Hi,
habe leider ein Problem mit RenX -.-
wenn ich es installirt habe (ich hoffe richtig) und ich es starten will (key bereits eingegeben) kommt diese Meldung:
(http://img6.imagebanana.com/img/m0bftefl/fehler1behoben.fehler2.jpg)
ich bedanke mich schonmal für Hilfe! ich hab (noch) kein Plan vom Modelling...
PS: wenn was unklar is, einfach fragen :)
Edit: das problem hat sich erledigt. Aber danke nochmal für die vielen, netten und hilfreichen Antworten...
Hallo hab ein Problem ich möchte Eine Einheit die Gondorsoldaten in der Orkgrube baubar machen ich habs nach dem Tutorial gemacht (natürlich hab ich es angepasst aber wenn ich das Spiel starte kommt diese Meldung
---------------------------
Game crash
---------------------------
ChildObject must come after the original Object (GondorFighterHorde, GondorFighterHorde_Summo ned).
Error parsing INI block 'ChildObject' in file 'data\ini\object\evilfaction\hordes\mordor\mordorhordes.ini'.
7 addresses:
(unknown)(0): game.dat+240382 (unknown)
(unknown)(0): game.dat+2347216 (unknown)
(unknown)(0): game.dat+2377423 (unknown)
(unknown)(0): game.dat+6542103 (unknown)
(unknown)(0): kernel32.dll+316169 BaseThreadInitThunk+18
(unknown)(0): ntdll.dll+267971 RtlInitializeExceptionCh ain+99
(unknown)(0): ntdll.dll+267926 RtlInitializeExceptionCh ain+54
Because of the severity of this error the game will now exit.
---------------------------
OK
---------------------------
Was hab ich falsch gemacht
Wie wärs wenn du die Meldung posten würdest?
Ohne kann man dir schlecht helfen.
Hab den oben geposteten Code kurz überflogen, und ausser dem was Radgast schon gesagt hat ist mir noch ein Fehler aufgefallen:
Im Object MorgulSoldier befindet sich bei dir folgender Contain:
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = MorgulSoldier GOOD_MEN_GIANT_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset=X:0 Y:0
MeleeBehavior = Amoeba
End
// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MorgulSoldier Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:MorgulSoldier Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:MorgulSoldier Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:MorgulSoldier Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttacking = 1
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
Sieht soweit gut aus, bis auf einen Fehler:
Der InitialPayload!
Der bestimmt welche Einheiten und wieviele in der Horde sind. Bei dir ist es das Object MorgulSoldier. Was fällt dir auf? Die Horde steckt 15 mal sich selbst rein. Jede einzelne dieser 15 Horden beinhaltet danach wieder 15 mal sich selbst usw. Also eine Endlosschleife. Ich hab sowas zwar noch nie probiert, aber ich denke es kann der Auslöser für die Meldung ist.
Edit:
Ausserdem ist mir aufgefallen das das Object MorgulSoldierHorde nicht in deinen Codes ist. Entweder es exestiert nicht (was eine Fehlermeldung auch erklären würde) oder du hast vergessen es in den Beitrag zu schreiben. Eventuell soll aber auch das erste Object (MorgulSoldier) diese Horde sein, und du hast vergessen Horde dahinter zu schreiben, was oben erwähntes Problem erklären würde.
