Modding Union
Edain Mod => [Edain] Support => Thema gestartet von: Red XII am 11. Mär 2009, 15:19
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tachen leutz erstmal loooool ich liebe eure mod ist um längen besser als das original :D stürzt zwar auch bei mir ab wenn ich z.b mit mordor spiele dauert es ne weile, bei gundabag gehts relativ schnell ..... hab n original spiel und bla bla bla is ja auch egal das is net mein problem.....
also ich hatte mir den drachen drogoth größer gemacht mit na Scale von 2 ok der is jetzt schön groß, das gleiche hab ich dann bei shelob/kankra und dem Witchking von Angmar gemacht aba deren größe ändert sich net ???
wieso funk. es beim drachen aba net bei den anderen beiden ???
so dann wollte ich noch bei Isengart den helden Angmar Witchking bauen habs dann so gemacht:
BuildableHeroesMP = CreateAHero IsengardWormTongue IsengardLurtz IsengardSharku IsengardSaruman AngmarWitchking
so aba im spiel ist er bei isengart nicht vorhanden ???habs unter _a997_Edain abgespeichert aba funk. net, dann hab ichs mal bei den anderen probiert also bei der _a999_Edain und bei der _Edain_Data
doch wenn ich da die werte eingebe funk es auch net ?????
Und dann meine letzte Frage wo kann ich den Wert von Sauron HP verändern ????? hab ihn bei der
data\ini\gamedata.ini gefunden sprich also Sauron hab dann den wert auf 20000 geschraubt aba im spiel hat er trozdem nur 10000 wenn ich mich jetzt nicht ganz stark irre jedenfalls nicht den wert den ich eingetragen hatte und bei der datei
data\ini\includes\game....
da steht niergens Sauron oder wie hieß das noch ma ??? Gothmog ???? na ja ihr wisst ja was ich mein hab dort jedenfalls sein namen nicht gefunden ???
könnt ihr mir büdde da weiterhelfen
Mit vielen lieben grüßen euer
Red XII
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Etwas weniger "?????????" wären nett ;)
Groß-/Kleinschreibung hat auch noch niemandem geschadet ;)
Helfen kann ich dir leider net :D
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Zum ersten: Scal Einrtag wäre es gut wenn du die Ini zeigst. Aber ichd enke das ist nur falsch eingetragen.
Zum 2: Du musst den Baubutton in der Isengard Festung Eintragen. Oder wo du ihn halt dann bauen willst.
Die Sauron HP ist in der Edain in den Includes. Also einfach dort ändern.
Viel Spaß,
Jaegita
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danke für die Antwort :D also mit der Scale schaut wie folgt aus bei mir
;Gondor Stable
Object GondorStable
SelectPortrait = BPGStables
Scale = 1.2
(is jetzt nur n beispiel hab diesen wert von Gondor net angefasst)
hab so auch die größe von Drogoth geändert und es hat funktioniert habs dann genau so beim witchking und bei shelob gemacht aba da funk. es nicht.
so und zu isengart wegem dem heldenbau .... ähm also :
BuildableHeroesMP = CreateAHero IsengardWormTongue IsengardLurtz IsengardSharku IsengardSaruman AngmarWitchking
Das habe ich gemacht jetzt meintest du ich soll angeben wo der gebaut werden kann ok und wie bzw. wo mach ich das ?????
Und mit sauron looool dankö werds glei ma ausprobieren.
MfG
Red XII
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ok:
1. Du musst den Scale Eintrag zb(hier Arwen).: hier einfügen:
......
; ***DESIGN parameters ***
Side = Elves
EditorSorting = UNIT
ThreatLevel = ARWEN_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
BuildCost = ARWEN_BUILDCOST
BuildTime = ARWEN_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STR ONG
BountyValue = ELVEN_ARWEN_BOUNTY_VALUE
Scale = 2
......
Also in die Engineering Parameters.
2. Du musst den Baubutton suchen(Commandbutton.inc):
*Vorkau**Vorkau*
Füge einfach das in die commandbutton.inc ein:
Command_ConstructAngmarW itchking
Und zwar dort wo ich jetzt sage ;):
....
CommandSet IsengardMonumentFortress RebuildCommandSetMod
InitialVisible = 5
//Main menu can select heroes, upgrades sub menus, or build a porter.
1 = Command_RingMechanikIsen gard ;;;Command_SelectRevivables IsengardFortressRebuildF estungen
2 = Command_SelectUpgradesIs engardAufmarschRebuild
3 = Command_SelectUpgradesIs engardFactionRebuild
4 = Command_SelectUpgradesIs engardUruksRebuild
5 = Command_StartSelfRepair
//Improvements
6 = Command_ConstructIsengar dPorter
7 = Command_RadialBack
//Aufmarsch
8 = Command_PurchaseUpgradeI sengardAufmarsch
9 = Command_RadialBack
//Erste Uruks
10 = Command_ConstructIsengar dLurtz
11 = Command_ConstructIsengar dScoutHorde
12 = Command_ConstructAngmarW itchking
13 = Command_RadialBack
.....
Nun kannst du ihn in der Festung unter Erste Uruks Bauen.(Nicht vergessen(grün))
Viel Spaß,
Jaegita
PS.: Das mit Buildableheros kanns du schnell wieder vergessen ;). Das ist für das normale Add-On wo man eine ganz andere Technik hat.
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LooooooL :D ich glaube ich habe mich in dich verliebt hehehe danke für die detalierte antwort werds glei ma probieren.
Dank dir nochma :P
MfG der nette
Red XII xD
so hab eben bei den includes datein geguckt wegen der HP für Sauron, aba der taucht da nicht namentlich auf weder als Sauron noch als Gorthaur, wenn du magst kann ich die Liste hier kopieren wo die ganzen Helden und so aufgelistet sind, aba der ist wirklich net dabei.
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Doppelposts vermeiden. Es gibt sowas wie nen Editier-button. ;)
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Ok du hattest recht. Der gute Sauron wird in der Gamedata nicht angegeben.
Man findet die Einträge in der Sauron_mod.ini .
Diese ist in:
Data/Objects/Evilfaction/Units/Mordor/Sauron_mod
Dort einfach nach "Health" suchen. Dann steht dort halt 10000. Nun nur noch beliebig ändern.
Viel Spaß,
Jaegita
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also ich kapier es einfach nicht ????
guck ma das hab ich jetzt gemacht für den witchking von angmar
; ***DESIGN parameters ***
Side = Angmar
EditorSorting = UNIT
ThreatLevel = WITCHKING_THREAT_LEVEL
; ThingClass = MEDIUM_MONSTER
BuildCost = ANGMAR_WITCHKING_MOD_BUI LDCOST
BuildTime = ANGMAR_WITCHKING_MOD_BUI LDTIME
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STR ONG
Scale = 2
CommandSet = AngmarWitchKingmodComman dSet
CommandPoints = ANGMAR_WITCHKING_MOD_COM MAND_POINTS
RecruitText = CONTROLBAR:AngmarWitchKingRecruit
ReviveText = CONTROLBAR:AngmarWitchKingRevive
Hotkey = CONTROLBAR:AngmarWitchKingHotkey
MaxSimultaneousOfType = 1
VisionRange = ANGMAR_WITCHKING_VISION_ RANGE
ShroudClearingRange = ANGMAR_WITCHKING_SHROUD_ RANGE
MaxVisionBonusPercent = 200%
VisionBonusTestRadius = 100
VisionBonusPercentPerFoo t = 2.0%
So der ist nicht größer geworden , genau so groß wie zuvor...
wobei es ja bei dir auch etwas anders aussieht sondern so
; ***DESIGN parameters ***
Side = Elves
EditorSorting = UNIT
ThreatLevel = ARWEN_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
BuildCost = ARWEN_BUILDCOST
BuildTime = ARWEN_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STR ONG
BountyValue = ELVEN_ARWEN_BOUNTY_VALUE
Scale = 2
So also das was ich oben geschrieben habe mit dem witchking is ja n bissel anders und zwar steht bei mir nicht
BountyValue = ELVEN_ARWEN_BOUNTY_VALUE
Also dieses BountyValue is bei mir nicht
hab ich jetzt falch nachgeguckt und wenn wo isn die Datei wo ich das machen muss ????
