UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes
CastleToUnpackForFaction = Gondor Camp_GondorSE GONDOR_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Mordor Camp_HaradNE MORDOR_FLAG_CAMP_UNPACK_COST
; CastleToUnpackForFaction = Mordor Camp_MordorSE MORDOR_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Isengard Camp_IsengardSE ISENGARD_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Rohan Camp_RohanSE ROHAN_FLAG_CAMP_UNPACK_COST
End
End
End
Object CampFlagSW
ReplaceModule ModuleTag_castle
Behavior = CastleBehavior ModuleTag_castlePlayer
SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT
SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT
UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists.
UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes
CastleToUnpackForFaction = Gondor Camp_GondorSW GONDOR_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Mordor Camp_HaradNW MORDOR_FLAG_CAMP_UNPACK_COST
; CastleToUnpackForFaction = Mordor Camp_MordorSW MORDOR_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Isengard Camp_IsengardSW ISENGARD_FLAG_CAMP_UNPACK_COST
CastleToUnpackForFaction = Rohan Camp_RohanSW ROHAN_FLAG_CAMP_UNPACK_COST
End
End
End
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
TriggeredBy = Upgrade_ElvesFaction
End
Behavior = SubObjectsUpgrade ForgedBlade_Upgrade
TriggeredBy = Upgrade_ElvesFaction
HideSubObjects = P1
End
Upgrade Upgrade_ElvesFaction
DisplayName = UPGRADE:ElvesFaction
Type = PLAYER
End
ElvesWallUpgradeModuleTag
einfügen, oder müsste ich das irgendwo genauer definieren??
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
TriggeredBy = Upgrade_ElvesFaction
End
Behavior = SubObjectsUpgrade ForgedBlade_Upgrade
TriggeredBy = Upgrade_ElvesFaction
HideSubObjects = P1
End
art\w3d\ri\rivwalkway3.w3d
art\w3d\ri\rivwalkway3t.w3d
gewählt. ;------------------------------------------------------------------------------
Object ImladrisCastleWalllong
SelectPortrait = BRCastleWall
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = No
DefaultModelConditionState
Model = ebimlawall1
End
;------------Build Up States
ModelConditionState = BASE_BUILD
Model = ebimlawall1_bld
ParticleSysBone = NONE BuildingContructDust
End
AnimationState = BASE_BUILD
Animation
AnimationName = ebimlawall1_bld.ebimlawall1_bld
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.0 2.5 ; keep range wide to avoid lockstep anims
End
End
AnimationState = JUST_BUILT
Animation
AnimationName = ebimlawall1_bld.ebimlawall1_bld
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = DAMAGED
Model = ebimlawall1_d
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = ebimlawall1_d
End
AnimationState = REALLYDAMAGED
Animation = ReallyDamagedanimation
AnimationName = ebimlawall1_d.ebimlawall1_d
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = ebimlawall1_d
End
AnimationState = RUBBLE
Animation = Death
AnimationName = ebimlawall1_d.ebimlawall1_d
AnimationMode = ONCE
End
EnteringStateFX = FX_WallDie
End
ModelConditionState = POST_RUBBLE
Model = None
End
ModelConditionState = POST_COLLAPSE
Model = None
End
End
PlacementViewAngle = 0
DisplayName = OBJECT:ImladrisCastleWall
Side = Elves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
ArmorSet
Armor = StructureArmor
End
SoundOnDamaged = BuildingLightDamageWood
SoundOnReallyDamaged = BuildingHeavyDamageWood
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE IMMOBILE SCORE WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE MADE_OF_WOOD
