Hallo, da ich in letzter Zeit viel hilfe benötige eröffne ich nun einen Fragenthread:1. Eigeninitiative! Das Einheitentutorial reicht dafür problemlos aus, der Weg ist da immer der gleiche.
1. Wie kann man ein eigenes Gebäude machen, finde kein Tutorial
2. Wie kann man eigene Spellbook Commands machen?
3. Hat jemand von euch auch das problem das der Asset Builder 0 macht?
bzw. nur rumhängt?
Upgrade Upgrade_WildFortressDragonNestBuilding
Type = PLAYER
End
;//Wild Fortress Improvements
CommandButton Command_PurchaseUpgradeWildFortressDragonNest
Command = OBJECT_UPGRADE
Options = CANCELABLE NEED_UPGRADE
Upgrade = Upgrade_WildFortressDragonNest Upgrade_DragonNestFireDrakeButtonEnable Upgrade_WildFortressDragonNestBuilding
NeededUpgrade = Upgrade_WildFortressWebCocoon
TextLabel = CONTROLBAR:PurchaseUpgradeWildFortressDragonNest
ButtonImage = BWFortress_DragonNest
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeWildFortressDragonNest_Neu
Radial = Yes
InPalantir = No
LacksPrerequisiteLabel = TOOLTIP:LackDragonNestWebCocoon
End
//Submod
CommandButton Command_PorterConstructFireDrakeLair_Submod
Command = DOZER_CONSTRUCT
Object = FireDrakeLair_Building
Options = NEED_UPGRADE
NeededUpgrade = Upgrade_WildFortressDragonNestBuilding
TextLabel = CONTROLBAR:ConstructFireDrakeLair_Submod
ButtonImage = BWFortress_DragonNest
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipFireDrakeLair_Submod
Radial = Yes
End
Command = OBJECT_UPGRADE
Dein Upgrade ist vom Typ Player, der Button ist allerdings für Upgrades vom Typ Objekt. Wenn du OBJECT_UPGRADE zu PLAYER_UPGRADE änderst, wird dein Upgrade funktionieren, die restlichen im Button angegebenen Upgrades jedoch nicht mehr, weil diese vom Typ Object sind. Machst du sie alle zu Player-Upgrades hast du das Problem, dass alle Festungen einen Drachenhort besitzen, sobald er in einer einzigen Festung erforscht wurde. Behavior = DoCommandUpgrade Module_DoCommandUpgradeDragonNestBuilding
TriggeredBy = Upgrade_WildFortressDragonNest
GetUpgradeCommandButtonName = Command_NewButton
End
Dadurch wird der Button "Command_NewButton"(diesem gibst du natürlich einen ordentlichen Namen) aktiviert, sobald das angegebene Upgrade erforscht wurde.CommandButton Command_NewButton ;Hier denselben Namen wie oben wählen
Command = PLAYER_UPGRADE
Options = CANCELABLE
Upgrade = Upgrade_WildFortressDragonNestBuilding
TextLabel = CONTROLBAR:Empty
ButtonImage = BWFortress_DragonNest
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:Empty
Radial = No
InPalantir = No
End
Dieser Button erforscht dein neues Upgrade und ist für den Spieler aufgrund der letzten beiden Zeilen nicht sichtbar und kann auch nicht angeklickt werden.Ich würde daher folgendes tun:In die Fortress.ini der Festung oder?
Den Button lässt du, wie er im normalen Edain ist, also ohne dein neues Upgrade. In die Festung fügst du ein DoCommandUpgrade ein:
Ich kapiere nun nicht was ich editieren muss damit ich dieses Gebäude als Festung nutzen kann:Wenn du den Aufbau der ini.big verstanden hast, sollte es kein Problem zu sein das Teil zu finde. Ich kann dir vermutlich den Pfad sagen, ohne dass ich die ini.big seit 2 Jahren geöffnet hätte.
ByNativeType -> Civilian -> STRUCTURE -> GBGHGenBudF
Wo finde ich das Object zu diesem Objekt?
data\ini\object
Dann ist das ganze nen Mapobject, die liegen entweder im neutral oder civilian bereich, ich tippe hier eher auf civilian, da dort eher die mapspezfischen Objekte wie Gebäude liegen, neutral ist eher sowas wie Bäume und Steine, sprich:data\ini\object\civilian
Da das Teil ja die Base für die Elben sein soll, gehe ich davon aus, dass es auch in eine der elbenspezifischen inis liegt, irgendwas wie harlindonbuildings.ini, greyhavenbuildings.ini oder rivendellbuildings.ini.Object GBGHGenBudF
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GBGHGenBudF
End
End
// ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
//Browser = REGION Grey_Havens STRUCTURE
ThreatLevel = 1.0
VisionRange = 160.0 // Shroud clearing distance
ShroudClearingRange = 160
// *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE NOT_AUTOACQUIRABLE SELECTABLE IGNORED_IN_GUI
Body = InactiveBody ModuleTag_05
End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 20.0
GeometryHeight = 180.0
GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 54.0
GeometryHeight = 180.0
GeometryOffset = X:0 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
Einfach die Side etc. ändern und mein Sach reinhauen oder Lieber doch ein Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_FORTRESS_HEALTH
End
Davor war folgendes drin bzw. ist im original drin: Body = InactiveBody ModuleTag_05
End
Und jetzt weiß ich nicht was tunObject GBGHGenBudF
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GBGHGenBudF
End
End
// ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Noldor
EditorSorting = STRUCTURE
//Browser = REGION Grey_Havens STRUCTURE
ThreatLevel = 1.0
VisionRange = 160.0 // Shroud clearing distance
ShroudClearingRange = 160
;// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR
//We can now take damage and die but only during construction. The castle system will make us invulnerable when construction completes.
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_FORTRESS_HEALTH
End
Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Elves noldorfestung
CastleToUnpackForFaction = Dwarves noldorfestung
CastleToUnpackForFaction = Men noldorfestung
CastleToUnpackForFaction = Wild noldorfestung
CastleToUnpackForFaction = Isengard noldorfestung
CastleToUnpackForFaction = Mordor noldorfestung
CastleToUnpackForFaction = Imladris noldorfestung
CastleToUnpackForFaction = Noldor noldorfestung
;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 130.0
InstantUnpack = Yes
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_FORTRESS_HEALTH
End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 20.0
GeometryHeight = 180.0
GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 54.0
GeometryHeight = 180.0
GeometryOffset = X:0 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
Original:Object GBGHGenBudF
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GBGHGenBudF
End
End
// ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
//Browser = REGION Grey_Havens STRUCTURE
ThreatLevel = 1.0
VisionRange = 160.0 // Shroud clearing distance
ShroudClearingRange = 160
// *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE NOT_AUTOACQUIRABLE SELECTABLE IGNORED_IN_GUI
Body = InactiveBody ModuleTag_05
End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 20.0
GeometryHeight = 180.0
GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 54.0
GeometryHeight = 180.0
GeometryOffset = X:0 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
Hoffe ihr könnt mir etwas auf die Sprünge helfen Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_FORTRESS_HEALTH
End
Object GBGHGenBudF
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GBGHGenBudF
End
End
// ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Noldor
EditorSorting = STRUCTURE
//Browser = REGION Grey_Havens STRUCTURE
ThreatLevel = 1.0
VisionRange = 160.0 // Shroud clearing distance
ShroudClearingRange = 160
;// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_FORTRESS_HEALTH
End
Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Elves noldorfestung
CastleToUnpackForFaction = Dwarves noldorfestung
CastleToUnpackForFaction = Men noldorfestung
CastleToUnpackForFaction = Wild noldorfestung
CastleToUnpackForFaction = Isengard noldorfestung
CastleToUnpackForFaction = Mordor noldorfestung
CastleToUnpackForFaction = Imladris noldorfestung
CastleToUnpackForFaction = Noldor noldorfestung
;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 130.0
InstantUnpack = Yes
End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 20.0
GeometryHeight = 180.0
GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 54.0
GeometryHeight = 180.0
GeometryOffset = X:0 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
Ist es möglich das Originale Object aus der Datei zu löschen und in ne fortress.iniIst es, mach es aber besser nicht, ansonsten hast du eventuell noch falsche Zuweisungen. Ich verstehe sowieso nicht, warum du nicht einfach ein neues Object mit den selben Daten machst. Ist am saubersten, du versaust dir deine Originaldaten, musst hier bedenken, dass das Objekt wahrscheinlich auch auf Maps genutzt wird, und du kannst problemlos ohne weiterreichende Konsequenzen daran weiterarbeiten.
zu packen?
PS: Oben genanntes Problem besteht weiterhin
//------------------------------------------------------------------------------
// This is the magic thing in the .bse file that tells how to center the base layout compared to the game position of the fortress
ChildObject NoldorFortress GBGHGenBudF
// ***DESIGN parameters ***
Side = Noldor
;// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR
//We can now take damage and die but only during construction. The castle system will make us invulnerable when construction completes.
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_FORTRESS_HEALTH
End
End
Will ich das Unpacken Hinzufügen klappt es nicht nach meinen Beobachtungen//------------------------------------------------------------------------------
// This is the magic thing in the .bse file that tells how to center the base layout compared to the game position of the fortress
ChildObject NoldorFortress GBGHGenBudF
// ***DESIGN parameters ***
Side = Noldor
;// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR
//We can now take damage and die but only during construction. The castle system will make us invulnerable when construction completes.
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_FORTRESS_HEALTH
End
Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Elves noldorfestung
CastleToUnpackForFaction = Dwarves noldorfestung
CastleToUnpackForFaction = Men noldorfestung
CastleToUnpackForFaction = Wild noldorfestung
CastleToUnpackForFaction = Isengard noldorfestung
CastleToUnpackForFaction = Mordor noldorfestung
CastleToUnpackForFaction = Imladris noldorfestung
CastleToUnpackForFaction = Noldor noldorfestung
;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 130.0
InstantUnpack = Yes
End
End
Hier nochmal die ganze Mod falls es jemand testen will / reproduzieren will.;//------------------------------------------------------------------------------
;// This is the magic thing in the .bse file that tells how to center the base layout compared to the game position of the fortress
Object NoldorFortressCenterGeneric
SelectPortrait = BPEFortress
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = NBasePin
End
End
Side = Noldor
EditorSorting = STRUCTURE
KindOf = IMMOBILE BASE_FOUNDATION CASTLE_CENTER
Behavior = CastleBehavior ModuleTag_castle
;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
End
End
Object NoldorFortress
SelectPortrait = BRLothgaladhon
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
;dummy idle animation state for audio
IdleAnimationState
;StateName = STATE_Idle
End
;//Need this since the default condition is none
ModelConditionState = WORLD_BUILDER
Model = GBGHGenBudF
End
;//Phantom structure when placing a new building to be build
ModelConditionState = BUILD_PLACEMENT_CURSOR
Model = None //EBFortress
End
;//Structure that stays where you will be building until the porter reaches the place to start building.