Und jetzt noch zum anderem und zwar tut mir leid ich muss echt schon nerven aba wo finde ich diese Datei ???
CommandSet IsengardMonumentFortress RebuildCommandSetMod
InitialVisible = 5
//Main menu can select heroes, upgrades sub menus, or build a porter.
1 = Command_RingMechanikIsen gard ;;;Command_SelectRevivables IsengardFortressRebuildF estungen
2 = Command_SelectUpgradesIs engardAufmarschRebuild
3 = Command_SelectUpgradesIs engardFactionRebuild
4 = Command_SelectUpgradesIs engardUruksRebuild
5 = Command_StartSelfRepair
//Improvements
6 = Command_ConstructIsengar dPorter
7 = Command_RadialBack
//Aufmarsch
8 = Command_PurchaseUpgradeI sengardAufmarsch
9 = Command_RadialBack
//Erste Uruks
10 = Command_ConstructIsengar dLurtz
11 = Command_ConstructIsengar dScoutHorde
12 = Command_ConstructAngmarW itchking
13 = Command_RadialBack
bitte gebt die hoffnung nicht mit mir auf looool bin ein absoluter newbie....
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id ich muss echt schon nerven aba wo finde ich diese Datei ???
CommandSet IsengardMonumentFortress RebuildCommandSetMod
InitialVisible = 5
//Main menu can select heroes, upgrades sub menus, or build a porter.
1 = Command_RingMechanikIsen gard ;;;Command_SelectRevivables IsengardFortressRebuildF estungen
2 = Command_SelectUpgradesIs engardAufmarschRebuild
3 = Command_SelectUpgradesIs engardFactionRebuild
4 = Command_SelectUpgradesIs engardUruksRebuild
5 = Command_StartSelfRepair
//Improvements
6 = Command_ConstructIsengar dPorter
7 = Command_RadialBack
//Aufmarsch
8 = Command_PurchaseUpgradeI sengardAufmarsch
9 = Command_RadialBack
//Erste Uruks
10 = Command_ConstructIsengar dLurtz
11 = Command_ConstructIsengar dScoutHorde
12 = Command_ConstructAngmarW itchking
13 = Command_RadialBack
Erstmal , ein paar zu viele Abstände. aber sonst passts. und welche Datei wilslt du denn finden? Das obige findet man in der Commandset.inc .
Das andere des Hexenkönigs findet man ganz normal in der (Angmar)Witchking.ini .
Müsste normal passen. Ich persönlich würde den "Scale" Eintrag am Ende machen. [ugly] Aber egal. Nicht wichtig ;).
Und du nerfst nicht, das Forum sit zum fragen da. ;)
Jaegita
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man ich werde irre ich finde die sachen nicht die du mir sagst hab nur das gefunden und das schaut auch anders aus als das von dir ------>
// ISENGARD STRUCTURE PRODUCTION COMMAND SETS //
//--------------------------------------------//
CommandSet IsengardLumberMillComman dSetLevel1
1 = Command_BuildMordorWorke r
6 = Command_Sell
End
CommandSet IsengardFortressCommandS et
InitialVisible = 6
//Main menu can select heroes, upgrades sub menus, or build a porter.
1 = Command_RingMechanikIsen gard ;;;Command_SelectRevivables IsengardFortress
2 = Command_SelectUpgradesIs engardAufmarsch
3 = Command_SelectUpgradesIs engardFaction
4 = Command_SelectUpgradesIs engardUruks
5 = Command_IsengardWizardsT owerLightningStrike
6 = Command_Sell
//Improvements
7 = Command_ConstructIsengar dPorter
8 = Command_PurchaseUpgradeI sengardFortressMurderOfC rows
9 = Command_PurchaseUpgradeI sengardFortressBurningFo rges
10 = Command_PurchaseUpgradeI sengardFortressExcavatio ns
11 = Command_PurchaseUpgradeI sengardFortressOrcfireMu nitions
12 = Command_PurchaseUpgradeI sengardFortressIronPlati ng
13 = Command_PurchaseUpgradeI sengardFortressWizardsTo wer
14 = Command_SpecialAbilityMu rderOfCrows
15 = Command_RadialBack
//Aufmarsch
16 = Command_PurchaseUpgradeI sengardAufmarsch
17 = Command_RadialBack
//Erste Uruks
18 = Command_ConstructIsengar dLurtz
19 = Command_ConstructIsengar dScoutHorde
20 = Command_RadialBack
//Heroes
21 = Command_RingHeroReviveSl ot
22 = Command_CreateAHeroReviv eSlot // Note we also need an extra slot for the Crea
jetzt geht es ja gar net so wie es bei dir steht also hab ichs ums mal zu testen so geschrieben
18 = Command_ConstructAngmarW itchking
Hab dann das Spiel gestartet und siehe da ich konnte dich witchking bauen aba dafür fehlt jetzt Lurtz da ich ihn ja überschrieben habe sprich da wo vorher Lurtz stand steht jetzt in der ini der Witchking????
Man leute so langsam gebe ich echt auf :(
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Also als erstes zu dem Scalewert:
Ich bin mir nicht sicher, aber der Angmar-HK besitzt glaube ich schon einen Scalewert von mir. Schau doch einfahc mal in der ini, ob "Scale" schonmal vorhanden ist.
Dann zu dem Sauron HP-Problem: data/ini/object/evilfaction/units/mordor/sauron_mod
Jetzt suchst du immer mit strg+f HEALTH
Dann findest du einen Eintrag hinter dem "="
Diesen kannst du bequem mit deiner gewünschten Zahl austauschen (Mehrfach HEALTH suchen, weil es verschiedenen inis zum switchen gibt)
Jetzt zu dem Angmar bei Isengard:
Mit dem Button eincoden ins Isen-Festungscommandset ist es leider nicht getan, weil ich dort mehrere Untermenüs eingecodet habe, die alle über Rangecounts funktionieren. Wird ein Button reingecodet, ändert sich die Zahlenabfolge und die Buttons müssen editiert werden. Für einen Anfänger, sogar für profis, ein wenig viel am Anfang. Aus diesem grund empfehle ich dir den HK einfach in das commandset des Orthanc zu packen. Hierfür suchst du in der commandset.inc (wichtig in der includes-datei) den eintrag "Orthanc" (mit strg+f ohne anführungszeichen)
Irgendwann stößt du dann auf ein commandset, bei dem Saruman und Schlangenzunge + Palantir drinnenstehen. Jetzt fügst du einfach den Baubutton für den HK in richtiger numerierter Reihenfolge ein und postest dieses Commandset hier, damit ich dir die einfacherer Variante des Rangecount näherbringen kann.
Greez Ea
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Joa Danke vielen vielen Dank also mit dem Scale Wert LooooooL habs auch gesehn ich tölpel hehehe so und mit dem Einheiten verschieben naja soweit klappt es erst mal hab n paar einheiten nach Angmar verschoben und bisher klappt es eigentlich sind jetzt
Drogoth,Shelob und der ColdDrake baubar bei Angmar ....
Dann wollte ich dich fragen ist es möglich den Eisatem vom ColdDrake durch den FeuerAtem eines FireDrake zu ersetzten ????
Und hier die Datei die ich gefunden habe (Orthanc) ist es die und solls so aussehen ????
CommandSet OrthancModCommandSetAI
1 = Command_SelectRevivables Orthanc
2 = Command_SpecialAbilityOr thancPalantirVision
3 = Command_ConstructIsengar dWormTongue_Mod
4 = Command_ConstructIsengar dSaruman_Mod
5 = Command_Sell
End
Soll ich die jetzt so schreiben :
CommandSet OrthancModCommandSetAI
1 = Command_SelectRevivables Orthanc
2 = Command_SpecialAbilityOr thancPalantirVision
3 = Command_ConstructIsengar dWormTongue_Mod
4 = Command_ConstructIsengar dSaruman_Mod
5 = Command_ConstructWildDro gothnew
6 = Command_ConstructWildShe lob_mod
7 = Command_Sell
End
?????? Richtig so ???????