Behavior = CastleMemberBehavior ModuleTag_CMB
CountsForEvaCastleBreached = Yes
End
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Body = StructureBody ModuleTag_05
MaxHealth = 1500.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
Behavior = DestroyDie ModuleTag_07
End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = WallBonus
RefreshDelay = 2000
End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 35.0
GeometryHeight = 60.0
GeometryContactPoint = X:-50 Y:-40 Z:0 Grab
GeometryContactPoint = X:0 Y:-40 Z:40 Grab
GeometryContactPoint = X:50 Y:-40 Z:0 Grab
GeometryContactPoint = X:-50 Y:40 Z:0 Grab
GeometryContactPoint = X:0 Y:40 Z:40 Grab
GeometryContactPoint = X:50 Y:40 Z:0 Grab
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
CommandButton Command_ConstructWestfoldBogenHorde
Command = UNIT_BUILD
Object = WestfoldBogenHorde
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructWestfoldBogenHorde
ButtonImage = UIHaradArcher
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipWestfoldBogenHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
CommandButton Command_ConstructWestfoldSpeerHorde
Command = UNIT_BUILD
Object = WestfoldSpeerHorde
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructWestfoldSpeerHorde
ButtonImage = BMHaradrimPalace_Haradrim
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipWestfoldSpeerHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
;----------------------------------------------------------------------------------------------
Object GondorCastleWall
SelectPortrait = BPCastleWall
Draw = W3DScriptedModelDraw Draw_Wall
WallBoundsMesh = P1
DefaultModelConditionState
Model = GBCASTWALL
End
ModelConditionState = WORLD_BUILDER
Model = GBCASTWALLW
End
ModelConditionState = BASE_BUILD
Model = GBCASTWALL_A
End
AnimationState = BASE_BUILD
StateName = STATE_None
Animation
AnimationName = GBCASTWALL_A.GBCASTWALL_A
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.0 2.5 ; keep range wide to avoid lockstep anims
End
End
ModelConditionState = JUST_BUILT
Model = GBCASTWALL_A
End
AnimationState = JUST_BUILT
StateName = STATE_None
Animation
AnimationName = GBCASTWALL_A.GBCASTWALL_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED UPGRADE_NUMENOR_STONEWORK
Model = GBCASTWALL_UA
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED UPGRADE_NUMENOR_STONEWORK
Animation
AnimationName = GBCASTWALL_UA.GBCASTWALL_UA
AnimationMode = MANUAL
End
StateName = STATE_None
Flags = START_FRAME_FIRST
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = GBCASTWALL_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation
AnimationName = GBCASTWALL_A.GBCASTWALL_A
AnimationMode = MANUAL
End
StateName = STATE_None
Flags = START_FRAME_FIRST
End
ModelConditionState = DAMAGED UPGRADE_NUMENOR_STONEWORK
Model = GBCASTWALL_UD1
End
ModelConditionState = DAMAGED
Model = GBCASTWALL_D1
End
AnimationState = DAMAGED
StateName = STATE_None
End
TransitionState = TRANS_U_IntoReallyDamaged
EnteringStateFX = FX_BuildingReallyDamaged
Animation = D2
AnimationName = GBCASTWALL_UD2.GBCASTWALL_UD2
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
ModelConditionState = REALLYDAMAGED UPGRADE_NUMENOR_STONEWORK
Model = GBCASTWALL_UD2
End
AnimationState = REALLYDAMAGED UPGRADE_NUMENOR_STONEWORK
StateName = STATE_ReallyDamaged
Flags = START_FRAME_LAST
Animation = ReallyDamagedanimation
AnimationName = GBCASTWALL_UD2.GBCASTWALL_UD2