ModelConditionState = PHANTOM_STRUCTURE
Model = GBGHGenBudF
End
ModelConditionState = RUBBLE
Model = GBGHGenBudF
End
AnimationState = RUBBLE
Animation = Fortress_Rubble
AnimationName = lbtreehouse2_d3.lbtreehouse2_d3
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressCollapse
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED SNOW
Model = GBGHGenBudF
;Texture = EBFortress.tga EBFortress_U_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = GBGHGenBudF
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation = UpAndStill
AnimationName = lbtreehouse2.lbtreehouse2
AnimationMode = MANUAL
End
ParticleSysBone = NONE BuildingContructDustCastles FollowBone:YES
ParticleSysBone = NONE FortressElven FollowBone:YES
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
End
ArmorSet
Conditions = None
Armor = FortressArmor
;//DamageFX = StructureDamageFXNoShake
End
Side = Noldor
EditorSorting = STRUCTURE
PlacementViewAngle = -270 ;// A -90 makes the door of the base face natural south. 0 would have it to the East.
BuildCost = ELVEN_FORTRESS_BUILDCOST
BuildTime = ELVEN_FORTRESS_BUILDTIME //0
DisplayName = OBJECT:ElvenFortress
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:FortressComplete-Builder-Elf
VoiceSelect = ElfFortressSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = BuildingBigConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingBigConstructionLoop ; Repaired from completely destroyed (not used???)
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End
// *** AUTO RESOLVE DATA ***
; When fighting an auto-resolve battle, a World Map castle actually becomes this unit
AutoResolveUnitType = AutoResolveUnit_Fortress
AutoResolveBody = AutoResolve_ElvenFortressBody
AutoResolveArmor
Armor = AutoResolve_ElvenFortressArmor
End
AutoResolveWeapon
Weapon = AutoResolve_ElvenFortressWeapon
End
;// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR
//We can now take damage and die but only during construction. The castle system will make us invulnerable when construction completes.
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_FORTRESS_HEALTH
End
Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Noldor noldorfestung
CastleToUnpackForFaction = Elves noldorfestung
CastleToUnpackForFaction = Dwarves noldorfestung
CastleToUnpackForFaction = Men noldorfestung
CastleToUnpackForFaction = Wild noldorfestung
CastleToUnpackForFaction = Isengard noldorfestung
CastleToUnpackForFaction = Mordor noldorfestung
CastleToUnpackForFaction = Imladris noldorfestung
;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 130.0
InstantUnpack = Yes
KeepDeathKillsEverything = Yes
EvaEnemyCastleSightedEvent = EnemyFortressSighted
End
Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_FortressCollapse
;FXList = ALMOST_FINAL FX_FortressCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 120
End
Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
WorkerName = ElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = AIUpdateInterface ModuleTag_AI
AILuaEventsList = FortressFunctions
End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 20.0
GeometryHeight = 180.0
GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 54.0
GeometryHeight = 180.0
GeometryOffset = X:0 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
//Submod
PlayerTemplate FactionNoldor
Side = Noldor
PlayableSide = Yes
Evil = No
StartMoney = 0
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor = R:43 G:150 B:179
StartingBuilding = NoldorFortress
;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 = GondorFighterHorde
;StartingUnitOffset0 = X:-60 Y:185 Z:0
StartingUnit1 = MenPorter
StartingUnitOffset1 = X:30 Y:200 Z:0
StartingUnit0 = MenPorter
StartingUnitOffset0 = X:1 Y:130 Z:0
StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
StartingUnitTacticalWOTR = MenPorter
IntrinsicSciences = SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_NOLDOR
SpellBook = GoodSpellBook
SpellBookMp = NoldorSpellBook ;;MenSpellBook
PurchaseScienceCommandSet = GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP = NoldorSpellStoreCommandSet ;;MenSpellStoreCommandSet
DisplayName = INI:FactionNoldor
DefaultPlayerAIType = MenSkirmishAI
BeaconName = MultiplayerBeacon
LightPointsUpSound = GondorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_MenFaction Upgrade_AllFactionUpgrade ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHeroDummy GondorBeregond GondorFaramir_mod GondorBoromir_mod GondorGandalf_mod GondorImrahil GasthausPalando GasthausAlatar GondorAragorn_mod RohanPippin_mod ;;;GondorAragornEntwicklung1
BuildableRingHeroesMP = RingHeroDummy
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues = 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
MultiSelectionPortrait = UPGondor_Army
LoadScreenMusic = Shell2MusicForLoadScreenGondor ;Shell2MusicForLoadScreen
End
Asset NULAELF_SKN.SWORD in file nulaelf_skn.w3d depends on unknown asset euelrond.tga.
Asset NULAELF_SKN.BOW in file nulaelf_skn.w3d depends on unknown asset euwchter.tga.
Asset NULAELF_SKN.QUIVER in file nulaelf_skn.w3d depends on unknown asset euwchter.tga.
Asset NULAELF_SKN.ARROW in file nulaelf_skn.w3d depends on unknown asset g_arrow.tga.
Asset NULAELF_SKN.LAELF in file nulaelf_skn.w3d depends on unknown asset euwchter.tga.
Asset NULAELF_SKN.ARROWNOCK in file nulaelf_skn.w3d depends on unknown asset g_arrow.tga.
Asset NULAELF_SKN in file nulaelf_skn.w3d depends on unknown asset h*ruelfwar_skl.
Nein, tut mir Leid, meine selbsterstellten Ressourcen habe ich beim letzten neuen Aufsetzen meines alten Rechners ins Nirvana geschickt, da ich die eigentlich nicht mehr brauche. Ich glaube aber, dass es auf der Mainpage noch Buttonvorlagen gibt.
@Turin Turumbar Könntest du bitte die Palantir und Button Vorlagen für dein
Tutorial neu hochladen?
Klickt nun auf „WWSkin“, danach auf „Add Bones“. Es sollte ein Fenster erscheinen in dem alle
Bonenamen blau leuchten, sollte dies nicht der Fall sein, so wählt alle Bones in dem Fenster aus.
Wenn ihr alle ausgewählt habt klick ihr auf „OK“.
Am Modell selbst hab ich nichts verändert nur die Namen etc. hab ich verändertUnd wozu dann das Ganze? Welchen Sinn hat es das Model unzunennen, wenn ihr überhaupt nichts dran gemacht habt?
von LAELF zu NULAELF (Nu = Noldor Unit)
Also sollte automatisches Verlinken reichen oder?
//Noldor Festung
CommandSet NoldorFortressCommandSet
InitialVisible = 5
//Main Menu
1 = Command_RingMechanikNoldor
2 = Command_SelectRevivablesMenFortress
3 = Command_SelectUpgradesNoldorFaction
4 = Command_NoldorFortressFloodAbility
5 = Command_SpecialAbilityNichtverfügbar
6 = Command_Sell
//Upgrades Menu
7 = Command_ConstructNoldorPorter
8 = Command_PurchaseUpgradeMenFortressBanners
9 = Command_PurchaseUpgradeMenFortressFlamingMunitions
10 = Command_PurchaseUpgradeMenFortressBoilingOil
11 = Command_PurchaseUpgradeMenFortressNumenorStonework
12 = Command_PurchaseUpgradeMenFortressHouseOfHealing
13 = Command_PurchaseUpgradeMenFortressIvoryTower
14 = Command_RadialBack
15 = Command_ConstructNoldorGilGaladsSoldaten
16 = Command_FakeRingHeroReviveSlot
17 = Command_FakeCreateAHeroReviveSlot
18 = Command_GenericReviveSlot1
19 = Command_FakeHeroReviveSlot2
20 = Command_FakeHeroReviveSlot3
21 = Command_GenericReviveSlot4
22 = Command_FakeHeroReviveSlot5
23 = Command_FakeHeroReviveSlot6
24 = Command_FakeHeroReviveSlot7
25 = Command_AragornGenericReviveSlot
26 = Command_GenericReviveSlot9
27 = Command_RadialBack
End
CommandSet GilGaladCommandSet_Submod
1 = Command_ToggleStance
2 = Command_KönigderNoldor
3 = Command_SpecialAbilityGilgaladVilya
4 = Command_SpecialAbilityStreicherAthelasMod2
5 = Command_SpecialAbilitySternenschild
6 = miHekiLtnoDuoYtahTmiHyaS_dnammoC
7 = Command_GilGaladsLeibwächter
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End
CommandButton Command_NoldorFortressFloodAbility
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityZornderLautwasser
TextLabel = CONTROLBAR:FireWeaponMenFortressBoilingOil
ButtonImage = BGFortress_BoilingOil
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipFireWeaponMenFortressBoilingOil
Radial = No
InPalantir = Yes
End
Weapon NoldorFortressPersonalFlood
FireFX = FX_ArwenFlood
AttackRange = 360
WeaponOCLNugget
WeaponOCLName = OCL_NoldorFortressPersonalFlood
End
FireLogicNugget
LogicType = DECREASE_BURN_RATE
Radius = ARWEN_FLOOD_DECREASEBURNRATE_RADIUS
Damage = ARWEN_FLOOD_DECREASEBURNRATE_AMOUNT
DelayTime = 200
End
End
// Flood special power, bought as improvement ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_NoldorFortressFloodEnabler
SpecialPowerTemplate = SpecialAbilityZornderLautwasser
TriggeredBy = Upgrade_MenFortressBoilingOil
End
Behavior = SpecialPowerModule ModuleTag_NoldorFortressFloodStarter
SpecialPowerTemplate = SpecialAbilityZornderLautwasser
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_NoldorFortressFloodUpdate
SpecialPowerTemplate = SpecialAbilityZornderLautwasser
UnpackTime = 1300
PackTime = 1500
StartAbilityRange = 150.0
SpecialWeapon = NoldorFortressPersonalFlood
WhichSpecialWeapon = 1
End
Behavior = AutoAbilityBehavior ModuleTag_NoldorFortressFloodAutoAbility
SpecialAbility = SpecialAbilityZornderLautwasser
MinScanRange = 150 ; Target must be further away than this.