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Das ist das Commandset für die AI, steht auch hinten dran. Es müsste ein anderes Commandset sein.
Zu dem feueratem: Klar, dafür musst du nur den Weaponeintrag des feuerdrachen zum Weaponeintrag des Eisdrachen verschieben. Zusätzlich eben noch den FX in der Firing_or_Preattack-Animation ändern. Feuerdrachen-FX suchen (Im animationssystem), kopieren und beim ColdDrake an der gleichen Stelle ersetzen.
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Ach du heiliger Bim Bam [ugly]
alsoo wie ich jetzt Helden anderer Fraktionen bauen kann hab ich soo ganz langsam begriffen danke dir :D
Aba das mit dem Feuer Atem was du da geschrieben hast wooow das isn bissel zu hoch für mich hab mir eben mal die ini von dem FireDrake angeguckt aba werd nicht so recht schlau was genau ich da rauskopieren muss ums dem eisdrachen zu geben ???
und sind die beiden sachen was du meintest in der FireDrake.ini enthalten also diese Firing_or_Preattack-Animation FX und das andere was du meintest ???
Ach ja danke der Witchking is übrigens größer jetzt LooooooL :D
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ahhh bitte bitte hilfe hilfe ich verstehe nicht warum diese fehler meldung kommt hab an dem doch garnicht rumgeschraubt ???? und wenn dann war es ausversehn aba ich hab kein plan also wie kann ich das wieder in ordunung bringen hab absolut keine ahnung wo oder was der fehler sein könnte
Fehler:
Game Crash
Unknown field 'Max'in block 'Object'.
Error parsing field 'Max' in block 'Object' in file
'data\ini\object\evilfaction\units\isengard\ugluk.ini'line 1608
Error parsing field ' Max'in block 'Object'in file
'data\ini\object\evilfaction\units\isengard\ugluk.ini'line 1608
Error parsing INI block ' Max'in file 'data\ini\object\evilfaction\units\isengard\ugluk.ini'
5 adresses
(Unknown)(0):game.dat+239828 (unknown)
Hähhhhhh was soll ichn nu machen kann ich mir die datei von irgentwo kopieren und eventuell dann da einfügen wenn ja kann mir das einer hier schicken geht das ?????
(Unknown)(0):game.dat+2346667 (unknown)
(Unknown)(0):game.dat+2376649 (unknown)
(Unknown)(0):game.dat+6541831 (unknown)
(Unknown)(0):kernel32.dll+94167 RegisterWaitForInputIdle+73
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Tja du hast in der Ugluk.ini herumgeschraubt^^.
Kopier sie doch mal hier rein.
Aber auf jeden Fall ist dort ein Unbekannter Eintrag namens "Max".
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häh wenn ich die ini hier reinkopieren will komme ich imma wieder zu dem feld zurück wo ich die nachrichten schreibe und da steht dann etwas über mir
Textfeld wurde nicht ausgefüllt
???
Ich hab echt nur Probleme
ist das vielleicht zu groß ????? wenn nicht wie kann ich dir einsicht in die ini verpassen ?????
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Na dann steht im Textfeldnichts^^.
Nochma Probieren.
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??? welches Testfeld meinst ??? wenn ich so ne Beiträge schreibe kann ichs senden aba sobald ich die ini kopiere und abschicken will klappt es nicht ???
Testfeld ???? wo finde ich das den ????
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Ein wenig weniger Fragezeichen. Wurde schon mal erwähnt. Ich versteh nciht was hier jetzt das Problem ist. Wenn du es kopierst ist es ja wohl im TeXtfeld. Und dann steht nicht im Textfeld?
Keine Ahnung.
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Ok also wenn ich alles aufeinmal schicke klappt es nicht deshalb hab ich es mal gesplittet, wenn du den fehler finden solltest dann bekommst n strauß blumen und n eheversprechen LOOOOL bitte gucks dir mal an sonst war alles von mir umsonst gewesen :(
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;------------------------------------------------------------------------------
; Ugluk
Object IsengardUgluk_mod
; *** ART Parameters ***
; 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 = HIUgluk
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPUgluk
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Lurtz
Draw = W3DScriptedModelDraw ModuleTag_DRAW
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = Yes
ExtraPublicBone = arrrow
DefaultModelConditionState
Model = IUUgluk_SKN
End
;ModelConditionState = WEAPONSET_HERO_MODE
; ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
;End
; --- Idle Anims
AnimationState = WEAPONSET_TOGGLE_1
Animation = IDLI
AnimationName = IULurtz_SKL.IULurtz_IDLI
AnimationMode = ONCE
AnimationPriority = 2
End
;this is his bow out idle
Animation = IDLH
AnimationName = IULurtz_SKL.IULurtz_IDLH
AnimationMode = ONCE
AnimationPriority = 20
End
; Animation = IDLJ
; AnimationName = IULurtz_SKL.IULurtz_IDLJ
; AnimationMode = ONCE
; AnimationPriority = 2
; End
Animation = IDLK
AnimationName = IULurtz_SKL.IULurtz_IDLK
AnimationMode = ONCE
AnimationPriority = 2
End
Animation = IDLP
AnimationName = IULurtz_SKL.IULurtz_IDLP
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end
if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Bow") end
if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end
if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end
EndScript
StateName = SwordIdle
End
TransitionState = Trans_Bow_To_Sword
Animation = BtoS2
AnimationName = IULurtz_SKL.IULurtz_IDLM
AnimationMode = ONCE
End
End
TransitionState = Trans_Sword_To_Bow
Animation = BtoS2
AnimationName = IULurtz_SKL.IULurtz_IDLL
AnimationMode = ONCE
End
End
TransitionState = Trans_Sword_To_Bow_Running
Animation = BtoS3
AnimationName = IULurtz_SKL.IULurtz_RUNC
AnimationMode = ONCE
End
End
TransitionState = Trans_Bow_To_Sword_Running
Animation = BtoS3
AnimationName = IULurtz_SKL.IULurtz_RUND
AnimationMode = ONCE
End
End
TransitionState = Trans_Bow_To_Sword_Straight
Animation = BtoS1
AnimationName = IULurtz_SKL.IULurtz_IDLO
AnimationMode = ONCE
End
End
TransitionState = Trans_Sword_To_Bow_Straight
Animation = BtoS1
AnimationName = IULurtz_SKL.IULurtz_IDLN
AnimationMode = ONCE
End
End
TransitionState = Trans_To_Attention_Bow
Animation = ATNF
AnimationName = IULurtz_SKL.IULurtz_ATNF
AnimationMode = ONCE
End
End
TransitionState = Trans_To_Attention_Sword
Animation = ATNA
AnimationName = IULurtz_SKL.IULurtz_ATNA
AnimationMode = ONCE
End
End
TransitionState = Trans_To_Bored_Sword
Animation = TBoredSword
AnimationName = IULurtz_SKL.IULurtz_ATNC
AnimationMode = ONCE
End
End
TransitionState = Trans_To_Bored_Bow
Animation = TBoredBow
AnimationName = IULurtz_SKL.IULurtz_ATNH
AnimationMode = ONCE
End
End
AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation = FLYB
AnimationName = IULurtz_SKL.IULurtz_FLYB ; sword
AnimationMode = LOOP
End
End
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1
Flags = RANDOMSTART
Animation = FLYA
AnimationName = IULurtz_SKL.IULurtz_FLYA ; bow
AnimationMode = LOOP
End
End
; --- Dying anims
AnimationState = DYING SPLATTED
Animation = LNDA
AnimationName = IULurtz_SKL.IULurtz_LNDB ; sword
AnimationMode = ONCE
End
End
AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1
Animation = LNDA
AnimationName = IULurtz_SKL.IULurtz_LNDA ; bow
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = IULurtz_SKL.IULurtz_DIEA ; sword
AnimationMode = ONCE
End
End
AnimationState = DYING WEAPONSET_TOGGLE_1
Animation = DIEB
AnimationName = IULurtz_SKL.IULurtz_DIEB ; bow
AnimationMode = ONCE
End
End
; --- Stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = GTPB
AnimationName = IULurtz_SKL.IULurtz_GTPB ; sword