AnimationMode = MANUAL
AnimationBlendTime = 0
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_None" or Prev == "STATE_Rubble"
then
CurDrawableSetTransitionAnimState("TRANS_U_IntoReallyDamaged")
end
EndScript
End
ModelConditionState = REALLYDAMAGED
Model = GBCASTWALL_D2
End
AnimationState = REALLYDAMAGED
StateName = STATE_ReallyDamaged
Animation = ReallyDamagedanimation
AnimationName = GBCASTWALL_D2.GBCASTWALL_D2
AnimationMode = ONCE
End
End
TransitionState = TRANS_U_IntoRubble
Animation = D3
AnimationName = GBCASTWALL_UD3.GBCASTWALL_UD3
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
ModelConditionState = RUBBLE UPGRADE_NUMENOR_STONEWORK
Model = GBCASTWALL_UD3
ParticleSysBone NONE BuildingChunkBitsTrail
ParticleSysBone NONE ExplosiveMineFire02
End
AnimationState = RUBBLE UPGRADE_NUMENOR_STONEWORK
StateName = STATE_Rubble
Flags = START_FRAME_LAST
Animation = Death
AnimationName = GBCASTWALL_UD3.GBCASTWALL_UD3
AnimationMode = MANUAL
AnimationBlendTime = 0
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_ReallyDamaged" or Prev == "STATE_None" or Prev == "TRANS_U_IntoReallyDamaged"
then
CurDrawableSetTransitionAnimState("TRANS_U_IntoRubble")
end
EndScript
End
ModelConditionState = RUBBLE
Model = GBCASTWALL_D3
ParticleSysBone NONE BuildingChunkBitsTrail
ParticleSysBone NONE ExplosiveMineFire02
End
AnimationState = RUBBLE
Animation = Death
AnimationName = GBCASTWALL_D3.GBCASTWALL_D3
AnimationMode = ONCE
End
StateName = STATE_Rubble
EnteringStateFX = FX_WallDie
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = GBCASTWALL_U
End
AnimationState = UPGRADE_NUMENOR_STONEWORK
EnteringStateFX = GenericBuildingUpgrade
End
ModelConditionState = POST_RUBBLE
Model = None
End
ModelConditionState = POST_COLLAPSE
Model = None
End
End
VoiceSelect = Gui_PlotSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:WallDie Animation:GBCASTWALL_UD3.GBCASTWALL_UD3 Frames:0
End
DisplayName = OBJECT:GondorCastleWall
EditorSorting = STRUCTURE
Side = Gondor
BuildTime = CASTLE_WALL_REBUILD_TIME
BuildCost = CASTLE_WALL_REBUILD_COST
ShroudClearingRange = 160
ArmorSet
Conditions = None
Armor = GondorCastleWall
DamageFX = MinasWallADamageFX
End
KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR SELECTABLE NOT_AUTOACQUIRABLE
RadarPriority = STRUCTURE
VisionRange = GONDOR_ARCHER_VISION_RANGE
KeepSelectableWhenDead = Yes
CommandSet = GenericSelfRepairCommandSet
Body = ActiveBody ModuleTag_02
MaxHealth = GONDOR_CASTLE_WALL_HEALTH
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = WINDOW_N01
End
Behavior = GettingBuiltBehavior ModuleTag_GettingBuilt
SelfBuildingLoop = BuildingConstructionLoop
SelfRepairFromDamageLoop = NoSound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
SpawnTimer = -1.0
RebuildTimeSeconds = CASTLE_WALL_REBUILD_TIME
End
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Behavior = CastleMemberBehavior ModuleTag_CMB
CountsForEvaCastleBreached = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = WallBonus
RefreshDelay = 2000
ObjectFilter = ALL -MACHINE
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_GondorFaction
HideSubObjects = GondorCastleWall
End
Behavior = CastleUpgrade ModuleTag_TriggedModule
TriggeredBy = Upgrade_GoodFactionFestung
Upgrade = Upgrade_GoodFactionFestung
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_GoodFactionFestung
ShowSubObjects = GondorCastleWall
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_NumenorStonework
AttributeModifier = NumenorStonework_Bonus