MaxScanRange = 300
Query = 1 ANY ENEMIES +STRUCTURE +HERO ; need to check for damaged?
Query = 20 ALL ENEMIES ; need to check for damaged?
End
ObjectCreationList OCL_NoldorFortressPersonalFlood
CreateObject
ObjectNames = SpellBookFlood
End
End
Eine OCL wird benutzt, wenn ingame etwas gespawnt wird, wie in diesem Fall die Flutwelle. Mit dem obigen Code würde die gleiche Flutwelle beschworen werden, die man bei den Elben mit der Spellbook-Fähigkeit beschwören kann. Alternativ kannst du auch ElrondFlood (für Elronds Flut), ElrondRingFlood (für Elronds Flut mit Ring), ArwenFlood (für Arwens Flut aus SuMII) oder FloodgateFlood (für die Flut der Schützen-Erweiterung) benutzen. Wenn du ein eigenes Flutobjekt benutzen möchtest solltest du dir die von mir genannten Objekte näher anschauen und nach deren Vorbild ein eigenes Flutobjekt coden.
AttackRange = 360
Edit: scheint immer noch nicht zugehen es gibt wie berreits gesagt kein cooldown etc.
CommandButton Command_NoldorFortressFloodAbility
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityZornderLautwasser
TextLabel = CONTROLBAR:FireWeaponMenFortressBoilingOil
ButtonImage = BGFortress_BoilingOil
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipFireWeaponMenFortressBoilingOil
Radial = No
InPalantir = Yes
End
Behavior = ObjectCreationUpgrade CreateTheMoat
TriggeredBy = Upgrade_MenFortressBoilingOil
Delay = 0.0
ThingToSpawn = ElvenFortressCrystalMoat
FadeInTime = 600
End
Nun haben wir eingestellt das bei diesem Upgrade ein Brunnen gespawnt wirdNaja, genau das soll der Kristallgraben bei der Elbenfestung ja auch bewirken. ;)
wie bei Bruchtal allerdings können zumindest die Rohirim (Mit KI getestet)
Danach nicht mehr richtig an die Festung ran um sie zu attackieren.
;------------------------------------------------------------------------------
Object NoldorFarm
SelectPortrait = BRElvenFarm
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
StaticModelLODMode = yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GBGHGenBudB
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw2
OkToChangeModelColor = Yes
StaticModelLODMode = yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GBGHGenBudC
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw3
OkToChangeModelColor = Yes
StaticModelLODMode = yes
UseStandardModelNames = Yes
ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04
ExtraPublicBone = ARROW_05
ExtraPublicBone = ARROW_06
DefaultModelConditionState
Model = GBGHGenBudD
WeaponLaunchBone = PRIMARY ARROW_
End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:ImladrisFarm
Description = OBJECT:ImladrisFarmDescription
Side = Noldor
;IsTrainable = No
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = ELVEN_MALLORN_TREE_BUILDCOST
BuildTime = ELVEN_MALLORN_TREE_BUILDTIME ; in seconds
VisionRange = ELVEN_MALLORN_TREE_SHROUD_CLEAR ; Shroud clearing distance
ShroudClearingRange = ELVEN_MALLORN_TREE_SHROUD_CLEAR
BountyValue = ELVEN_MALLORN_TREE_BOUNTY_VALUE
CommandPointBonus = GENERIC_ECONOMY_COMMAND_POINT_BONUS
CommandSet = ImladrisFarmCommandSet
ArmorSet
Conditions = None
Armor = ResourceArmor
;DamageFX = StructureDamageFXNoShake
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = ResourceHeavyArmor
DamageFX = NormalDamageFX
End
WeaponSet
Conditions = None
End
WeaponSet
Weapon = PRIMARY GondorStructureBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = ElfMallornTreeSelect ;GondorStatueSelect
SoundOnDamaged = BuildingLightDamageWood
SoundOnReallyDamaged = BuildingHeavyDamageWood
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
VoiceFullyCreated = EVA:GenericBuildingComplete-Builder-Elf
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
;EvaEventDamagedOwner = UnderAttackResource
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
End
CampnessValue = CAMPNESS_RESOURCE_BUILDING
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MADE_OF_STONE FS_FACTORY CAN_ATTACK IGNORE_FOR_VICTORY LIVING_WORLD_BUILDING_MIRROR ECONOMY_STRUCTURE
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_MALLORN_TREE_HEALTH
MaxHealthDamaged = ELVEN_MALLORN_TREE_HEALTH_DAMAGED
MaxHealthReallyDamaged = ELVEN_MALLORN_TREE_HEALTH_REALLY_DAMAGED
End
Flammability ; should be after the 'Body' statement
Fuel = ELVEN_MALLORNTREE_FIRE_FUEL
MaxBurnRate = ELVEN_MALLORNTREE_FIRE_MAX_BURN_RATE
Decay = ELVEN_MALLORNTREE_FIRE_DECAY
Resistance = ELVEN_MALLORNTREE_FIRE_RESISTANCE
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = ElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
; GiveNoXP = Yes ;disable granting xp when producing units.
End
Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_StructureLevel2
End
;======================================
; Commandpoints-Upgrade
;======================================
Behavior = CommandPointsUpgrade CommandPoints_Upgrade
TriggeredBy = Upgrade_Commandpointupgrade
CommandPoints = 25
RequiredObject = NONE +ImladrisFarm
End
;======================================
; Ende
;======================================
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
HideSubObjects = GBGHGenBudBC GBGHGenBudD
End
Behavior = SubObjectsUpgrade ModuleTag_ShowPillarsAndWalls
TriggeredBy = Upgrade_StructureLevel2
ShowSubObjects = GBGHGenBudC
HideSubObjects = GBGHGenBudB GBGHGenBudD
End
Behavior = SubObjectsUpgrade ModuleTag_ShowTower
TriggeredBy = Upgrade_StructureLevel3
ShowSubObjects = GBGHGenBudD
HideSubObjects = GBGHGenBudB GBGHGenBudC
End
Behavior = TerrainResourceBehavior ModuleTag_MoneyProduction
Radius = ELVEN_MALLORN_TREE_MONEY_RANGE ; How far we try to claim ground
MaxIncome = ELVEN_MALLORN_TREE_MONEY_AMOUNT ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = ELVEN_MALLORN_TREE_MONEY_TIME ; How often (in msec) we give that much money
End
ClientBehavior = TerrainResourceClientBehavior ModuleTag_MoneyProductionClient
End
Behavior = StructureCollapseUpdate ModuleTag_Collapse
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 126
End
Behavior = BuildingBehavior ModuleTag_Building
NightWindowName = N_WINDOW N_GLOW
;GlowWindowName =
;FireWindowName =
;FireName =
End
Geometry = CYLINDER
GeometryMajorRadius = 62
GeometryMinorRadius = 62
GeometryHeight = 76F
GeometryOffset = X:0 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-33 Y:10 Z:0 Repair
GeometryContactPoint = X:30 Y:10 Z:0 Repair
End
Die Codes an sich scheinen auf den ersten Blick richtig zu sein. Möglicherweise funktioniert das Hiden nicht richtig, wenn sich die Modelle in mehreren Draw-Modulen befinden. Ich habe das so bisher zwar noch nie ausprobiert, ging aber davon aus, dass es trotzdem funktioniert.Spannender Ansatz, den du hier vorschlägst, ich bin mir nicht sicher ob das so funktionieren kann. Wichtig ist hier aber auf jeden Fall, dass man im Code zum Hiden eben NICHT den Modellnamen angibt, sondern den Namen der Subobjects in den Modellen, diese stimmen nämlich im Normalfall nicht überein. Dazu öffnest du die Modelle mit RenX und guckst wie die Subobjects heißen.
Ich schreibe dir gleich noch eine PM mit einer anderen Lösung...
;------------------------------------------------------------------------------
Object NoldorFarm
SelectPortrait = BRElvenFarm
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
StaticModelLODMode = yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GBGHGenBudB
End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:ImladrisFarm
Description = OBJECT:ImladrisFarmDescription
Side = Noldor
;IsTrainable = No
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = ELVEN_MALLORN_TREE_BUILDCOST
BuildTime = ELVEN_MALLORN_TREE_BUILDTIME ; in seconds
VisionRange = ELVEN_MALLORN_TREE_SHROUD_CLEAR ; Shroud clearing distance
ShroudClearingRange = ELVEN_MALLORN_TREE_SHROUD_CLEAR
BountyValue = ELVEN_MALLORN_TREE_BOUNTY_VALUE
CommandPointBonus = GENERIC_ECONOMY_COMMAND_POINT_BONUS
CommandSet = ImladrisFarmCommandSet
ArmorSet
Conditions = None
Armor = ResourceArmor
;DamageFX = StructureDamageFXNoShake
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = ResourceHeavyArmor
DamageFX = NormalDamageFX
End
WeaponSet
Conditions = None
End
WeaponSet
Weapon = PRIMARY GondorStructureBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = ElfMallornTreeSelect ;GondorStatueSelect
SoundOnDamaged = BuildingLightDamageWood
SoundOnReallyDamaged = BuildingHeavyDamageWood
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
VoiceFullyCreated = EVA:GenericBuildingComplete-Builder-Elf
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
;EvaEventDamagedOwner = UnderAttackResource
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
End
CampnessValue = CAMPNESS_RESOURCE_BUILDING
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MADE_OF_STONE FS_FACTORY CAN_ATTACK IGNORE_FOR_VICTORY LIVING_WORLD_BUILDING_MIRROR ECONOMY_STRUCTURE
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_MALLORN_TREE_HEALTH
MaxHealthDamaged = ELVEN_MALLORN_TREE_HEALTH_DAMAGED
MaxHealthReallyDamaged = ELVEN_MALLORN_TREE_HEALTH_REALLY_DAMAGED
End
Flammability ; should be after the 'Body' statement
Fuel = ELVEN_MALLORNTREE_FIRE_FUEL
MaxBurnRate = ELVEN_MALLORNTREE_FIRE_MAX_BURN_RATE
Decay = ELVEN_MALLORNTREE_FIRE_DECAY
Resistance = ELVEN_MALLORNTREE_FIRE_RESISTANCE
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = ElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
; GiveNoXP = Yes ;disable granting xp when producing units.