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
Animation = GTPA
AnimationName = IULurtz_SKL.IULurtz_GTPA ; bow
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED ; sword
Animation = LNDB
AnimationName = IULurtz_SKL.IULurtz_LNDB
AnimationMode = ONCE
End
End
AnimationState = STUNNED WEAPONSET_TOGGLE_1
Animation = LNDA
AnimationName = IULurtz_SKL.IULurtz_LNDA ; bow
AnimationMode = ONCE
End
End
AnimationState = PARALYZED WEAPONSET_TOGGLE_1
Animation
AnimationName = IULurtz_SKL.IULurtz_IDLI
AnimationMode = LOOP
End
End
; --- Moving Anims
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = IULurtz_SKL.IULurtz_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
StateName = RunAndSwing
End
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = IULurtz_SKL.IULurtz_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
StateName = SwordReady
End
AnimationState = MOVING BACKING_UP WEAPONSET_TOGGLE_1
Animation = BackingUp
AnimationName = IULurtz_SKL.IULurtz_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
StateName = BowReady
End
AnimationState = MOVING
Animation = RunWithSword
AnimationName = IULurtz_SKL.IULurtz_RUNA
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.1 1.1
End
Flags = RANDOMSTART
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Running") end
EndScript
StateName = RunningSword
End
AnimationState = MOVING WEAPONSET_TOGGLE_1
Animation = RunWithBow
AnimationName = IULurtz_SKL.IULurtz_RUNB
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.1 1.1
End
Flags = RANDOMSTART
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Running") end
EndScript
StateName = RunningBow
End
; --- Crippling Special Weapon anim
AnimationState = SPECIAL_WEAPON_ONE WEAPONSET_TOGGLE_1
Animation = ATKE
AnimationName = IULurtz_SKL.IULurtz_CRPL
AnimationMode = ONCE
End
FrameForPristineBonePositions = 35
StateName = BowReady
End
; --- Attacking Anims [Weapon_A] Carnage
AnimationState = FIRING_OR_PREATTACK_A HERO ; Carnage Mode
Animation = ATKE
AnimationName = IULurtz_SKL.IULurtz_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
StateName = SwordReady
End
; Sword - Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A
StateName = WithSword
Animation = ATKH_CLOSE_Range3
AnimationName = IULurtz_SKL.IULurtz_ATKH
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 5
End
Animation = ATKK_CLOSE_Range4
AnimationName = IULurtz_SKL.IULurtz_ATKK
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 1
End
StateName = SwordReady
End
; Bow Melee - Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
Animation = ATKI
AnimationName = IULurtz_SKL.IULurtz_ATKI
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKJ
AnimationName = IULurtz_SKL.IULurtz_ATKJ
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 41
StateName = BowReady
End
;---------------------------------------------------
;New style firing
AnimationState = PREATTACK_A WEAPONSET_TOGGLE_1
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = IULurtz_SKL.IULurtz_ATKA1
AnimationMode = ONCE
; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
AnimationBlendTime = 0 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
; AnimationSpeedFactorRange = 1.5 1.5 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for
End
StateName = BowReady
End
;End New style firing
; --- Engaged Anims
AnimationState = ENGAGED
Animation = IDLG
AnimationName = IULurtz_SKL.IULurtz_IDLA ; sword idle
AnimationMode = LOOP
AnimationBlendTime = 15
End
StateName = SwordReady
End
AnimationState = ENGAGED WEAPONSET_TOGGLE_1
Animation = IDLG
AnimationName = IULurtz_SKL.IULurtz_IDLG ; bow idle
AnimationMode = LOOP
AnimationBlendTime = 15
End
StateName = BowReady
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = IULurtz_SKL.IULurtz_HITA
AnimationMode = ONCE
End
Animation = Hit_Level_1_b
AnimationName = IULurtz_SKL.IULurtz_HITB
AnimationMode = ONCE
End
StateName = SwordReady
End
AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1
Animation = Hit_Level_1_c
AnimationName = IULurtz_SKL.IULurtz_HITC
AnimationMode = ONCE
End
StateName = BowReady
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = IULurtz_SKL.IULurtz_TNTB
AnimationMode = LOOP
End
StateName = SwordReady
End
AnimationState = WAR_CHANT WEAPONSET_TOGGLE_1
Animation = Chant
AnimationName = IULurtz_SKL.IULurtz_CHRB
AnimationMode = LOOP
End
StateName = BowReady
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRB
AnimationName = IULurtz_SKL.IULurtz_CHRB ;do we have another?
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 1.2
End
StateName = SwordReady
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = IULurtz_SKL.IULurtz_TNTB
AnimationMode = LOOP
End
StateName = SwordReady
End
AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
Animation
AnimationName = IULurtz_SKL.IULurtz_CHRB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 1.2
End
StateName = BowReady
End
AnimationState = EMOTION_TAUNTING
Animation
AnimationName = IULurtz_SKL.IULurtz_TNTB
AnimationMode = LOOP
End
StateName = SwordReady
End
AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1
Animation
AnimationName = IULurtz_SKL.IULurtz_CHRB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 1.2
End
StateName = BowReady
End
; --- Idle
AnimationState = SELECTED
Animation = ATNB
AnimationName = IULurtz_SKL.IULurtz_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "SwordIdle" then CurDrawableSetTransitionAnimState("Trans_To_Attention_Sword") end
if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end
if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end
EndScript
StateName = SwordReady
End
AnimationState = RAISING_FLAG
Animation = Chant
AnimationName = IULurtz_SKL.IULurtz_CHRB
AnimationMode = LOOP
End
End
; --- Idle
AnimationState = SELECTED WEAPONSET_TOGGLE_1
Animation = ATNB
AnimationName = IULurtz_SKL.IULurtz_ATNG
AnimationMode = LOOP
End
Edit by Turin: Codeboxen eingefügt
-
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "BowIdle" then CurDrawableSetTransitionAnimState("Trans_To_Attention_Bow") end
if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end
if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end
EndScript
StateName = BowReady
End
; --- Idle
IdleAnimationState
Animation = IDLF
AnimationName = IULurtz_SKL.IULurtz_IDLF
AnimationMode = ONCE
End
Animation = IDLB
AnimationName = IULurtz_SKL.IULurtz_IDLB
AnimationMode = ONCE
End
Animation = IDLC
AnimationName = IULurtz_SKL.IULurtz_IDLC
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end
if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end
if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Sword") end
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
StateName = SwordIdle
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Isengard
EditorSorting = UNIT
ThreatLevel = LURTZ_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = UGLUK_BUILDCOST
BuildTime = UGLUK_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = LURTZ_DAMAGE
MaxSimultaneousOfType = 1
;;;;;; WEAPON SETS ;;;;;;
WeaponSet
Conditions = None
Weapon = PRIMARY UglukWeapon
Weapon = QUATERNARY UglukWeaponHeroMode
AutoChooseSources = QUATERNARY NONE
End
;WeaponSet
; Conditions = WEAPONSET_TOGGLE_1
; Weapon = PRIMARY UglukShieldWeapon
;End
WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY UglukWeaponHeroMode
End
;;;;;; Armor Sets ;;;;;;
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_STANDARD_HORSE
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
DisplayName = OBJECT:IsengardUgluk