CustomAnimAndDuration = AnimState:UPGRADE_NUMENOR_STONEWORK AnimTime:0
End
Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
DeathTypes = ALL
StartsActive = Yes
ActiveDuringConstruction = Yes
DeathWeapon = CastleWallDeath
End
Behavior = FireWeaponWhenDeadBehavior FireDeadTag2
DeathTypes = ALL
StartsActive = Yes
ActiveDuringConstruction = Yes
DeathWeapon = StandardWallDeath
End
Geometry = BOX
GeometryMajorRadius = 22.0
GeometryMinorRadius = 90.0
GeometryHeight = 53.0
GeometryOffset = X:-3 Y:0 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 26.0
GeometryMinorRadius = 0
GeometryHeight = 53.0
GeometryOffset = X:-10 Y:-80 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 26.0
GeometryMinorRadius = 0
GeometryHeight = 53.0
GeometryOffset = X:-10 Y:80 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 18.0
GeometryMinorRadius = 1.0
GeometryHeight = 53.0
GeometryOffset = X:-10 Y: 98 Z:0
GeometryName = Bookend
AdditionalGeometry = BOX
GeometryMajorRadius = 18.0
GeometryMinorRadius = 1.0
GeometryHeight = 53.0
GeometryOffset = X:-10 Y:-98 Z:0
GeometryName = Bookend
GeometryContactPoint = X:-29.397 Y:0.326 Z:108.421 Swoop
GeometryContactPoint = X: 40 Y:-70 Z:0 Grab
GeometryContactPoint = X:-40 Y:-60 Z:0 Grab
GeometryContactPoint = X: 23 Y:-40 Z:0 Grab
GeometryContactPoint = X:-18 Y:-40 Z:0 Grab
GeometryContactPoint = X: 23 Y: 40 Z:0 Grab
GeometryContactPoint = X:-40 Y: 40 Z:0 Grab
GeometryContactPoint = X: 40 Y: 60 Z:0 Grab
GeometryContactPoint = X:-40 Y: 70 Z:0 Grab
GeometryIsSmall = No
GeometryRotationAnchorOffset = X:375.0 Y:0.0
Shadow = SHADOW_VOLUME
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_GondorFaction
HideSubObjects = GondorCastleWall
End
Behavior = CastleUpgrade ModuleTag_TriggedModule
TriggeredBy = Upgrade_GoodFactionFestung
Upgrade = Upgrade_GoodFactionFestung
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_GoodFactionFestung
ShowSubObjects = GondorCastleWall
End
Upgrade Upgrade_GoodFactionFestung
DisplayName = UPGRADE:GoodFactionFestung
Type = PLAYER
BuildTime = 30
BuildCost = 2500
End
CommandButton Command_UpgradeLGoodFactionFestung
Command = OBJECT_UPGRADE
Upgrade = Upgrade_GoodFactionFestung
Options = CANCELABLE NEED_UPGRADE
ButtonImage = BRWall
ButtonBorderType = UPGRADE
Radial = Yes
InPalantir = Yes
TextLabel = CONTROLBAR:GoodFactionFestung
DescriptLabel = CONTROLBAR:ToolTipGoodFactionFestung
End
;-------------------------------------------------------------------------
;Rüstungsupgrade;
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_GondorFaction
HideSubObjects = SCHULTER_01 SCHULTER_02 RUESTUNG ARMSCHIENEN BEINSCHIENEN
End
Behavior = CastleUpgrade ModuleTag_ForgeArrowUpgrade
TriggeredBy = Upgrade_GondorHeavyArmor
Upgrade = Upgrade_GondorHeavyArmor
End
Behavior = SubObjectsUpgrade ModuleTag_ShowAll
TriggeredBy = Upgrade_GondorHeavyArmor
ShowSubObjects = SCHULTER_01 SCHULTER_02 RUESTUNG ARMSCHIENEN BEINSCHIENEN
End
;-------------------------------------------------------------------------
;Rüstungsupgrade;
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_GondorFaction
HideSubObjects = SCHULTER_01 SCHULTER_02 RUESTUNG ARMSCHIENEN BEINSCHIENEN
End
Behavior = SubObjectsUpgrade ModuleTag_ShowAll
TriggeredBy = Upgrade_GondorHeavyArmor
ShowSubObjects = SCHULTER_01 SCHULTER_02 RUESTUNG ARMSCHIENEN BEINSCHIENEN
End
LETTER:G
"G"
END
geht mir schon auf die Nerven. :-| Wenn jemand eine fertig umgewandelte str.-Datei Besitz bitte schickt sie mir.