End
Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_StructureLevel2
End
;======================================
; Commandpoints-Upgrade
;======================================
Behavior = CommandPointsUpgrade CommandPoints_Upgrade
TriggeredBy = Upgrade_Commandpointupgrade
CommandPoints = 25
RequiredObject = NONE +ImladrisFarm
End
;======================================
; Ende
;======================================
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
Draw = W3DScriptedModelDraw ModuleTag_Draw1
DefaultModelConditionState
Model = GBGHGenBudB
End
End
End
Behavior = SubObjectsUpgrade ModuleTag_ShowPillarsAndWalls
TriggeredBy = Upgrade_StructureLevel2
Draw = W3DScriptedModelDraw ModuleTag_Draw2
DefaultModelConditionState
Model = GBGHGenBudC
End
End
End
Behavior = SubObjectsUpgrade ModuleTag_ShowTower
TriggeredBy = Upgrade_StructureLevel3
Draw = W3DScriptedModelDraw ModuleTag_Draw3
DefaultModelConditionState
Model = GBGHGenBudD
End
End
End
Behavior = TerrainResourceBehavior ModuleTag_MoneyProduction
Radius = ELVEN_MALLORN_TREE_MONEY_RANGE ; How far we try to claim ground
MaxIncome = ELVEN_MALLORN_TREE_MONEY_AMOUNT ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = ELVEN_MALLORN_TREE_MONEY_TIME ; How often (in msec) we give that much money
End
ClientBehavior = TerrainResourceClientBehavior ModuleTag_MoneyProductionClient
End
Behavior = StructureCollapseUpdate ModuleTag_Collapse
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 126
End
Behavior = BuildingBehavior ModuleTag_Building
NightWindowName = N_WINDOW N_GLOW
;GlowWindowName =
;FireWindowName =
;FireName =
End
Geometry = CYLINDER
GeometryMajorRadius = 62
GeometryMinorRadius = 62
GeometryHeight = 76F
GeometryOffset = X:0 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-33 Y:10 Z:0 Repair
GeometryContactPoint = X:30 Y:10 Z:0 Repair
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
Draw = W3DScriptedModelDraw ModuleTag_Draw1
DefaultModelConditionState
Model = GBGHGenBudB
End
End
End
Bist du dir sicher, dass dieser Block richtig ist, dass man den Drawbefehl darein machen kann? Woher hast du das, weil ich habe jetzt beim überfliegen diesen Block noch nicht gefunden in AdH.
Ist soweit ich weiß Zeile 145;)
Also das Draw.
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = nxgold_arrow
ParticleSysBone = MESH01 GoldArrowTrail Followbone:YES
End
End
ParticleSysBone = MESH01 GoldArrowTrail Followbone:YES
Gibt es einen weg sowas selbst in einer anderen Farbe zu erstellenCommandButton Command_UpgradeNoldorPfeilUpgradeUnit
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_NoldorArrowUnit
NeededUpgrade = Upgrade_TechnologyNoldorArrow
TextLabel = UPGRADE:NoldorArrowUpgrade
ButtonImage = KUTIceArrowUpgradeIcon
ButtonBorderType = UPGRADE
DescriptLabel = TOOLTIP:NoldorArrowUpgradeUnit
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackNoldorArrowUpgrade
End
Radial = Yes
Wenn du den Palantir meinst, dann würde es wohl daran liegen, dass der Button nicht mehr in der Range (1-6) ist, die im Palantir angezeigt wird.CommandSet NoldorSoldatCommandSetMod
1 = Command_ToggleStance
2 = Command_ToggleElvenWarriorWeapon
3 = Command_SpecialAbilityNoldorWeaponSong
4 = Command_UpgradeNoldorPfeilUpgradeUnit
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End
Upgrade Upgrade_TechnologyNoldorArrow
DisplayName = UPGRADE:NoldorArrowUpgrade
Type = PLAYER
BuildCost = ANGMAR_TECH_ICE_ARROWS_BUILDCOST
BuildTime = ANGMAR_TECH_ICE_ARROWS_BUILDTIME
SkirmishAIHeuristic = AI_UPGRADEHEURISTIC_IMPORTANT
ResearchCompleteEvaEvent = UpgradeFlameArrowsReady
End
Upgrade Upgrade_NoldorArrowUnit
DisplayName = UPGRADE:NoldorArrowUpgrade
Tooltip = TOOLTIP:NoldorArrowUpgradeUnit
Type = OBJECT
BuildCost = 400 ;GONDOR_PERSONAL_FIRE_ARROWS_BUILDCOST
BuildTime = GONDOR_PERSONAL_FIRE_ARROWS_BUILDTIME
ResearchSound = UpgradeSilverThornArrows
RequiredObjectFilter = NONE +EregionForge
StrategicIcon = AptStrategicUnitUpgradeArrow
End
CommandButton Command_UpgradeNoldorPfeilUpgradeSchmiede
Command = PLAYER_UPGRADE
Options = OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_TechnologyNoldorArrow
TextLabel = UPGRADE:NoldorArrowUpgrade
ButtonImage = KUTIceArrowUpgradeIcon
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRingVilya
Radial = Yes
;InPalantir = Yes
End
CommandButton Command_UpgradeNoldorPfeilUpgradeUnit
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_NoldorArrowUnit
NeededUpgrade = Upgrade_TechnologyNoldorArrow
TextLabel = UPGRADE:NoldorArrowUpgrade
ButtonImage = KUTIceArrowUpgradeIcon
ButtonBorderType = UPGRADE
DescriptLabel = TOOLTIP:NoldorArrowUpgradeUnit
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:NoldorArrowUpgradeUnit
End
Weapon NoldorStandartBow ; BALANCE Lorien Archer weapon
AttackRange = 380
RangeBonusMinHeight = EDAIN_ARCHER_RANGEBONUS_MINHEIGHT
RangeBonus = EDAIN_ARCHER_RANGEBONUS
RangeBonusPerFoot = EDAIN_ARCHER_RANGEBONUS_PERFOOT ;#MULTIPLY( 380 .003 )
WeaponSpeed = 450 ; dist/sec
MinWeaponSpeed = 321
MaxWeaponSpeed = 481 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_RohanArcherBowWeapon
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 100 ;When this weapon is used it will hit exactly 50% of the time.
ScatterRadius = 16.0 ;When this weapon misses it can randomly miss by as much as this distance.
AcceptableAimDelta = 20 ; prevent twitchy reaiming in horde on horde
DelayBetweenShots = 0
PreAttackDelay = ROHAN_ELVENWARRIOR_BOW_PREATTACKDELAY
;PreAttackRandomAmount = 200
PreAttackType = PER_POSITION
FiringDuration = 0
OverrideVoiceAttackSound = ElvenWarriorVoiceAttackBow
OverrideVoiceEnterStateAttackSound = ElvenWarriorVoiceEnterStateAttackBow
;OverrideVoiceAttackAirSound = ElvenWarriorVoiceAttackBow
;OverrideVoiceAttackStructureSound = ElvenWarriorVoiceAttackBow
;OverrideVoiceAttackMachineSound = ElvenWarriorVoiceAttackBow
ClipSize = 1
AutoReloadsClip = Yes
AutoReloadWhenIdle = 1
ClipReloadTime = Min:LEGOLAS_RELOADTIME_MIN Max:LEGOLAS_RELOADTIME_MAX
ContinuousFireOne = 0
ContinuousFireCoast = LEGOLAS_RELOADTIME_MAX
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
HitPassengerPercentage = 20%
CanBeDodged = Yes ; Will check for a DodgePercent on the target to have a second chance at failing HitPercent
ProjectileNugget ; Default arrow
ProjectileTemplateName = GoodFactionArrow
WarheadTemplateName = GaladhrimLorienBowWarhead
ForbiddenUpgradeNames = Upgrade_NoldorArrowUnit
End
ProjectileNugget ; Fire arrow available from fire arrow upgrade
ProjectileTemplateName = NoldorWhitedornProjectile
WarheadTemplateName = NoldorBowWhitedornWarhead
RequiredUpgradeNames = Upgrade_NoldorArrowUnit
End
End
;-----------------------------------------------------------------------------
;
; Gwaihir.ini
;
;-----------------------------------------------------------------------------
Object NoldorGwaihir
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
Scale = 1.3
; *** ART Parameters ***
SelectPortrait = HPGwahir
ButtonImage = HIGwahir
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = B_Passenger
DefaultModelConditionState
Model = GUGwaihir_SKN
Skeleton = GUGwaihir_SKL
End
IdleAnimationState
StateName = Idle
Animation = FlyB
AnimationName = GUGwaihir_HVRA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState STUNNED SPECIAL_DAMAGED
StateName = STUNNED
Animation = HitB
AnimationName = GUGwaihir_HITB
AnimationMode = ONCE
AnimationBlendTime = 6
End
End
AnimationState STUNNED
Animation = HitB
AnimationName = GUGwaihir_HITA
AnimationMode = ONCE
AnimationBlendTime = 6
End
End
AnimationState = BACKING_UP
StateName = backup
Animation = FlyB
AnimationName = GUGwaihir_FLYB
AnimationMode = LOOP
AnimationBlendTime = 9
End
End
AnimationState = DIVING
StateName = Diving
Animation = DiveA
AnimationName = GUGwaihir_DIVA
AnimationMode = LOOP
AnimationBlendTime = 9
End
End
AnimationState = ABOUT_TO_HIT ; clawing
StateName = Claw
Animation = Claw
AnimationName = GUGwaihir_ATKB
AnimationMode = LOOP
AnimationBlendTime = 9
End
End
;--- HARD FLAPPING ------------------------
AnimationState = CLIMBING
StateName = Climbing
Animation = FlyB(climb)
AnimationName = GUGwaihir_FLYB
AnimationMode = LOOP
AnimationBlendTime = 9
AnimationSpeedFactorRange = 1.5 1.55
End
End
AnimationState = FREEFALL
StateName = Freefall
Animation = Freefall(ilde)
AnimationName = GUGwaihir_IDLA
AnimationMode = LOOP
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.7 0.75
End
End
AnimationState = MOVING
StateName = Moving
Animation = FLYA
AnimationName = GUGwaihir_FLYA
AnimationMode = LOOP
AnimationBlendTime = 12
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
EndScript
End
TransitionState = Trans_Begin_Moving
Animation = Transition
AnimationName = GUGwaihir_HVRC
AnimationMode = ONCE
AnimationBlendTime = 4
End
End
TransitionState = Trans_Dying
Animation = Transition
AnimationName = GUGwaihir_DIED
AnimationMode = ONCE
AnimationBlendTime = 9
End
End
AnimationState = DYING DEATH_1
StateName = DYING
Animation = DyingA
AnimationName = GUGwaihir_DIEE
AnimationMode = LOOP
AnimationBlendTime = 9
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
EndScript
End
AnimationState = DYING DEATH_2
StateName = DYING
Animation = DyingA
AnimationName = GUGwaihir_HVRA
AnimationMode = LOOP
AnimationBlendTime = 9
End
End
End
; ***DESIGN parameters ***
Side = Noldor
EditorSorting = UNIT
ThreatLevel = GWAIHIR_THREAT_LEVEL
ThingClass = LARGE_MONSTER
TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER
WeaponSet
Conditions = None
Weapon = PRIMARY EagleGrabAttack
PreferredAgainst = PRIMARY INFANTRY THROWN_OBJECT CAVALRY
Weapon = SECONDARY EagleClawAttack
OnlyAgainst = SECONDARY MONSTER
Weapon = TERTIARY EaglePlowAttack
PreferredAgainst = TERTIARY STRUCTURE MACHINE HORDE
Weapon = QUATERNARY EagleClawWyrmAttack
PreferredAgainst = QUATERNARY CLEANUP_HAZARD ; Used as a user defined kindof, only the wyrm uses it.