RecruitText = CONTROLBAR:IsengardUglukRecruit
ReviveText = CONTROLBAR:IsengardUglukRevive
Hotkey = CONTROLBAR:IsengardUglukHotkey
CrushableLevel = 2 ;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
CommandSet = UglukCommandSet
CommandPoints = UGLUK_COMMAND_POINTS
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_GoblinKingBody
AutoResolveArmor
Armor = AutoResolve_GoblinKingArmor
End
AutoResolveWeapon
Weapon = AutoResolve_GoblinKingWeapon
End
AutoResolveLeadership = AutoResolve_GoblinKingBonus
; *** AUDIO Parameters ***;
VoiceAttack = UglukVoiceAttack
VoiceAttackAir = UglukVoiceAttack
VoiceAttackCharge = UglukVoiceAttack
VoiceAttackMachine = UglukVoiceAttack
VoiceAttackStructure = UglukVoiceAttack
;VoiceFear = LurtzVoiceHelpMe
VoiceCreated = UglukVoiceCreated ;LurtzVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFullyCreated = UglukVoiceCreated ;LurtzVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceGuard = UglukVoiceMove
VoiceMove = UglukVoiceMove
VoiceMoveToCamp = UglukVoiceMove
VoiceMoveWhileAttacking = UglukVoiceMove
VoicePriority = 66
VoiceSelect = UglukVoiceSelect
VoiceSelectBattle = UglukVoiceSelect
VoiceEnterStateAttackCharge = UglukVoiceAttack
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = UglukVoiceMove
VoiceEnterUnitMordorMumakil = UglukVoiceMove
VoiceEnterUnitSlaughterHouse = UglukVoiceMove
VoiceGarrison = UglukVoiceMove
VoiceInitiateCaptureBuilding = UglukVoiceMove
End
CrowdResponseKey = Uruk
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
;EvaEventDieOwner = LurtzDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Hero
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: ArrowDrawBow Animation: IULurtz_SKL.IULurtz_CRPL Frames: 0
AnimationSound = Sound: ArrowDrawBow Animation: IULurtz_SKL.IULurtz_ATKA1 Frames: 4
AnimationSound = Sound: ArrowDrawBow Animation: IULurtz_SKL.IULurtz_ATKA2 Frames: 17
AnimationSound = Sound: ImpactSword02 Animation: IULurtz_SKL.IULurtz_ATKC Frames: 21 37
AnimationSound = Sound: ImpactSword02 Animation: IULurtz_SKL.IULurtz_ATKI Frames: 28 49
AnimationSound = Sound: ImpactSword02 Animation: IULurtz_SKL.IULurtz_ATKJ Frames: 19 39
AnimationSound = Sound: FootstepDirtA Animation: IULurtz_SKL.IULurtz_RUNA Frames: 10 20
AnimationSound = Sound: FootstepDirtA Animation: IULurtz_SKL.IULurtz_RUNB Frames: 8 18
AnimationSound = Sound: FootstepDirtA Animation: IULurtz_SKL.IULurtz_RUNC Frames: 10 20 31 41
AnimationSound = Sound: FootstepDirtA Animation: IULurtz_SKL.IULurtz_RUND Frames: 8 18 27 37
AnimationSound = Sound: BodyFallOrc Animation: IULurtz_SKL.IULurtz_DIEA Frames: 43
AnimationSound = Sound: BodyFallOrc Animation: IULurtz_SKL.IULurtz_LNDA Frames: 3
AnimationSound = Sound: BodyFallOrc Animation: IULurtz_SKL.IULurtz_LNDB Frames: 3
AnimationSound = Sound: BodyFallGeneric2 Animation: IULurtz_SKL.IULurtz_DIEB Frames: 82
AnimationSound = Sound: WeaponSwitchBow Animation: IULurtz_SKL.IULurtz_IDLL Frames: 59
AnimationSound = Sound: SwordShingDirty1 Animation: IULurtz_SKL.IULurtz_IDLM Frames: 56
AnimationSound = Sound: WeaponSwitchBow Animation: IULurtz_SKL.IULurtz_IDLN Frames: 10
AnimationSound = Sound: SwordShingDirty1 Animation: IULurtz_SKL.IULurtz_IDLO Frames: 3
;AnimationSound = Sound: ?????? Animation: IULurtz_SKL.IULurtz_TNTB Frames: 28
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT URUK HEAVY_MELEE_HITTER ;BANNER
PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = LURTZ_HEALTH_MOD ;BALANCE Lurtz Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
; Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn
; DeathFX = FX_LurtzDieToRespawn ;FXList to play when killed-to-respawn
; DeathAnimationTime = 6033 ; 1133 ;How long DeathAnim will take.
; InitialSpawnFX = FX_UglukInitialSpawn
; RespawnAnim = LEVELED ;Animation to play when respawning.
; RespawnFX = FX_UglukRespawn ;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 = HIUgluk
;
;;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:900 Time:60000 Health:100% ;DEFAULT VALUES
; End
;----------------------------------------------------------
; Ea Respawn-Module
;----------------------------------------------------------
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel5
TriggeredBy = Upgrade_Level_5
Delay = 0
ThingToSpawn = Held1RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel5
TriggeredBy = Upgrade_Held1RespawnLevel
LevelsToGain = 4 ;Levelerhöhung um 4
LevelCap = 5 ;zu erreichendes Level
End
;----------------------------------------------------------
; Ende
;----------------------------------------------------------
Behavior = AutoHealBehavior ModuleTag_LurtzHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AttackPriority = AttackPriority_Infantry
CanAttackWhileContained = Yes
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
LocomotorSet
Locomotor = IsengardLurtzLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_HERO_SPEED
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = 55
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2000 ; (2 secs)
End
Behavior = DualWeaponBehavior ModuleTag_09
SwitchWeaponOnCloseRangeDistance = 40
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 6000
SinkRate = 1.5 ; in Dist/Sec
DestructionDelay = 11000
Sound = INITIAL LurtzVoiceDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
;;; AUTO ABILITY MODULE ;;;
Behavior = AutoAbilityBehavior ModuleTag_CrippleStrikeAutoAbility
SpecialAbility = SpecialAbilityLurtzCripple
MaxScanRange = LURTZ_CRIPPLE_RANGE_ABILTY_START
Query = 1 CRIPPLE_STRIKE_OBJECT_FILTER ENEMIES
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2500 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
End
;;; UGLUK PASSIVE LEADERSHIP ABILITY ;;;-----------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LeadershipUnpause
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_Level_5
End
Behavior = SpecialPowerModule ModuleTag_Leadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipUpdate
StartsActive = No ; If no, requires upgrade to turn on.
BonusName = UglukLeadership
;TriggeredBy = Upgrade_Level_5
RefreshDelay = 2000
Range = 200
;AntiCategory = BUFF
ObjectFilter = ANY +URUK -INFANTRY -CAVALRY -HERO -SHIP -MACHINE -MONSTER -STRUCTURE -DOZER ALLIES
End
;---------------------------------------
; Dunkle Medizin
;---------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_MedizinStarter
SpecialPowerTemplate = SpecialAbilityUglukMedizin
TriggeredBy = Upgrade_Level_1
End
Behavior = SpecialPowerModule ModuleTag_MedizinDummy
SpecialPowerTemplate = SpecialAbilityUglukMedizin
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
End
Behavior = ActivateModuleSpecialPower ModuleTag_CloseTheGap
SpecialPowerTemplate = SpecialAbilityUglukMedizin
StartAbilityRange = 200
TriggerSpecialPower = ModuleTag_MedizinHeal TARGETPOS
TriggerSpecialPower = ModuleTag_MedizinBlastStarter TARGETPOS
End
Behavior = PlayerHealSpecialPower ModuleTag_MedizinHeal
SpecialPowerTemplate = SpecialAbilityActivateeDummy
HealAmount = 1.0
HealAsPercent = Yes
HealAffects = URUK
HealRadius = 70
HealFX = FX_UglukSupper
InitiateSound = UglukMedizinVoice
;TriggerFX = FX_DainMightyRage02
End
Behavior = SpecialPowerModule ModuleTag_MedizinBlastStarter
SpecialPowerTemplate = SpecialAbilityWizardBlast
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_MedizinBlastWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWizardBlast
WhichSpecialWeapon = 1
SkipContinue = Yes
FreezeAfterTriggerDuration = 100 ; Hold AI for this long after we fire.