Hier sind mal die ganzen Codes:
-commandbutton.iniCommandButton Command_ConstructGondorP ikemanHorde
Command = UNIT_BUILD
Object = GondorPikemanHorde
Options =CANCELABLE
TextLabel = CONTROLBAR:ConstructGondorShieldGua rdHorde
ButtonImage = BGBarracks_TowerGuard
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildGondorShield GuardHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
-commandset.iniCommandSet GondorBarracksCommandSet
1 = Command_ConstructGondorF ighterHorde
2 = Command_ConstructRohanSp earmenHorde
3 = Command_ConstructGondorP ikemanHorde
4 = Command_ConstructGondorT owerShieldGuardHorde
5 = Command_PurchaseUpgradeG ondorBarracksLevel2
6 = Command_Sell
End
-menhordes.iniObject GondorPikemanHorde
// This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_GondorTowerGuard
SelectPortrait = UPGondor_TowerGuard
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFla gs = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionSta te
Model = None //InvisHrdeTmp5x2
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkGUTow
End
End
Side = Men
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:GondorPikemanHorde
DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorPikemanHor de
DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorPikeman Horde
WeaponSet
Conditions = None
Weapon = PRIMARY TowerGuardHordeRangefind er
End
// *** AUDIO Parameters ***//
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members
BuildCost = GONDOR_TOWERGUARD_BUILDC OST
BuildTime = GONDOR_TOWERGUARD_BUILDT IME
VisionRange = GONDOR_TOWERGUARD_HORDE_ VISION_RANGE
ShroudClearingRange = GONDOR_TOWERGUARD_HORDE_ SHROUD_RANGE
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoo t = 1.0%
CommandPoints = 75 ; originally 60
CommandSet = GondorTowerShieldGuardCo mmandSet
FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2.
CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL _HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIG HT INFANTRY HORDE ARMY_SUMMARY MELEE_HORDE PIKE LARGE_RECTANGLE_PATHFIND
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
ThreatLevel = GONDOR_TOWERSHIELDGUARD_ HORDE_THREAT
ThreatBreakdown GondorTowerShieldGuardHo rde_DetailedThreat
AIKindOf = PIKEMAN
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = StancesBehavior ModuleTag_StancesBehavio r
StanceTemplate = PikeHorde
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenId le = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Spearman
End
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 180
FlankedDelay = 4000
ObjectStatusOfContained =
InitialPayload = GondorPikemanHorde GOOD_MEN_GIANT_HORDE_SIZ E
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFo rmation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
FacingBonus = 30.0
AngleLimitCos = -0.17
InnerRange = 30
OuterRange = 80
OuterRangeBuildings = 140
End
// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorFighter Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:GondorPikemanHorde Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:GondorPikemanHorde Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:GondorPikemanHorde Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttack ing = 1
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_PhysicsBehavio r
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RAD IUS // max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTF ILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_ OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFI LTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIU S
AddEmotion = Terror_Base
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Bas e // Pikemen don't fear getting crushed
AddEmotion = UncontrollableFear_Base
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = OVERRIDE Taunt_Base
// AttributeModifier = GondorFighterTaunt
End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpd ate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomoto r
Condition = SET_NORMAL
Speed = NORMAL_FOOT_SLOW_HORDE_S PEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTa g