End
ArmorSet
Conditions = None
Armor = EagleArmor
DamageFX = GwaihirDamageFX
End
VisionRange = VISION_FLIER
ShroudClearingRange = SHROUD_CLEAR_FLIER
BountyValue = GONDOR_GWAIHIR_BOUNTY_VALUE
DisplayName = OBJECT:NoldorGwaihir
;//DisplayMeleeDamage = EAGLE_PLOW_DAMAGE_INNER
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
RamPower = 30;
RamZMult = 0.5;
BuildCost = 1800
BuildTime = 30
CommandSet = GwaihirCommandSet_Submod
CommandPoints = 40
; *** AUDIO Parameters ***;
VoiceAttack = EagleVoiceAttack
VoiceMove = EagleVoiceMove
VoicePriority = 60
VoiceSelect = EagleVoiceSelect
VoiceGuard = EagleVoiceMove
SoundAmbient = EagleAmbienceVoice
SoundImpact = ImpactHorse
;UnitSpecificSounds
;End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_FLYA Frames: 2
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_FLYB Frames: 2
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_FLYC Frames: 2 63
;AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_FLYC Frames: 4 34
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_HVRA Frames: 4
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_HVRC Frames: 4
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_HITA Frames: 0
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_HITB Frames: 0
AnimationSound = Sound: EagleHurt Animation:GUGwaihir_SKL.GUGWAIHIR_HITA Frames: 1
AnimationSound = Sound: EagleHurt Animation:GUGwaihir_SKL.GUGWAIHIR_HITB Frames: 1
AnimationSound = Sound: EagleHurt Animation:GUGwaihir_SKL.GUGWAIHIR_DIED Frames: 1
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_ATKB Frames: 0
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_GRBB Frames: 0
AnimationSound = Sound: EagleAttack Animation:GUGwaihir_SKL.GUGWAIHIR_ATKB Frames: 1
AnimationSound = Sound: EagleAttack Animation:GUGwaihir_SKL.GUGWAIHIR_GRBB Frames: 1
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_DIED Frames: 0
AnimationSound = Sound: TrollBodyfall Animation:GUGwaihir_SKL.GUGWAIHIR_DIEF Frames: 2
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_DIEF Frames: 0
End
; Tie into LargeGroupAudio system
; No, we never do anything with this unit
;Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
; Key = Eagle Unit Flyer
;End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD HERO SELECTABLE CAN_CAST_REFLECTIONS TRANSPORT SCORE NO_FREEWILL_ENTER MONSTER SCARY CANNOT_RETALIATE
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = 5000 ;BALANCE Gwaihir Health
; MaxHealthDamaged = 500
; RecoveryTime = 5000
HealingBuffFx = None
End
Behavior = AutoHealBehavior ModuleTag_GwaihirHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = 15000
HealOnlyIfNotInCombat = Yes
End
Behavior = GiantBirdAIUpdate ModuleTag_GiantBirdAI
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = GwaihirFunctions
FollowThroughDistance = 160
FollowThroughCheckStep = 50
FollowThroughGradient = 1.0
GrabTossTimeTrigger = 3.0
GrabTossHeightTrigger = 80.0
TossFX = FX_DiebyFalling
SpecialContactPoints = Swoop
AttackPriority = AttackPriority_Eagle
End
Behavior = ModelConditionUpgrade ModuleTag_All_FactionUpgrade
TriggeredBy = Upgrade_AllFactionUpgrade
AddConditionFlags = USER_3
Permanent = Yes
End
LocomotorSet
Locomotor = FellBeastLocomotor ;BALANCE Gwaihir
Condition = SET_NORMAL
Speed = 108
End
LocomotorSet
Locomotor = FellBeastLocomotor ;BALANCE Gwaihir
Condition = SET_SUPERSONIC
Speed = 124
End
LocomotorSet
Locomotor = FellBeastLocomotor ; BALANCE Gwaihir
Condition = SET_WANDER
Speed = 88
End
Behavior = PhysicsBehavior ModuleTag_04
End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
Behavior = TransportContain TransportContainModuleTag
ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE
PassengerFilter = ANY +INFANTRY +HULK +CAVALRY +GRAB_AND_DROP -HERO -PORTER
Slots = 1
ShowPips = No
CanGrabStructure = Yes
AllowEnemiesInside = Yes
AllowNeutralInside = Yes
AllowAlliesInside = No
DamagePercentToUnits = 100%
KillPassengersOnDeath = Yes
PassengerBonePrefix = PassengerBone:B_Passenger KindOf:GRAB_AND_DROP
GrabWeapon = FellbeastGrabWeapon ; fire this weapon when eagle grabs a victim
FireGrabWeaponOnVictim = No
ReleaseSnappyness = 0.05 ; 1.0 is very snappy, 0.0 is very loose
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL -FADED
DestructionDelay = 1000
ShadowWhenDead = No
FX = INITIAL FX_GwaihirDeath
Sound = INITIAL EagleVoiceDie
DeathFlags = DEATH_1
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FadeDelay = 0
FadeTime = 2500
DestructionDelay = 2500
;Sound = INITIAL EagleVoiceDie
DeathFlags = DEATH_2
End
Behavior = DualWeaponBehavior ModuleTag_10
SwitchWeaponOnCloseRangeDistance = 24
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
; -----------------------------------------------------------
; Fähigkeit der Ring Vilya
; -----------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_VilyaEnabler
SpecialPowerTemplate = SpecialAbilityVilya
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_ArrowWindStarter
SpecialPowerTemplate = SpecialAbilityVilya
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = ArrowStormUpdate ModuleTag_VilyaUpdate
SpecialPowerTemplate = SpecialAbilityVilya
StartAbilityRange = 320.0
UnpackTime = 1000 ;1000
PreparationTime = 800
PersistentPrepTime = 600
PackTime = 1200 ;1200
UnpackingVariation = 1
ParalyzeDurationWhenCompleted = 600
ParalyzeDurationWhenAborted = 800
ApproachRequiresLOS = Yes
AwardXPForTriggering = 0
;Specific to ArrowStorm
WeaponTemplate = GilGaladVilya
TargetRadius = 550
ShotsPerTarget = 4
ShotsPerBurst = 4
MaxShots = 4
CanShootEmptyGround = Yes
End
Behavior = HordeTransportContain ModuleTag_12
ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE CAN_ATTACK
;PassengersTestCollisionHeight = 80
Slots = 4
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 0%
PassengerFilter = NONE +MordorHaradrimArcherHordeOnMumakil
AllowOwnPlayerInsideOverride = Yes ; Normally, the Allies check encompasses OwnPlayer. but we reeeeally only want our own guys.
AllowAlliesInside = No
AllowEnemiesInside = No
AllowNeutralInside = No
ExitDelay = 0
NumberOfExitPaths = 2 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
ForceOrientationContainer = No ; otherwise contained units can't orient themselves towards their targets...
PassengerBonePrefix = PassengerBone:DockAction KindOf:HERO
PassengerBonePrefix = PassengerBone:B_BANNER KindOf:BANNER
PassengerBonePrefix = PassengerBone:B_CARGO0 KindOf:INFANTRY
ShowPips = No
EjectPassengersOnDeath = Yes
FadeFilter = ALL
FadePassengerOnEnter = Yes
EnterFadeTime = 6000
FadePassengerOnExit = Yes
ExitFadeTime = 1000
InitialPayload = NoldorGilGaladsSoldaten 1
End
Behavior = HordeTransportContainDamage ModeleTag_HordeTransportContainDamage
End
;///////////////////
; AISpecialPowers
;///////////////////
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
FormationPreviewDecal
Texture = FPflyingUnitDecal
Width = 128
Height = 128
End
Geometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryMinorRadius = 30.0
GeometryHeight = 16.0
GeometryIsSmall = No
HealthBoxScale = 3.0
HealthBoxHeightOffset = 25.0
Shadow = SHADOW_VOLUME_NON_SELF_3 // volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_3
ShadowSunAngle = 89 // clamp the angle so shadow casts straight down.