UnpackTime = 700
PreparationTime = 1
;PersistentPrepTime = 1000
PackTime = 100
AwardXPForTriggering = 50
StartAbilityRange = ANGMAR_NECRO_FELL_STRENGTH_START_RANGE
SpecialWeapon = UglukMedizinWeapon
End
Behavior = AutoAbilityBehavior ModuleTag_MedizinAutoAbility
SpecialAbility = SpecialAbilityUglukMedizin
MaxScanRange = 150
Query = 1 NONE +URUK ALLIES
End
;----------------------------------------------------------------
; Ugluk Berserker
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukBerserkerCarnage
SpecialPowerTemplate = SpecialAbilityUglukBerserker
TriggeredBy = Upgrade_Level_3
End
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_UglukBerserkerPowerUpdate
SpecialPowerTemplate = SpecialAbilityUglukBerserker
Duration = 20000 ; Needs to match SpecialAbilityGimliHeroMode
AttributeModifier = LurtzCarnage
LockWeaponSlot = QUATERNARY
StartsPaused = Yes
End
;----------------------------------------------------------------
; Blinde Raserei (In Raserei verfallen)
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukRaserei
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_UglukRasereiStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus
StartsPaused = No
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_UglukRasereiUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus
HeroAttributeModifier = UglukCarnage
HeroEffectDuration = 15000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper
WeaponSetFlags = WEAPONSET_HERO_MODE
WeaponToggleCommandSet = UglukRasreiCommandSet
End
-
;----------------------------------------------------------------
; Blinde Raserei Stufe 1 (+Angriff -Rüstung)
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukRaserei1
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus1
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_UglukRasereiStarter1 ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus1
StartsPaused = No
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_UglukRasereiUpdate1 ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus1
HeroAttributeModifier = UglukCarnageStufe1
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
;----------------------------------------------------------------
; Blinde Raserei Stufe 2 (+Geschwindigkeit -Experience)
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukRaserei2
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus2
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_UglukRasereiStarter2 ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus2
StartsPaused = No
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_UglukRasereiUpdate2 ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus2
HeroAttributeModifier = UglukCarnageStufe2
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
;----------------------------------------------------------------
; Blinde Raserei Stufe 3 (+Angriffsgeschwindigkeit -Sichtweite)
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukRaserei3
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus3
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_UglukRasereiStarter3 ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus3
StartsPaused = No
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_UglukRasereiUpdate3 ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus3
HeroAttributeModifier = UglukCarnageStufe3
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
;----------------------------------------------------------------
; Blinde Raserei Stufe 4 (+Stichwaffen-Resist -Pfeile-Resist)
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukRaserei4
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus4
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_UglukRasereiStarter4 ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus4
StartsPaused = No
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_UglukRasereiUpdate4 ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus4
HeroAttributeModifier = UglukCarnageStufe4
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
;----------------------------------------------------------------
; Blinde Raserei Stufe 5 (+Knockback-resist +Crushable-Level Stufe 5 -Leben)
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukRaserei5
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus5
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_UglukRasereiStarter5 ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus5
StartsPaused = No
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_UglukRasereiUpdate5 ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus5
HeroAttributeModifier = UglukCarnageStufe5
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
;---------------------------------------------------------------------
; Harter Marsch
;---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenGloriousChargeEnabler
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
TriggeredBy = Upgrade_Level_7
End
Behavior = SpecialPowerModule ModuleTag_TheodenGloriousChargeUpdate
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
AttributeModifier = UglukHardMarch
AttributeModifierRange = 200
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +URUK ALLIES
AttributeModifierFX = FX_UglukHardMarchFX
End
Behavior = SpecialAbilityUpdate ModuleTag_GloriousChargeAnimation
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
PreparationTime = 0
PersistentPrepTime = 0
PackTime = 1330
UnpackTime = 1000
UnpackingVariation = 2
End
;---------------------------------------------------------------------
; Ugluks Uruks
;---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DainSummonEnabler
SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
TriggeredBy = Upgrade_Level_10
End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
OCL = OCL_SpawnIsengardUglukHorde
CreateLocation = CREATE_AT_LOCATION
TriggerFX = FX_SummonWildmen
StartsPaused = Yes
SetModelCondition = ModelConditionState:EMOTION_CELEBRATING
SetModelConditionTime = 2.1
End
;;; --------------------------------------------------------
;;; Auto Heilen
;;; --------------------------------------------------------
Behavior = AutoHealBehavior ModuleTag_UglukHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate CarnageAI
CommandButtonName = Command_UglukBerserker
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Behavior = AISpecialPowerUpdate SpecialPowerAragornAthelas
CommandButtonName = Command_SpecialAbilityuglukAthelas
SpecialPowerAIType = AI_SPECIAL_POWER_SELFAOEHEALHEROS
SpecialPowerRadius = 30.0
End
Behavior = AISpecialPowerUpdate SpecialPowerTheodenGloriousCharge
CommandButtonName = Command_SpecialAbilityUglukHardMarch
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Behavior = AISpecialPowerUpdate RoyalGuardAI
CommandButtonName = Command_SpecialAbilityUglukUruk
SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON
SpecialPowerRadius = 30.0
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19
ShadowSizeY = 19
ShadowTexture = ShadowI
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19
ShadowSizeY = 19
ShadowTexture = ShadowI
End
ChildObject IsengardUgluk_modMember IsengardUgluk_mod
MaxSimultaneousOfType = 1
ThingClass = HORDE_UNIT ;;;CHARACTER_UNIT
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
CommandSet = IsengardUglukFighterSystemComboHordeCommandSet
End
Object IsengardUglukHordeSystem
ButtonImage = HIUgluk
SelectPortrait = HPUgluk
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 ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkIUHai
End
End
Side = Isengard
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:IsengardUgluk
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
Weapon = QUATERNARY NormalMeleeHordeRangefinder
AutoChooseSources = QUATERNARY NONE
End
BuildCost = UGLUK_BUILDCOST
BuildTime = UGLUK_BUILDTIME
VisionRange = VISION_STANDARD_HORSE
ShroudClearingRange = SHROUD_CLEAR_HERO
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
MaxSimultaneousOfType = 1
CommandSet = UglukCommandSet
CommandPoints = UGLUK_COMMAND_POINTS
CrushableLevel = 2 ; 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
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 = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_USE_SIEGE_TOWER INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY URUK LARGE_RECTANGLE_PATHFIND;UNATTACKABLE
ThreatLevel = ISENGARD_FIGHTER_HORDE_THREAT
ThreatBreakdown IsengardFighterHorde_DetailedThreat
AIKindOf = INFANTRY
End
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
; *** MODULES ***
Behavior = SiegeDeployHordeSpecialPower SiegeDeployHordeSpecialPowerModuleTag
SpecialPowerTemplate = SpecialAbilitySiegeDeploy
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = IsengardUgluk_modMember 1
Slots = 1
PassengerFilter = NONE +INFANTRY +HERO
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:3 Y:3
MeleeBehavior = Amoeba
End
RankInfo = RankNumber:1 UnitType:IsengardUgluk_modMember Position:X:0 Y:0
RanksToReleaseWhenAttacking = 1
; Normal Formations
ComboHorde = Target:IsengardFighterHorde Result:IsengardUglukComboHorde InitiateVoice:UrukWarriorVoiceJoin
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
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
#include "..\..\..\includes\CaptureBuilding.inc"
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_HERO_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End
;;; UGLUK PASSIVE LEADERSHIP ABILITY ;;;-----------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LeadershipUnpause
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_Level_5
End
Behavior = SpecialPowerModule ModuleTag_Leadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipUpdate
StartsActive = No ; If no, requires upgrade to turn on.