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_GondorBasicTrain ing
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLega lity
TriggeredBy = Upgrade_GondorForgedBlad es
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLega lity2
TriggeredBy = Upgrade_GondorHeavyArmor
End
/////////////////////
// AISpecialPowers
/////////////////////
Behavior = AISpecialPowerUpdate GondorTowerShieldGuardHo rdeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE _BUILDING
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStance Battle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEB ATTLE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStance Aggressive
CommandButtonName = Command_SetStanceAggress ive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEA GGRESSIVE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGr ound
CommandButtonName = Command_SetStanceHoldGro und
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEH OLDGROUND
End
Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 45.0
GeometryHeight = 20.0
GeometryIsSmall = No
// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Pikemen
AutoResolveCombatChain = AutoResolve_PikemenComba tChain
AutoResolveBody = AutoResolve_GondorTowerG uardHordeBody
AutoResolveArmor
RequiredUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorTowerG uardHeavyArmor
End
AutoResolveArmor
ExcludedUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorTowerG uardArmor
End
AutoResolveWeapon
RequiredUpgrades = Upgrade_GondorForgedBlad es
Weapon = AutoResolve_GondorTowerG uardUpgradedWeapon
End
AutoResolveWeapon
ExcludedUpgrades = Upgrade_GondorForgedBlad es
Weapon = AutoResolve_GondorTowerG uardWeapon
End
WorldMapArmoryUpgradesAl lowed = Upgrade_GondorBasicTrain ing Upgrade_GondorForgedBlad es Upgrade_GondorHeavyArmor
End
ChildObject GondorPikemanHorde_Summo ned GondorPikemanHorde
IsTrainable = No
CommandPoints = 0
CommandSet = GondorTowerShieldGuardCo mmandSet_Summoned
EquivalentTo = GondorTowerShieldGuardHo rde
KindOf = SUMMONED SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIG HT INFANTRY HORDE ARMY_SUMMARY MELEE_HORDE PIKE LARGE_RECTANGLE_PATHFIND
DisplayName = OBJECT:HordeGondorTowerGuard
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 180
FlankedDelay = 4000
ObjectStatusOfContained =
InitialPayload = GondorTowerShieldGuard_S ummoned GOOD_MEN_GIANT_HORDE_SIZ E
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFo rmation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
FacingBonus = 30.0
AngleLimitCos = -0.17
InnerRange = 30
OuterRange = 80
OuterRangeBuildings = 140
End
RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard_S ummoned Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:GondorTowerShieldGuard_S ummoned Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:GondorTowerShieldGuard_S ummoned Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttack ing = 1
AlternateFormation = GondorTowerShieldGuardHo rdePorcupine
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 = LifetimeUpdate ModuleTag_LifetimeUpdate
// This one displays the timer, but the one in the uint does the work
MinLifetime = CREATE_A_HERO_REINFORCEM ENT_LIFETIME
MaxLifetime = CREATE_A_HERO_REINFORCEM ENT_LIFETIME
DeathType = FADED
End
End
ChildObject GondorPikemanHordePorcup ine GondorPikemanHorde
// Note - for alternate formations, all info outside of the Contain Behavior module is ignored.
// Any modifications need to be done via the Attribute Modifiers in the contain module.
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 360 // Can't be flanked
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = GondorTowerShieldGuard GOOD_MEN_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFo rmation = No //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:2 Y:1
RanksToReleaseWhenAttack ing = 0
RanksToJustFreeWhenAttac king = 0
AttributeModifiers = GondorTowerShieldGuardHo rdePorcupine
IsPorcupineFormation = Yes
MinimumHordeSize = 5
AlternateFormation = GondorTowerShieldGuardHo rde
VisionRearOverride = 100%
VisionSideOverride = 100%
NotComboFormation = Yes // this formation is not suitable for combo, so it will switch out of this when combo-ing
// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorTowerShieldGuard Pos:X:0.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:20 Y:0 Position:X:-16.18 Y:11.76 Position:X:6.18 Y:-19.02 Position:X:6.18 Y:19.02 Position:X:-16.18 Y:-11.76 Position:X:36.54 Y:16.27 Position:X:-39.13 Y:8.32 Position:X:26.77 Y:-29.73 Position:X:-4.18 Y:39.78 Position:X:-20 Y:-34.64 Position:X:26.77 Y:29.73 Position:X:-39.13 Y:-8.32 Position:X:36.54 Y:-16.27 Position:X:-20 Y:34.64 Position:X:-4.18 Y:-39.78
End
End
-einheit.ini// Moved from MenInfantry.INI Aug 24 2005
//------------------------------------------------------------------------------
// aka GondorTowerGuard TowerShieldGuard GuardTowerShield
Object GondorPikeman
// *** ART Parameters ***
SelectPortrait = UPGondor_TowerGuard
ButtonImage = WOR_GondorTowerGuard
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
// specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LO W
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LO W
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_ME D
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_ME D
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HI GH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HI GH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIG H
End
DefaultModelConditionSta te
Model = Test_skn
Skeleton = GUTwrGrd_SKL
End
ModelConditionState WEAPONSET_PLAYER_UPGRADE
Model = Test_skn
Skeleton = GUTwrGrd_SKL
End
AnimationState = THROWN_PROJECTILE
Animation = FLYA
AnimationName = GUTwrGrd_FLYA
AnimationMode = LOOP
End
End
AnimationState = PASSENGER FREEFALL
Animation = Grabbed
AnimationName = GUTwrGrd_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = GUTwrGrd_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = PARALYZED
Animation
AnimationName = GUTwrGrd_IDLA
AnimationMode = LOOP
End
End
AnimationState = DYING BURNINGDEATH
Animation = DIEA
AnimationName = GUTwrGrd_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED
Animation = LNDA
AnimationName = GUTwrGrd_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = GUTwrGrd_DIEA
AnimationMode = ONCE
AnimationSpeedFactorRang e = 0.8 1.2
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEB
AnimationMode = ONCE
AnimationSpeedFactorRang e = 0.8 1.2
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEC
AnimationMode = ONCE
AnimationSpeedFactorRang e = 0.8 1.2
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = GUTwrGrd_MFDA
AnimationMode = LOOP
Distance = 60
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUTwrGrd_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//=======TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
ShareAnimation = Yes
Animation = TerrorFromTheSky
AnimationName = GUTwrGrd_RUNE
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR
ShareAnimation = Yes
Animation = Terror
AnimationName = GUTwrGrd_RUNE
AnimationMode = LOOP
End
End
//----------------
//=======BACK UP
AnimationState = MOVING BACKING_UP
ShareAnimation = Yes
Animation = BackingUp
AnimationName = GUTwrGrd_BAKA
AnimationMode = LOOP
End
Animation = BackingUp
AnimationName = GUTwrGrd_BAKB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//--------------------
AnimationState = MOVING ALTERNATE_FORMATION
//ShareAnimation = Yes
StateName = STATE_EnrouteToPorcupine
Animation
AnimationName = GUTwrGrd_RUNA
AnimationMode = LOOP
End
Animation
AnimationName = GUTwrGrd_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
ShareAnimation = Yes
Animation = RUNA
AnimationName = GUTwrGrd_RUNA
AnimationMode = LOOP
End
Animation
AnimationName = GUTwrGrd_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = GUTwrGrd_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKA
AnimationName = GUTwrGrd_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
//ParticleSysBone = None MeleeDust
End
AnimationState = STUNNED_FLAILING
Animation = FLYA
AnimationName = GUTwrGrd_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = GUTwrGrd_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRang e = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = GUTwrGrd_LNDA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Plant