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
TriggeredBy = Upgrade_ElvenSilverthornArrows
End
Beim 2. Einfach das Upgrade ändern oder?
RequiredObjectFilter = NONE +EregionForge
CommandSet NoldorSpellBookCommandSet
1 = Command_SpellBookGeneralView
2 = Command_SpellBookUnitView
3 = Command_SpellBookGroundView
4 = Command_SpellBookHealNoldor
5 = Command_SpellBookHornGondors
6 = Command_SpellBookBaumeisterGondors
7 = Command_SpellBookLoneTower_Edain
8 = Command_SpellBookWaelderIthiliens
9 = Command_SpellBookGandalftheWhite
10 = Command_SpellBookAnduril
11 = Command_SpellBookDieGraueSchaar
12 = Command_SpellBookCloudBreak
13 = Command_SpellBookAdler
14 = Command_SpellBookArmyoftheDead
15 = Command_SpellBookSummonRohanGondor
End
CommandSet NoldorSpellStoreCommandSet
1 = Command_PurchaseSpellHornGondors
2 = Command_PurchaseSpellBaumeisterGondors
3 = Command_PurchaseSpellHealNoldor
4 = Command_PurchaseSpellAnduril
5 = Command_PurchaseSpellWaelderIthiliens
6 = Command_PurchaseSpellLoneTowerMen_Edain
7 = Command_PurchaseSpellGandalftheWhite
8 = Command_PurchaseSpellDieGraueSchaar
9 = Command_PurchaseSpellCloudBreak
10 = Command_PurchaseSpellAdler
11 = Command_PurchaseSpellArmyoftheDead
12 = Command_PurchaseSpellSummonRohanGondor
End
CommandButton Command_PurchaseSpellHealNoldor
Command = PURCHASE_SCIENCE
ButtonBorderType = UPGRADE
ButtonImage = NoldorHeilButton
Science = SCIENCE_HealNoldor
TextLabel = CONTROLBAR:Heal
DescriptLabel = CONTROLBAR:TooltipHeal
End
CommandButton Command_SpellBookHealNoldor
Command = SPELL_BOOK
TextLabel = CONTROLBAR:Heal
Options = NEED_TARGET_POS ; Huh, you can't have this flag and a radius cursor: CONTEXTMODE_COMMAND
DescriptLabel = CONTROLBAR:TooltipHeal
SpecialPower = SpellBookHeal
ButtonImage = NoldorHeilButton
ButtonBorderType = ACTION
RadiusCursorType = GondorHeilenRadiusCursor
End
CommandButton Command_PurchaseSpellHealNoldor
Command = PURCHASE_SCIENCE
ButtonBorderType = UPGRADE
ButtonImage = NoldorHeilButton
Science = SCIENCE_HealNoldor
TextLabel = CONTROLBAR:Heal
DescriptLabel = CONTROLBAR:TooltipHeal
End
CommandButton Command_SpellBookHealNoldor
Command = SPELL_BOOK
TextLabel = CONTROLBAR:Heal
Options = NEED_TARGET_POS ; Huh, you can't have this flag and a radius cursor: CONTEXTMODE_COMMAND
DescriptLabel = CONTROLBAR:TooltipHeal
SpecialPower = SpellBookHealNoldor
ButtonImage = NoldorHeilButton
ButtonBorderType = ACTION
RadiusCursorType = GondorHeilenRadiusCursor
End
Science SCIENCE_HealNoldor
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_NOLDOR
SciencePurchasePointCost = GOOD_RANK_1_COST
SciencePurchasePointCostMP = 5
IsGrantable = Yes
End
SpecialPower SpellBookHealNoldor
InitiateAtLocationSound = SpellHeal
Enum = SPECIAL_SPELL_BOOK_HEAL
Flags = WATER_OK RESPECT_RECHARGE_TIME_DISCOUNT
ReloadTime = SPELL_RECHARGE_TIME_TIER_1
RequiredSciences = SCIENCE_HealNoldor
RadiusCursorRadius = SPELL_HEAL_RADIUS_CURSOR
End
//Submod
ChildObject NoldorSpellBook GoodSpellBook
CommandSet = NoldorSpellBookCommandSet
End
Behavior = PlayerHealSpecialPower ModuleTag_Heal
SpecialPowerTemplate = SpellBookHeal
HealAffects = INFANTRY CAVALRY MONSTER MACHINE SHIP DOZER
HealAmount = 0.6 ;1.0 ; 0.5 = 50% of maximum health
HealRadius = SPELL_HEAL_RADIUS_UNIT_SCAN
HealFX = FX_SpellHealUnitHealBuff ;FX_DefaultUnitHealBuff
; To replenish hordes a bit
HealOCL = OCL_HealSpellHordeReplenishPing
AvailableAtStart = No
RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER
RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC
End
Da du aber eine neue SpecialPower erstellt hast müsstest du auch ein neues Behaviour machen (oder bei einem anderen die SpecialPower ändern).CommandButton Command_SpellBookHealNoldor
Command = SPELL_BOOK
TextLabel = CONTROLBAR:Heal
Options = NEED_TARGET_POS ; Huh, you can't have this flag and a radius cursor: CONTEXTMODE_COMMAND
DescriptLabel = CONTROLBAR:TooltipHeal
SpecialPower = SpellBookHealNoldor
ButtonImage = NoldorHeilButton
ButtonBorderType = ACTION
RadiusCursorType = NoldorAthelasRadiusCursor ;GondorHeilenRadiusCursor
End
RadiusCursorTemplate = NoldorAthelasRadiusCursor
Texture = scNoldorSpellBookAthelas
Style = SHADOW_ALPHA_DECAL
OpacityMin = 20% ;50%
OpacityMax = 60% ;100%
OpacityThrobTime = 1000
Color = R:255 G:255 B:255 A:255 ;R:242 G:102 B:34 A:255
OnlyVisibleToOwningPlayer = Yes
End
Object AntiLoseObjectNoldor
SelectPortrait = BPEFortress
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = None
End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:AntiLoseObject
Description = OBJECT:AntiLoseObjectDescription
Side = Noldor
EditorSorting = STRUCTURE
ThreatLevel = 1.0
Scale = 1.05
VisionRange = 0
ShroudClearingRange = 0
CommandSet = EmptyCommandSet
ArmorSet
Conditions = None
Armor = FactoryArmor
;DamageFX = StructureDamageFXNoShake
End
WeaponSet
Conditions = None
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY LIVING_WORLD_BUILDING_MIRROR
Body = InactiveBody ModuleTag_05
End
Behavior = SlavedUpdate ModuleTag_Slave
DieOnMastersDeath = Yes
End
End
;---------------------------------------------------------
; Gil-galad Ringmechanik
;---------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_RingModeStarte r
SpecialPowerTemplate = SpecialAbilityGandalfVer führte
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbil ityUpdate ModuleTag_RingMode
SpecialPowerTemplate = SpecialAbilityGandalfVer führte
MountedTemplate = NoldorGilGaladRing
;SynchronizeTimerOnSpecia lPower = SpecialAbilityIstariLigh t SpecialAbilityWordOfPowe r SpecialAbilityWizardBlas t SpecialAbilityLightningS word
UnpackTime = 2000
PreparationTime = 0 ; none, cause we hop onto our mount in no time at all :)
PackTime = 0 ; none, cause we hop onto our mount in no time at all :)
OpacityTarget = .0 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
End
Behavior = DoCommandUpgrade Module_DoCommandUpgrade1
TriggeredBy = Upgrade_RingHero Upgrade_FortressRingHero
GetUpgradeCommandButtonN ame = Command_SpecialAbilityGi lGaladRingModeUpgradeBut ton
End
; ---------------------------------------------------------------------------
; Aufnehmen des Ringes durch Ringheld / Einzigartiges und neues Module by Ea
; ---------------------------------------------------------------------------
Behavior = CitadelSlaughterHordeCon tain ModuleTag_SlaughterMe
PassengerFilter = NONE +TheDroppedRing
ObjectStatusOfContained = UNSELECTABLE ENCLOSED
ContainMax = 1
AllowEnemiesInside = No
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowOwnPlayerInsideOver ride = Yes
EntryOffset = X:0.0 Y:0.0 Z:0.0
EntryPosition = X:0.0 Y:0.0 Z:0.0
ExitOffset = X:0.0 Y:0.0 Z:0.0
StatusForRingEntry = HOLDING_THE_RING
UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero
ObjectToDestroyForRingEn try = NONE +TheDroppedRing
FXForRingEntry = FX_OneRingFlare
End
; --------------------------------------------------------------------------------
; Ende
; --------------------------------------------------------------------------------
Und ist es möglich das Verbündete den Ring auch abgeben können, umWenn es durch die Zeile
das Teamspiel zu fördern?