BonusName = UglukLeadership
;TriggeredBy = Upgrade_Level_5
RefreshDelay = 2000
Range = 200
;AntiCategory = BUFF
ObjectFilter = ANY +URUK -INFANTRY -CAVALRY -HERO -SHIP -MACHINE -MONSTER -STRUCTURE -DOZER ALLIES
End
;---------------------------------------
; Dunkle Medizin
;---------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_MedizinStarter
SpecialPowerTemplate = SpecialAbilityUglukMedizin
TriggeredBy = Upgrade_Level_1
End
Behavior = SpecialPowerModule ModuleTag_MedizinDummy
SpecialPowerTemplate = SpecialAbilityUglukMedizin
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
End
Behavior = ActivateModuleSpecialPower ModuleTag_CloseTheGap
SpecialPowerTemplate = SpecialAbilityUglukMedizin
StartAbilityRange = 200
TriggerSpecialPower = ModuleTag_MedizinHeal TARGETPOS
TriggerSpecialPower = ModuleTag_MedizinBlastStarter TARGETPOS
End
Behavior = PlayerHealSpecialPower ModuleTag_MedizinHeal
SpecialPowerTemplate = SpecialAbilityActivateeDummy
HealAmount = 1.0
HealAsPercent = Yes
HealAffects = URUK
HealRadius = 80
HealFX = FX_UglukSupper
InitiateSound = UglukMedizinVoice
;TriggerFX = FX_DainMightyRage02
End
Behavior = SpecialPowerModule ModuleTag_MedizinBlastStarter
SpecialPowerTemplate = SpecialAbilityWizardBlast
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_MedizinBlastWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWizardBlast
WhichSpecialWeapon = 1
SkipContinue = Yes
FreezeAfterTriggerDuration = 100 ; Hold AI for this long after we fire.
UnpackTime = 700
PreparationTime = 1
;PersistentPrepTime = 1000
PackTime = 100
AwardXPForTriggering = 50
StartAbilityRange = ANGMAR_NECRO_FELL_STRENGTH_START_RANGE
SpecialWeapon = UglukMedizinWeapon
End
Behavior = AutoAbilityBehavior ModuleTag_MedizinAutoAbility
SpecialAbility = SpecialAbilityUglukMedizin
MaxScanRange = 150
Query = 1 NONE +URUK ALLIES
End
;----------------------------------------------------------------
; Ugluk Berserker
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukBerserkerCarnage
SpecialPowerTemplate = SpecialAbilityUglukBerserker
TriggeredBy = Upgrade_Level_3
End
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_UglukBerserkerPowerUpdate
SpecialPowerTemplate = SpecialAbilityUglukBerserker
Duration = 20000 ; Needs to match SpecialAbilityGimliHeroMode
AttributeModifier = LurtzCarnage
LockWeaponSlot = QUATERNARY
StartsPaused = Yes
End
;---------------------------------------------------------------------
; Harter Marsch
;---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenGloriousChargeEnabler
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
TriggeredBy = Upgrade_Level_7
End
Behavior = SpecialPowerModule ModuleTag_TheodenGloriousChargeUpdate
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
AttributeModifier = UglukHardMarch
AttributeModifierRange = 200
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +URUK ALLIES
AttributeModifierFX = FX_UglukHardMarchFX
End
Behavior = SpecialAbilityUpdate ModuleTag_GloriousChargeAnimation
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
PreparationTime = 0
PersistentPrepTime = 0
PackTime = 1330
UnpackTime = 1000
UnpackingVariation = 2
End
-
;---------------------------------------------------------------------
; Ugluks Uruks
;---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DainSummonEnabler
SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
TriggeredBy = Upgrade_Level_10
End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
OCL = OCL_SpawnIsengardUglukHorde
CreateLocation = CREATE_AT_LOCATION
TriggerFX = FX_SummonWildmen
StartsPaused = Yes
SetModelCondition = ModelConditionState:EMOTION_CELEBRATING
SetModelConditionTime = 2.1
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_IsengardForgedBlades
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
TriggeredBy = Upgrade_IsengardHeavyArmor
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate IsengardFighterHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
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
Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 45.0
GeometryHeight = 20.0
GeometryIsSmall = No
End
Object IsengardUglukComboHorde
ButtonImage = HIUgluk
SelectPortrait = HPUgluk
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY EMOTION_TAUNTING EMOTION_POINTING SELECTED
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkIUHai
End
End
Side = Isengard
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:IsengardUglukComboHorde
DisplayNameStrategic = CONTROLBAR:LW_Unit_IsengardUglukComboHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_IsengardUglukComboHorde
MaxSimultaneousOfType = 1
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
Weapon = QUATERNARY NormalMeleeHordeRangefinder
AutoChooseSources = QUATERNARY NONE
End
// *** AUDIO Parameters ***
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
BuildCost = ISENGARD_URUKFIGHTER_BUILDCOST
BuildTime = ISENGARD_URUKFIGHTER_BUILDTIME
VisionRange = VISION_STANDARD_HORSE
ShroudClearingRange = SHROUD_CLEAR_HERO
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1%
CommandPoints = 65
CommandSet = IsengardUglukFighterSystemComboHordeCommandSet
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
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 = TRANSPORTSLOTCOUNT_LARGE_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_USE_SIEGE_TOWER INFANTRY HORDE MELEE_HORDE COMBO_HORDE ARMY_SUMMARY URUK LARGE_RECTANGLE_PATHFIND ;UNATTACKABLE
ThreatLevel = ISENGARD_FIGHTER_HORDE_THREAT
ThreatBreakdown IsengardFighterHorde_DetailedThreat
AIKindOf = INFANTRY
End
Body = ImmortalBody ModuleTag_ImmortalBody
Max = Health 1
End
; *** MODULES ***
Behavior = SiegeDeployHordeSpecialPower SiegeDeployHordeSpecialPowerModuleTag
SpecialPowerTemplate = SpecialAbilitySiegeDeploy
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = IsengardUgluk_mod 1
InitialPayload = IsengardFighter 15
Slots = 16
PassengerFilter = NONE +INFANTRY +HERO
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:1 Y:1
RankSplit = Yes
SplitHordeNumber = 15
MeleeBehavior = Amoeba
End
; Banner Carrier info
BannerCarriersAllowed = IsengardBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:IsengardUgluk_modMember Pos:X:50.0 Y:20.0 ; (DEFAULT) position of banner carrier for fighter horde
;Positions for 20
RankInfo = RankNumber:1 UnitType:IsengardUgluk_modMember Position:X:70 Y:0
RankInfo = RankNumber:2 UnitType:IsengardFighter Position:X:30 Y:0 Position:X:30 Y:20 Position:X:30 Y:-20 Position:X:30 Y:40 Position:X:30 Y:-40
RankInfo = RankNumber:3 UnitType:IsengardFighter Position:X:10 Y:0 Position:X:10 Y:20 Position:X:10 Y:-20 Position:X:10 Y:40 Position:X:10 Y:-40
RankInfo = RankNumber:4 UnitType:IsengardFighter Position:X:-10 Y:0 Position:X:-10 Y:20 Position:X:-10 Y:-20 Position:X:-10 Y:40 Position:X:-10 Y:-40
SplitHorde = SplitResult:IsengardUglukHordeSystem UnitType:IsengardUgluk_modMember
SplitHorde = SplitResult:IsengardFighterHorde UnitType:IsengardFighter
RanksThatStopAdvance = 1
MeleeAttackLeashDistance = 1; How far the hordes can move from the center of the horde when melee attacking.