Animation = PLTA
AnimationName = GUTwrGrd_PLTA
AnimationMode = ONCE
AnimationSpeedFactorRang e = 0.8 1.2
End
End
TransitionState = TRANS_Unplant
Animation = PLTB
AnimationName = GUTwrGrd_PLTC
AnimationMode = ONCE
AnimationSpeedFactorRang e = 0.5 1.2
End
End
//------------------ Hit Reaction ---------------------------------------
AnimationState = HIT_REACTION
Animation = HIT REACTION
AnimationName = GUTwrGrd_HITA
AnimationMode = ONCE
End
End
//------------------ EMOTIONS -------------------------------------------
//======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID
ShareAnimation = Yes
Animation = Apprehensive
AnimationName = GUTwrGrd_FERA
AnimationMode = LOOP //Change this to ONCE if adding additional anims
End
Flags = RANDOMSTART
End
//======= AFRAID
AnimationState = EMOTION_AFRAID
ShareAnimation = Yes
Animation = FERA
AnimationName = GUTwrGrd_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//======= TAUNTING
AnimationState = EMOTION_TAUNTING ALTERNATE_FORMATION
Animation = TNTA
AnimationName = GUTwrGrd_TNTA
AnimationMode = LOOP
End
Animation = TNTA
AnimationName = GUTwrGrd_TNTB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation = Taunting
AnimationName = GUTwrGrd_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = GUTwrGrd_TNTB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLE TE
End
//======= POINTING
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = GUTwrGrd_PNTA
AnimationMode = LOOP
End
Animation = Pointing1
AnimationName = GUTwrGrd_PNTB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//======= CELEBRATING
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = GUTwrGrd_CHRA
AnimationMode = LOOP
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRB
AnimationMode = LOOP
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRC
AnimationMode = LOOP
End
End
//-------------- ALERT STATE ------------------------------------------------------------
AnimationState = EMOTION_ALERT
Animation = CHRA
AnimationName = GUTwrGrd_IDLA
AnimationMode = LOOP
End
End
//-------------- SELECTED & IDLE --------------------------------------------------------
//======== SELECTED
AnimationState = SELECTED ALTERNATE_FORMATION PORCUPINE
//ShareAnimation = Yes
StateName = STATE_SelectedAlternateF ormation
Animation
AnimationName = GUTwrGrd_PLTB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev ~= "STATE_SelectedAlternateF ormation" and Prev ~= "STATE_Planted" and Prev ~= "TRANS_Plant" then CurDrawableSetTransition AnimState("TRANS_Plant") end
EndScript
End
AnimationState = SELECTED ALTERNATE_FORMATION
//ShareAnimation = Yes
StateName = STATE_SelectedAlternateF ormation
Animation
AnimationName = GUTwrGrd_ATNB
AnimationMode = LOOP
End
End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = GUTwrGrd_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRang e = 0.9 1.1
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRang e = 0.9 1.1
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRang e = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLE TE
End
AnimationState = SELECTED
StateName = STATE_Selected
ShareAnimation = Yes
Animation = ATNB
AnimationName = GUTwrGrd_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Planted" then CurDrawableSetTransition AnimState("TRANS_Unplant") end
EndScript
End
//======== IDLE
AnimationState = ALTERNATE_FORMATION PORCUPINE // aka Porcupine formation
StateName = STATE_Planted
//ShareAnimation = Yes
Animation = IDLB
AnimationName = GUTwrGrd_PLTB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev ~= "STATE_SelectedAlternateF ormation" and Prev ~= "STATE_Planted" and Prev ~= "TRANS_Plant" then CurDrawableSetTransition AnimState("TRANS_Plant") end
EndScript
End
IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = GUTwrGrd_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
AnimationSpeedFactorRang e = 0.8 1.2
End
Animation = IDLC
AnimationName = GUTwrGrd_IDLC
AnimationMode = ONCE
AnimationBlendTime = 9
AnimationSpeedFactorRang e = 0.8 1.2
End
Animation = IDLD
AnimationName = GUTwrGrd_IDLD
AnimationMode = ONCE
AnimationBlendTime = 9