Behavior = GiantBirdAIUpdate ModuleTag_GiantBirdAI
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = GwaihirFunctions
FollowThroughDistance = 160
FollowThroughCheckStep = 50
FollowThroughGradient = 1.0
GrabTossTimeTrigger = 3.0
GrabTossHeightTrigger = 80.0
TossFX = FX_DiebyFalling
SpecialContactPoints = Swoop
AttackPriority = AttackPriority_Eagle
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER MONSTER SCARY CANNOT_RETALIATE
EarendilMeine Name scheint wirklich schwierig zu sein. ;)
CommandButton Command_SarumanFeuerballOrthanc
Command = SPECIAL_POWER
SpecialPower = SpecialAbilitySarumanFireball
Options = NEED_TARGET_ENEMY_OBJECT NEED_TARGET_ALLY_OBJECT NEED_TARGET_NEUTRAL_OBJECT ; CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:SpecialAbilitySarumanFireball
ButtonImage = HSSarumanFeuerball
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipSpecialAbilitySarumanFireballOrthanc
CursorName = EvilAbilityObj
InvalidCursorName = GenericInvalid
Radial = Yes
AutoAbility = Yes
PresetRange = 200.0
End
Im Commandset ist alles richtig der Button wird ja angezeigt dann wären noch;------------------------------------------------------
; Feuerball
;------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FireballEnabler
SpecialPowerTemplate = SpecialAbilitySarumanFireball
End
Behavior = SpecialPowerModule ModuleTag_FireballStarter
SpecialPowerTemplate = SpecialAbilitySarumanFireball
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = SarumanVoiceAttackFireball
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate
SpecialPowerTemplate = SpecialAbilitySarumanFireball
WhichSpecialWeapon = 1
SkipContinue = Yes
UnpackTime = 800
PreparationTime = 1
PersistentPrepTime = 1000
PackTime = 100
AwardXPForTriggering = 0
StartAbilityRange = SARUMAN_FIREBALL_RANGE
MustFinishAbility = Yes
SpecialWeapon = SarumanFireball
End
PlayerTemplate FactionMen
Side = Men
PlayableSide = Yes
Evil = No
StartMoney = 0
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor = R:43 G:150 B:179
StartingBuilding = MenFortress
;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 = GondorFighterHorde
;StartingUnitOffset0 = X:-60 Y:185 Z:0
StartingUnit1 = MenPorter
StartingUnitOffset1 = X:30 Y:200 Z:0
StartingUnit0 = MenPorter
StartingUnitOffset0 = X:1 Y:130 Z:0
StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
StartingUnitTacticalWOTR = MenPorter
IntrinsicSciences = SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_MEN
SpellBook = GoodSpellBook
SpellBookMp = GondorSpellBook ;;MenSpellBook
PurchaseScienceCommandSet = GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP = GondorSpellStoreCommandSet ;;MenSpellStoreCommandSet
DisplayName = INI:FactionMen
DefaultPlayerAIType = MenSkirmishAI
BeaconName = MultiplayerBeacon
LightPointsUpSound = GondorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_MenFaction Upgrade_AllFactionUpgrade ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHeroDummy GondorBeregond GondorFaramir_mod GondorBoromir_mod GondorGandalf_mod GondorImrahil GasthausPalando GasthausAlatar GondorAragorn_mod RohanPippin_mod ArnorAraphant ArnorAranarth GondorArvedui ArnorCaptainStealthless_mod GondorEarnur ImladrisGlorfindel_forArnor LothlorienCirdan GondorGandalf_mod_forFornost
BuildableRingHeroesMP = RingHeroDummy
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues = 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
MultiSelectionPortrait = UPGondor_Army
LoadScreenMusic = Shell2MusicForLoadScreenGondor ;Shell2MusicForLoadScreen
End
CommandSet MenFortressCommandSet_forFornostSubmod
InitialVisible = 6
//Main Menu
1 = Command_RingMechanikGondor_forFornost
2 = Command_SelectUpgradesArnorFaction
3 = Command_SelectRevivablesArnorFortressSubmod
4 = Command_FireWeaponMenFortressBoilingOil
5 = Command_SpecialAbilityNichtverfügbar
6 = Command_Sell
//Upgrades Menu
7 = Command_ConstructMenPorter_forFornost
8 = Command_PurchaseUpgradeMenFortressBanners_Arnor
9 = Command_PurchaseUpgradeMenFortressFlamingMunitions
10 = Command_PurchaseUpgradeMenFortressBoilingOil
11 = Command_PurchaseUpgradeMenFortressNumenorStonework
12 = Command_PurchaseUpgradeGemächerdesSehers
13 = Command_PurchaseUpgradeMenFortressIvoryTower_forFornost
14 = Command_RadialBack
15 = Command_ConstructArnorHueterHorde
16 = Command_ConstructArnorPalantirwächterHorde
17 = Command_FakeRingHeroReviveSlot
18 = Command_FakeCreateAHeroReviveSlot
19 = Command_FakeHeroReviveSlot1
20 = Command_FakeHeroReviveSlot2
21 = Command_FakeHeroReviveSlot3
22 = Command_FakeHeroReviveSlot4
23 = Command_FakeHeroReviveSlot5
24 = Command_FakeHeroReviveSlot6
25 = Command_FakeHeroReviveSlot7
26 = Command_FakeHeroReviveSlot8
27 = Command_FakeHeroReviveSlot9
28 = Command_GenericReviveSlot10
29 = Command_GenericReviveSlot11
30 = Command_GenericReviveSlot12
31 = Command_GenericReviveSlot13
32 = Command_RadialBack
End
CommandSet CommandSetInnMenFaction_forFornostSubmod
InitialVisible = 6
1 = Command_ConstructInnHeroGoodGondor_forFornostSubmod
2 = Command_SelectUpgradesBruchtalFactionInn_forFornostSubmod
3 = Command_SelectUpgradesGraueAnfurtenFactionInn_forFornostSubmod
4 = Command_ConstructInnElvenHobbitShirrif
5 = Command_StartSelfRepair
6 = Command_ConstructImlaAmrothReiterInn
7 = Command_RadialBack
8 = Command_ConstructLindonWächterHorde_forFornost
9 = Command_RadialBack
10 = Command_FakeRingHeroReviveSlot
11 = Command_FakeCreateAHeroReviveSlot
12 = Command_FakeHeroReviveSlot1
13 = Command_FakeHeroReviveSlot2
14 = Command_FakeHeroReviveSlot3
15 = Command_FakeHeroReviveSlot4
16 = Command_FakeHeroReviveSlot5
17 = Command_GenericReviveSlot6
18 = Command_GenericReviveSlot7
19 = Command_FakeHeroReviveSlot8
20 = Command_FakeHeroReviveSlot9
21 = Command_FakeHeroReviveSlot10
22 = Command_FakeHeroReviveSlot11
23 = Command_FakeHeroReviveSlot12
24 = Command_FakeHeroReviveSlot13
25 = Command_GenericReviveSlot14
26 = Command_GenericReviveSlot15
27 = Command_GenericReviveSlot16
28 = Command_GenericReviveSlot17
29 = Command_RadialBack
End
CommandButton Command_SelectRevivablesArnorFortressSubmod
Command = PUSH_VISIBLE_COMMAND_RANGE
TextLabel = CONTROLBAR:SelectRevivablesArnorFortress
ButtonImage = UCCommon_GoodHeroes
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:ToolTipCommandSelectRevivablesArnorFortress_Neu
Radial = Yes
CommandRangeStart = 14 //Starts its counting at 0, so command button 8 is 7
CommandRangeCount = 18
End
CommandButton Command_ConstructInnHeroGoodGondor_forFornostSubmod
Command = PUSH_VISIBLE_COMMAND_RANGE
TextLabel = CONTROLBAR:ConstructInnHero
ButtonImage = UCCommon_GoodHeroes
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:ToolTipCommandConstructInnHero1
Radial = Yes
CommandRangeStart = 9
CommandRangeCount = 20
End
CommandButton Command_SelectUpgradesBruchtalFactionInn_forFornostSubmod
Command = PUSH_VISIBLE_COMMAND_RANGE
TextLabel = CONTROLBAR:SelectUpgradesBruchtalFaction
ButtonImage = UCCommon_ImladrisFaction
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:ToolTipCommandSelectUpgradesBruchtalFaction
Radial = Yes
CommandRangeStart = 5
CommandRangeCount = 2
End
CommandButton Command_SelectUpgradesGraueAnfurtenFactionInn_forFornostSubmod
Command = PUSH_VISIBLE_COMMAND_RANGE
TextLabel = CONTROLBAR:SelectUpgradesGraueAnfurtenFaction_forArnor
ButtonImage = UCCommon_LindonFaction
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:ToolTipCommandSelectUpgradesGraueAnfurtenFaction_forArnor
Radial = Yes
CommandRangeStart = 7
CommandRangeCount = 2
End
Behavior = CommandSetUpgrade ModueTag_LevelCommandSet_WithoutDenethor
TriggeredBy = Upgrade_TestBuilding_2
CommandSet = MenFortressCommandSet_WithoutDenethor
End
Behavior = CommandSetUpgrade ModueTag_ArnorSwitchingEnabled
TriggeredBy = Upgrade_AllowBuildCreateAHero
CommandSet = MenFortressCommandSet_Switch
End
Behavior = CommandSetUpgrade ModueTag_PlayGondor
TriggeredBy = Upgrade_PlayGondor
CommandSet = MenFortressCommandSet
End
Behavior = CommandSetUpgrade ModueTag_PlayArnor
TriggeredBy = Upgrade_PlayArnor
CommandSet = MenFortressCommandSet_forFornostSubmod
End
Behavior = CommandSetUpgrade ModueTag_PlayArnor_AsMapSpecial
TriggeredBy = Upgrade_ArnorFaction
CommandSet = MenFortressCommandSet_forFornostSubmod
End
Behavior = CommandSetUpgrade ModuleTag_PlayGondor_ForAI
TriggeredBy = Upgrade_EasyAISinglePlayer Upgrade_MediumAISinglePlayer Upgrade_HardAISinglePlayer Upgrade_BrutalAISinglePlayer Upgrade_EasyAIMultiPlayer Upgrade_MediumAIMultiPlayer Upgrade_HardAIMultiPlayer Upgrade_BrutalAIMultiPlayer
CommandSet = MenFortressCommandSet
End
Behavior = ObjectCreationUpgrade MakeTheFreeTreb
TriggeredBy = Upgrade_PlayGondor Upgrade_MenFortressHouseOfHealing
Delay = 2500
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
GrantUpgrade = Upgrade_HasWallTrebuchet
DestroyWhenSold = Yes
DeathAnimAndDuration = AnimState:DEATH_2 AnimTime:999999
Offset = X:54 Y:0 Z:51.14
End
Behavior = ObjectCreationUpgrade MakeTheFreeTreb2
TriggeredBy = Upgrade_PlayArnor Upgrade_HasWallTrebuchet
Delay = 3000.0
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
ThingToSpawn = ArnorMalbeth
Offset = X:54 Y:0 Z:51.14
FadeInTime = 500
End
Behavior = ObjectCreationUpgrade MakeTheFreeTreb2_PlayArnor
TriggeredBy = Upgrade_HasWallTrebuchet
Delay = 3000.0
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
ThingToSpawn = GondorDenethor_forFortress
Offset = X:54 Y:0 Z:51.14
FadeInTime = 500
End
Wenn ich Gondor auswähle habe ich statt Pippin Araphant.Da du nichts an dem Commandset der GondorFestung geändert hast und Pippin ja immer noch an der selben Stelle in der Heldenliste ist, ist das durchaus merkwürdig.