RanksToReleaseWhenAttacking = 1 2 3 4
RanksToJustFreeWhenAttacking = 1 2 3 4
AttributeModifiers = MeleeHauptmannComboHorde
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
Behavior = BloodthirstyUpdate ModuleTag_Bloodthirsty
;In order to sacrifice or be sacrificed, you must have a BloodthirstyUpdate
SacrificeFilter = ALL ;Hordes with BloodthirstyUpdates I can sacrifice (hint: use template names)
ExperienceModifier = 1.2 ; Change from 1.07 ; 1.1 ;Balance this so that a level 1 orc horde eating a level 1 orc horde gets enough exp to get to level 2
InitiateVoice = UrukWarriorVoiceJoinOrcsMS
End
Behavior = SplitHordeSpecialPower ModuleTag_SplitHorde
SpecialPowerTemplate = SpecialAbilitySplitHorde
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
Behavior = SpecialPowerModule ModuleTag_CaptureBuilding
SpecialPowerTemplate = SpecialAbilityCaptureBuilding
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = SpecialAbilityUpdate ModuleTag_CaptureBuildingUpdate
SpecialPowerTemplate = SpecialAbilityCaptureBuilding
StartAbilityRange = 15.0
UnpackTime = 1
PreparationTime = 20000
PackTime = 1
DoCaptureFX = Yes
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Infantry
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_MED_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_IsengardBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_IsengardForgedBlades
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
TriggeredBy = Upgrade_IsengardHeavyArmor
End
;;; UGLUK PASSIVE LEADERSHIP ABILITY ;;;-----------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LeadershipUnpause
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_Level_5
End
Behavior = SpecialPowerModule ModuleTag_Leadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipUpdate
StartsActive = No ; If no, requires upgrade to turn on.
BonusName = UglukLeadership
;TriggeredBy = Upgrade_Level_5
RefreshDelay = 2000
Range = 200
;AntiCategory = BUFF
ObjectFilter = ANY +URUK -INFANTRY -CAVALRY -HERO -SHIP -MACHINE -MONSTER -STRUCTURE -DOZER ALLIES
End
;---------------------------------------
; Dunkle Medizin
;---------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_MedizinStarter
SpecialPowerTemplate = SpecialAbilityUglukMedizin
TriggeredBy = Upgrade_Level_1
End
Behavior = SpecialPowerModule ModuleTag_MedizinDummy
SpecialPowerTemplate = SpecialAbilityUglukMedizin
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
End
Behavior = ActivateModuleSpecialPower ModuleTag_CloseTheGap
SpecialPowerTemplate = SpecialAbilityUglukMedizin
StartAbilityRange = 200
TriggerSpecialPower = ModuleTag_MedizinHeal TARGETPOS
TriggerSpecialPower = ModuleTag_MedizinBlastStarter TARGETPOS
End
Behavior = PlayerHealSpecialPower ModuleTag_MedizinHeal
SpecialPowerTemplate = SpecialAbilityActivateeDummy
HealAmount = 1.0
HealAsPercent = Yes
HealAffects = URUK
HealRadius = 80
HealFX = FX_UglukSupper
InitiateSound = UglukMedizinVoice
;TriggerFX = FX_DainMightyRage02
End
Behavior = SpecialPowerModule ModuleTag_MedizinBlastStarter
SpecialPowerTemplate = SpecialAbilityWizardBlast
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_MedizinBlastWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWizardBlast
WhichSpecialWeapon = 1
SkipContinue = Yes
FreezeAfterTriggerDuration = 100 ; Hold AI for this long after we fire.
UnpackTime = 700
PreparationTime = 1
;PersistentPrepTime = 1000
PackTime = 100
AwardXPForTriggering = 50
StartAbilityRange = ANGMAR_NECRO_FELL_STRENGTH_START_RANGE
SpecialWeapon = UglukMedizinWeapon
End
Behavior = AutoAbilityBehavior ModuleTag_MedizinAutoAbility
SpecialAbility = SpecialAbilityUglukMedizin
MaxScanRange = 150
Query = 1 NONE +URUK ALLIES
End
;----------------------------------------------------------------
; Ugluk Berserker
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukBerserkerCarnage
SpecialPowerTemplate = SpecialAbilityUglukBerserker
TriggeredBy = Upgrade_Level_3
End
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_UglukBerserkerPowerUpdate
SpecialPowerTemplate = SpecialAbilityUglukBerserker
Duration = 20000 ; Needs to match SpecialAbilityGimliHeroMode
AttributeModifier = UglukTruppeCarnage
LockWeaponSlot = QUATERNARY
StartsPaused = Yes
End
;---------------------------------------------------------------------
; Harter Marsch
;---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenGloriousChargeEnabler
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
TriggeredBy = Upgrade_Level_7
End
Behavior = SpecialPowerModule ModuleTag_TheodenGloriousChargeUpdate
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
AttributeModifier = UglukHardMarch
AttributeModifierRange = 200
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +URUK ALLIES
AttributeModifierFX = FX_UglukHardMarchFX
End
Behavior = SpecialAbilityUpdate ModuleTag_GloriousChargeAnimation
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
PreparationTime = 0
PersistentPrepTime = 0
PackTime = 1330
UnpackTime = 1000
UnpackingVariation = 2
End
;---------------------------------------------------------------------
; Ugluks Uruks
;---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DainSummonEnabler
SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
TriggeredBy = Upgrade_Level_10
End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
OCL = OCL_SpawnIsengardUglukHorde
CreateLocation = CREATE_AT_LOCATION
TriggerFX = FX_SummonWildmen
StartsPaused = Yes
SetModelCondition = ModelConditionState:EMOTION_CELEBRATING
SetModelConditionTime = 2.1
End
/////////////////////
// AISpecialPowers
/////////////////////
Behavior = AISpecialPowerUpdate IsengardFighterHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
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
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 50.0
GeometryHeight = 20.0
GeometryIsSmall = No
End
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Nur zur Info es gibt die Code Option.
Ich denke ihm "gefällt" das hier nicht:
....
Body = ImmortalBody ModuleTag_ImmortalBody
Max = Health 1
End
....
Also einfach mal rauslöschen.
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wow danke für deine fixe antwort :D
code option ? ok wusst ich net ist es das was über den smiylis steht ???
ok ich werds ma rauslöschen aba wie ist der da hin gekommen ich habs defenitiv nicht dahin geschrieben ?
ich probiers ma eben und lass es dich dann wissen
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Da steht doch: line 1608
Exportiere die ini also, öffne sie ganz normal und suche die zeile 1608
Dort wird der fehler sein. ;)
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ne klappt auch nicht jetzt steht da
Game crash
Unknown block 'Behavior'.
Error parsing INI block 'Behavior' in file 'data\ini\evilfaction\units\isengart\ugluk.ini'.
5 adresses:
(unknown)(0):game.dat+239838 (unknown)
(unknown)(0):game.dat+2346667 (unknown)
(unknown)(0):game.dat+2376649 (unknown)
(unknown)(0):game.dat+6541831 (unknown)
(unknown)(0):kernel32.dll+94167 RegisterWaitForInput+73
hatte das was du geschrieben hattest alles gelöscht na ja funk leider nicht :( wenn nicht besteht die möglichkeit mir die ini irgentwie zu schicken ?
dann könnt ich sie kopieren
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Zitat:
Da steht doch: line 1608
Exportiere die ini also, öffne sie ganz normal und suche die zeile 1608
Dort wird der fehler sein.
Wie mach ich das?und wohin soll ich es exportieren und wo und in der ini hab ich keine 1608 gefunden und selbst wenn ich würd den fehler glaub ich nicht erkennen da ich nicht weiß wie es richtig aussehen müsste.
könnt ihr mir nicht die richtige ini hier her kopieren oder mir schicken ?
wäre super von euch
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Edit, Export. Datei irgendwo speichern und mit dem Windows Editor öffnen.
Strg+G drücken, Zeile 1608 eintippen und den Fehler dort suchen ;)
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Oki Doki dank euch habs gefunden bzw. den Fehler erkannt :D:D:D also wen darf ich küssen LOOOOL (**)
sagt mal bei der ini hier :
;-----------------------Drogoth------------------------
#define DROGOTH_BUILDCOST 5000
#define DROGOTH_BUILDTIME 60
#define DROGOTH_HEALTH 16000
#define DROGOTH_HEAL_AMOUNT 30
#define DROGOTH_PLOW_DAMAGE_INNE R 200
dieses #define DROGOTH_PLOW_DAMAGE_INNE R 200 ist das der normale Schaden den er verursacht ????
ist es auch möglich sein Schaden zu erhöhen wenn er gelandet ist also sprich kann ich seinen Feueratem stärker machen wenn ja wo Leutz ????
Man ich bin wien kleiner Junge der nicht genug Input bekommen kann LOOOOL