AnimationSpeedFactorRang e = 0.8 1.2
End
Animation = IDLE
AnimationName = GUTwrGrd_IDLE
AnimationMode = ONCE
AnimationBlendTime = 9
AnimationSpeedFactorRang e = 0.8 1.2
End
BeginScript
Prev = CurDrawablePrevAnimation State()
if Prev == "STATE_Planted" then CurDrawableSetTransition AnimState("TRANS_Unplant") end
EndScript
End
//-------------------------------------------------------------------------------------------------------------
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
// ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 5 ; originally 4
BountyValue = GONDOR_TOWERGUARD_BOUNTY _VALUE
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY GondorTowerShieldGuardSw ord
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
// WeaponSet
// Conditions = PLAYER_UPGRADE
// Weapon = PRIMARY GondorTowerShieldGuardSw ordUpgraded
// AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
// End
ArmorSet
Conditions = None
Armor = TowerGuardArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = TowerGuardHeavyArmor
DamageFX = NormalDamageFX
End
VisionRange = GONDOR_TOWERGUARD_VISION _RANGE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionSide = 35%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoo t = 2.0%
DisplayName = OBJECT:GondorTowerShieldGuard
CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = SuperInfantryCrushReveng e
CommandSet = GondorTowerShieldGuardCo mmandSet
// *** AUDIO Parameters ***//
;VoiceAmbushed = TowerGuardVoiceAmbushed OBSOLETE VOICE
VoiceAttack = TowerGuardVoiceAttack
VoiceAttackCharge = TowerGuardVoiceAttackCha rge
VoiceAttackMachine = TowerGuardVoiceAttack
VoiceAttackStructure = TowerGuardVoiceAttackBui lding
VoiceEnterStateAttack = TowerGuardVoiceEnterStat eAttack
VoiceEnterStateAttackCha rge = TowerGuardVoiceEnterStat eAttackCharge
VoiceEnterStateAttackMac hine = TowerGuardVoiceEnterStat eAttackBuilding
VoiceEnterStateAttackStr ucture = TowerGuardVoiceEnterStat eAttackBuilding
VoiceCreated = TowerGuardVoiceSalute //GondorSoldierVoiceCreated
VoiceFullyCreated = TowerGuardVoiceSalute
VoiceMove = TowerGuardVoiceMove
VoiceMoveToCamp = TowerGuardVoiceMoveCamp
VoiceMoveWhileAttacking = TowerGuardVoiceDisengage
VoiceEnterStateMove = TowerGuardVoiceEnterStat eMove
VoiceEnterStateMoveToCam p = TowerGuardVoiceEnterStat eMoveCamp
VoiceEnterStateMoveWhile Attacking = TowerGuardVoiceEnterStat eDisengage
VoicePriority = 56
VoiceRetreatToCastle = TowerGuardVoiceRetreat
VoiceEnterStateRetreatTo Castle = TowerGuardVoiceEnterStat eRetreat
VoiceSelect = TowerGuardVoiceSelectMS
VoiceSelectBattle = TowerGuardVoiceSelectBat tle //GondorSoldierVoiceSelect //GondorSoldierVoiceSelectBattle
VoiceGuard = TowerGuardVoiceMove
SoundImpact = ImpactHorse
CrowdResponseKey = GoodMen
UnitSpecificSounds
VoiceGarrison = TowerGuardVoiceGarrison
VoiceEnterUnitElvenTrans portShip = TowerGuardVoiceMove
VoiceInitiateCaptureBuil ding = TowerGuardVoiceMove
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopC lientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilatio nBFME1and2VoxTauntSingle sLoop
End
// Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Man Man_Male Unit Infantry Gondor_Guard
End
ClientBehavior = AnimationSoundClientBeha vior ModuleTag_AnimAudioBehav ior
MaxUpdateRangeCap = 800
AnimationSound = Sound:TauntHitShieldPitchShift ed Animation:GUTwrGrd_SKL.GUTwrGrd_TN TB Frames: 23 43
AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DI EA Frames:30 51
AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DI EB Frames:57
AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DI EC Frames:38
AnimationSound = Sound:BodyFallSoldier Animation:GUTWRGRD_SKL.GUTWRGRD_LN DA Frames:4
AnimationSound = Sound:BodyFallSoldier Animation:GUTwrGrd_SKL.GUTwrGrd_LN DB Frames:2
End
// *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = GONDOR_TOWERGUARD_HEALTH
MaxHealthDamaged = GONDOR_TOWERGUARD_HEALTH _DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTa g
TriggeredBy = Upgrade_GondorForgedBlad es
End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_GondorHeavyArmor
//KillArmorUpgrade = Yes //This cancels any previous armor upgrade.