Zudem taucht Malbeth (Denethor ersatz bei Arnor) einfach so aufWenn ich das richtig verstehe, dann ist dein Problem zum Teil, dass er einfach so auftaucht, obwohl er noch garnicht auftauchen sollte.
und stirbt zwischendurch mal
TriggeredBy = Upgrade_PlayArnor Upgrade_HasWallTrebuchet
Wenn du kein RequiresAllTriggers, dann reicht ein Upgrade von den Beiden aus, um es zu aktivieren und Upgrade_PlayArnor bekommt man ja wahrscheinlich direkt nach der Auswahl.
Will nicht so richtig gehen, evtl. kann man es mit WeaponSetFlags probieren?Wenn du mir die zugehörigen Codes schickst/zeigst, schaue ich mir das mal an...
Jemand ne idee wie man das Spellbook MIT Spellstore wechseln kann?Das geht nicht, weil das CommandSet für den Spellstore direkt in der playertemplate.ini angegeben wird.
PlayerTemplate FactionAmerica
[...]
PurchaseScienceCommandSetRank1 = SCIENCE_AMERICA_CommandSetRank1
PurchaseScienceCommandSetRank3 = SCIENCE_AMERICA_CommandSetRank3
PurchaseScienceCommandSetRank8 = SCIENCE_AMERICA_CommandSetRank8
SpecialPowerShortcutCommandSet = SpecialPowerShortcutUSA
SpecialPowerShortcutWinName = GenPowersShortcutBarUS.wnd
SpecialPowerShortcutButtonCount = 11
[...]
End
Wie wird das bei Edain mit den Zwergen + Festungs Upgrades gehandhabt?Da musst du schon genauer werden... So verstehe ich nicht, was genau du darüber wissen willst...
Welche den alle einfach meine Submod zum anschauen?Das überlasse ich dir...
Behavior = MonitorConditionUpdate ModuleTag_CommandOverview
ModelConditionFlags = WEAPONSET_TOGGLE_1
ModelConditionCommandSet = MenFortressCommandSet_forFornostSubmodHeroes
End
Behavior = MonitorConditionUpdate ModuleTag_CommandHeroes
ModelConditionFlags = WEAPONSET_TOGGLE_2
ModelConditionCommandSet = MenFortressCommandSet_forFornostSubmod
End
10er. Feanors Eid: (Passiv)
Beschreibung: Feanor hat einen Eid geschworen um sich für das Blutbad zu rächen.
Feanor kann nun in der Festung rekrutiert werden.
Leider gibt es keine Feanor Karte und ich weiß nicht wie ich ein gescheites Bild aus dem W3D Viewer bekomme.Ach komm! Nen gescheites Bild im W3D-Viewer hinzubekommen ist einfach. Lad die Anis rein, wähl am besten ne Idle Animation aus, mach das Scene Lightning weg und positionier die Kamera so, dass du nur noch das Gesicht und den Oberkörper siehst. Screenshot machen - fertig.
Dann nutzt du möglicherweise den falschen W3D Viewer. Es gibt einen aus dem BFME2 Mod SDK und einen in den Renegade Tools. Der von Renegade kann jedoch weder mit Animationen noch mit dds-Texturen umgehen, was der aus dem BFME2 Mod SDK beides kann.Erstens das und zweitens ist es auch einfacherer einfach alle Animationen gleichzeitig zu importieren. Einfach File open und alle Glorfindel Anis auswählen.
Hier:Hast du auch das Skeleton geöffnet? Nur die Animationen reichen nicht. Um was zu sehen, musst du das Modell bei Hierarchy auch logischerweise anklicken ;) Allerdings sind die Anis bei dir momentan noch nicht reingeladen, sonst wäre dort ein zusätzliches Plus.
(http://s14.directupload.net/images/140805/ng2li7za.png)
Nein, es gibt aber Upgrades, die nur die KI, je nach Schwierigkeitsauswahl, erhält. Bevor du fragst welche das sind: Wers selber rausfindet, ist am Ende schlauer. ;)
PercentToSave_Rush = 0.0%
PercentToSave_MidGame = 0.0%
PercentToSave_EndGame = 0.0%
Zum einen müsste die KI auch teurere Einheiten(also auch Helden) bauen, wenn sie mehr Geld hat. Deswegen würde ich den Faktor einbisschen erhöhen, damit sich die KI auch teure Helden mehr leisten kann. MustUseCommandPointPercentage_Phase1 = 100% ;// The AI UnitBuilder tries to keep the army at at least this size
MustUseCommandPointPercentage_Phase2 = 95%
MustUseCommandPointPercentage_Phase3 = 90%
Wenn du das nach unten schraubst, könnte es auch etwas helfen, da Einheiten für ihren Preis im Vergleich zu Helden deutlich mehr CP kosten und deswegen dann auch vielleicht keine Helden genommen werden, da man anders schneller die CP voll bekommt.;Commandset's
CommandSet EregionForgeSubmodCommandSet
1 = Command_RingSchmiedeSystemMenuButton
2 = Command_UpgradeNoldorPfeilUpgradeSchmiede
3 = Command_PurchaseUpgradeEregionForgeModLevel2
4 = Command_Sell
;Untermenü
5 = Command_UpgradeNoldorRingVilya
6 = Command_UpgradeNoldorRingNarya
7 = Command_RadialBack
End
CommandSet EregionForgeSubmodCommandSetLevel2
1 = Command_RingSchmiedeSystemMenuButton
2 = Command_UpgradeNoldorPfeilUpgradeSchmiede
3 = Command_PurchaseUpgradeEregionForgeModLevel3
4 = Command_Sell
;Untermenü
5 = Command_UpgradeNoldorRingVilya
6 = Command_UpgradeNoldorRingNarya
7 = Command_RadialBack
End
CommandSet EregionForgeSubmodCommandSetLevel3
1 = Command_RingSchmiedeSystemMenuButton_2
2 = Command_UpgradeNoldorPfeilUpgradeSchmiede
3 = Command_Sell
;Untermenü
4 = Command_UpgradeNoldorRingVilya
5 = Command_UpgradeNoldorRingNarya
6 = Command_RadialBack
End
;Commandbutton
CommandButton Command_RingSchmiedeSystemMenuButton
Command = PUSH_VISIBLE_COMMAND_RANGE
TextLabel = CONTROLBAR:NameDesUntermenüButtons
ButtonImage = RingSchmiedeMenuButton
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:BeschreibungDesUntermenüButtons
Radial = Yes
CommandRangeStart = 4
CommandRangeCount = 3
End
CommandButton Command_RingSchmiedeSystemMenuButton_2
Command = PUSH_VISIBLE_COMMAND_RANGE
TextLabel = CONTROLBAR:NameDesUntermenüButtons
ButtonImage = RingSchmiedeMenuButton
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:BeschreibungDesUntermenüButtons
Radial = Yes
CommandRangeStart = 3
CommandRangeCount = 3
End
Upgrade_GilGaladRüstung
Type = PLAYER
PersistsInCampaign = Yes
End
Upgrade Upgrade_NoldorFaction
DisplayName = UPGRADE:NoldorFaction
Type = PLAYER
End
Upgrade Upgrade_TechnologyRingVilya
DisplayName = UPGRADE:NoldorRingVilyaUpgrade
Type = PLAYER
BuildCost = 2250
BuildTime = ELVEN_TECH_FORGED_BLADES_BUILDTIME
End
Upgrade Upgrade_TechnologyRingNarya
DisplayName = UPGRADE:NoldorRingVilyaUpgrade
Type = PLAYER
BuildCost = 3250
BuildTime = ELVEN_TECH_FORGED_BLADES_BUILDTIME
End
Upgrade Upgrade_TechnologyNoldorArrow
DisplayName = UPGRADE:NoldorArrowUpgrade
Type = PLAYER
BuildCost = ANGMAR_TECH_ICE_ARROWS_BUILDCOST
BuildTime = ANGMAR_TECH_ICE_ARROWS_BUILDTIME
SkirmishAIHeuristic = AI_UPGRADEHEURISTIC_IMPORTANT
ResearchCompleteEvaEvent = UpgradeFlameArrowsReady
End
Upgrade Upgrade_NoldorArrowUnit
Type = OBJECT
DisplayName = UPGRADE:NoldorArrowUpgrade
Tooltip = TOOLTIP:NoldorArrowUpgradeUnit
BuildCost = 400 ;GONDOR_PERSONAL_FIRE_ARROWS_BUILDCOST
BuildTime = GONDOR_PERSONAL_FIRE_ARROWS_BUILDTIME
SkirmishAIHeuristic = AI_UPGRADEHEURISTIC_ANTIINFANTRY
End
Upgrade Upgrade_Cirdan
Type = PLAYER
PersistsInCampaign = Yes
End
- Wenn ein Object eingetragen ist das es nicht gibt?Genau. Oder ein doppeltes Object, eine fehlerhafte define #, etc.
;//#include "\includes\experiencelevels.inc"
Kann es in der Upgrade ini an Umlauten liegen?
Das Problem ist, dass das Spiel ab einer gewissen Anzahl an Upgrades crasht, weil diese ab einer gewissen Anzahl nicht mehr gelesen werden. Ich habe die genaue Zahl jetzt nicht im Kopf, aber es war irgendwas über 200, wenn ich mich nicht irre. Solange du also trotz Heldeneditor unter der max. Anzahl an Upgrades bleibst ist das kein Problem, aber das wird schwierig bis unmöglich...
Die eigenen Helden führten bisher zu einen Crash da es in Edain im vergleich zum Originalspiel viel zu viele Upgrades gab. Durch das feste bauen und das leveln von Gebäuden durch Einheiten wurden sehr viele Upgrades überflüssig. Zum beispiel ist es nicht mehr notwendig das jedes Gebäude für Stufe2 und 3 ein eigenes Upgrade besitzt.Das hast du anscheinend überlesen ;)
Durch das löschen all dieser einträge ist es nun möglich geworden eigene Helden ohne Gamecrash zu laden.