ArmorSetFlag = PLAYER_UPGRADE
End
//-----------------------------------------------------------------------
//
// Sub objects
//
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_GondorHeavyArmor
UpgradeTexture = GUTowrGrd.tga 0 GUTowrGrd_HA.tga
UpgradeTexture = GUTowrGrd_L.tga 0 GUTowrGrd_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
Behavior = SubObjectsUpgrade ForgedBlade_Upgrade
TriggeredBy = Upgrade_GondorForgedBlad es
ShowSubObjects = Forged_Blade
End
//-----------------------------------------------------------------------
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenId le = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = GondorFighterFunctions
AttackPriority = AttackPriority_Spearman
BurningDeathTime = BURNINGDEATH_DURATION_IN FANTRY
End
LocomotorSet
Locomotor = GondorTowerShieldGuardLo comotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_SLOW_MEMBER_ SPEED
End
LocomotorSet
Locomotor = GondorTowerShieldGuardDe ployedLocomotor
Condition = SET_NORMAL_UPGRADED
Speed = NORMAL_FOOT_SLOW_MEMBER_ SPEED
End
LocomotorSet
Locomotor = GondorTowerShieldGuardLo comotor
Condition = SET_COMBO
Speed = NORMAL_FOOT_SLOW_MEMBER_ SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInf antry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED _INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStunnedTimeLow = 1400 //msec
ShockStunnedTimeHigh = 2400 //msec
ShockStandingTime = 1333 //msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40 // in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL HumanVoiceDie// TowerGuardVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
SinkDelay = 3000
SinkRate = 0.40 // in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL SpellGenericUnsummonFast erMS
End
Behavior = SquishCollide ModuleTag_06
//nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
//nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
// Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 // in Dist/Sec
DestructionDelay = 8000
End
Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown.
// To tweak a Bezier path
FirstHeight = 24 // Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% // Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes // I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 // When I hit the ground, I'll arc again
BounceDistance = 40 // this far
BounceFirstHeight = 24 // Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% // Percentage of shot distance control points are placed
BounceSecondPercentInden t = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
// The below is a good start to the actual implementation of the unit,
// if someone wants to revert back to the exact state
//Normal mode (shield is raised and unit is able to move normally)
// Behavior = GrantUpgradeCreate ModuleTag_09
// UpgradeToGrant = Upgrade_RaiseShield
// End
// Behavior = ModelConditionUpgrade ModuleTag_10
// TriggeredBy = Upgrade_RaiseShield
// RemovesUpgrades = Upgrade_PlantShield
// RemoveConditionFlags = DEPLOYED
// End
// Behavior = LocomotorSetUpgrade ModuleTag_11
// TriggeredBy = Upgrade_RaiseShield
// RemovesUpgrades = Upgrade_PlantShield
// KillLocomotorUpgrade = Yes //Removes the PlantShield locomotor.
// End
// Behavior = ArmorUpgrade ModuleTag_12
// TriggeredBy = Upgrade_RaiseShield
// RemovesUpgrades = Upgrade_PlantShield
// KillArmorUpgrade = Yes //This cancels any previous armor upgrade.
// End
//
// //Defensive mode (shield is planted -- the unit can move but much more slowly)
// Behavior = ModelConditionUpgrade ModuleTag_13
// TriggeredBy = Upgrade_PlantShield
// RemovesUpgrades = Upgrade_RaiseShield
// AddConditionFlags = DEPLOYED
// End
// Behavior = LocomotorSetUpgrade ModuleTag_14
// TriggeredBy = Upgrade_PlantShield
// RemovesUpgrades = Upgrade_RaiseShield
// End
// Behavior = ArmorUpgrade ModuleTag_15
// TriggeredBy = Upgrade_PlantShield
// RemovesUpgrades = Upgrade_RaiseShield
// End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19//
ShadowSizeY = 19//
ShadowTexture = ShadowI//
End
//------------------------------------------------------------------------------
Wie heißt das Modell? Hast du das Skeleton im selben Ordner?
Ich habe genau wie im Tutorial beschrieben, auf den w3d importer gecklickt und dann habe ich gumaarms.... (das gleiche wie im Tutorial) importiert. Dann konnte ich aber nur Schwert und Schild sehen. Ich habe auch jeden anderen Schritt des Tutorials genauso befolgt; nötige tools runtergeladen, w3d und textures extrahiert, usw.
Vielen Dank! Ich bin jetzt schon beim verlinken, alerdings kann ich, wenn ich auf vertices klicke, die blauen Punkte nicht auswählen, was ist los?
Ps: Hier ist mein bisheriges Ergebnis (http://abload.de/img/gumaarms97lol.png)
Pss: könnte mir bitte jemand antworten!