Das heißt du multiplizierst die Koordinaten mit 0,7 und schon hast du die, die du angeben musstVielen Dank! Das hat mit den Koordinaten funktioniert natürlich einwandfrei. Hätte man eigentlich selbst drauf kommen können.
Du musst die asset auch schon im Sum2!-Verzeichnis speichern, weil da die Sum2-Asset drin ist :DIch bin ja nicht doof! Das habe ich doch getan. Aber trotzdem werden die Sum1-Einträge übertragen.
Woran siehst du das denn? Bzw, warum werden die bei dir übertragen?Ich habe die radagastasset.dat mit der asset.dat aus dem Sum2 und Sum1-Verzeichnis verglichen und die neue ist identisch mit der Sum1-asset.dat und die neuen Texturen usw. sind nicht einmal aufgelistet.
EvilDet
Jou, wenn du eine SuMII-asset erstellst, darfst du nicht SuMI auf dem Rechner haben. Liegt daran, weil der assetBuilder auf SuMI ausgelegt ist. Ist zwar doof, lässt sich aber nicht ändern.Okay! Vielen Dank dafür. Ich habe so etwas schon befürchtet. Aber was muss, dass muss.
Meinst du damit das er auf lvl 0 ist?Jo, danke vielmals! Hat natürlich so funktioniert. Aber ich wäre nicht ich, wenn ich nicht das nächste Problem hätte.
Falls ja:
Dann fehlen die experiencelevels.ini einträge. Schau einfach mal in der experiencelevels.ini nach, wie die einträge dort aufgebaut sind, am besten du suchst gleich die Thanduil einträge, und fügt deinen Helden unter Targentnames hinzu.
mfg
Pini
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Elves
EditorSorting = UNIT
ThreatLevel = THARANDUIL_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = 1000
BuildTime = THRANDUIL_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY ElvenThranduilBowDeadeye
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = None
Weapon = PRIMARY ElvenThranduilBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = HeroLightArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_HERO_RANGED
ShroudClearingRange = SHROUD_CLEAR_RANGED_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
BountyValue = ELVEN_THRANDUIL_BOUNTY_VALUE
DisplayName = OBJECT:ElvenFilorin
RecruitText = CONTROLBAR:ElvenFilorinRecruit
ReviveText = CONTROLBAR:ElvenFilorinRevive
Hotkey = CONTROLBAR:ElvenFilorinHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ElvenFilorinCommandSet
CommandPoints = 10
;//DisplayMeleeDamage = THRANDUIL_KNIFE_DAMAGE;
;//DisplayRangedDamage = THRANDUIL_BOW_DAMAGE;
HeroSortOrder = 30
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_ThranduilBody
AutoResolveArmor
Armor = AutoResolve_ThranduilArmor
End
AutoResolveWeapon
Weapon = AutoResolve_ThranduilWeapon
End
;AutoResolveLeadership = AutoResolve_ThranduilBonus
; *** AUDIO Parameters ***;
VoiceAttack = HeroMenArcherVoiceAttack
VoiceAttackAir = HeroMenArcherVoiceAttack
VoiceAttackCharge = HeroMenArcherVoiceAttack
VoiceAttackMachine = HeroMenArcherVoiceAttack
VoiceAttackStructure = HeroMenArcherVoiceAttack
VoiceCreated = HeroMenArcherVoiceSalute
VoiceFear = HeroMenArcherVoiceHelpMe
VoiceFullyCreated = HeroMenArcherVoiceSalute
VoiceGuard = HeroMenArcherVoiceMove
VoiceMove = HeroMenArcherVoiceMove
VoiceMoveToCamp = HeroMenArcherVoiceMove
VoiceMoveWhileAttacking = HeroMenArcherVoiceMove
VoicePriority = 75
VoiceRetreatToCastle = HeroMenArcherVoiceMove
VoiceSelect = HeroMenArcherVoiceSelectMS
VoiceSelectBattle = HeroMenArcherVoiceSelectBattle
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = HeroMenArcherVoiceMove
VoiceEnterUnitMordorMumakil = HeroMenArcherVoiceMove
VoiceEnterUnitSlaughterHouse = HeroMenArcherVoiceMove
VoiceEnterUnitTransportShip = HeroMenArcherVoiceMove
VoiceGarrison = HeroMenArcherVoiceMove
VoiceInitiateCaptureBuilding = HeroMenArcherVoiceCaptureBuilding
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:EUThrndl_SKL.EUThrndl_RUNA Frames:17 29
AnimationSound = Sound:BodyFallSoldier Animation:EUThrndl_SKL.RUThrndl_LNDA Frames:3
AnimationSound = Sound:BodyFallSoldier Animation:EUThrndl_SKL.EUThrndl_DTHA Frames:31
AnimationSound = Sound:SwordIntoGroundQuiet Animation:EUTHRNDL_SKL.EUTHRNDL_ATKB Frames:32 ;hit bow on ground
End
CrowdResponseKey = ElfHero
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Elf Elf_Male Unit Infantry Hero
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = ThranduilDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 200
TauntAndPointUpdateDelay = 2000
PointAt = ANY +HERO
AddEmotion = Terror_Base
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_MEDIUM
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = THRANDUIL_HEALTH ; BALANCE Legola Health
PermanentlyKilledByFilter = NONE ; Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
;--------------------------------------------------------------------------
; Filorins Trupp
;--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SummonEnabler
SpecialPowerTemplate = SpecialAbilityDieWächterFilorins
TriggeredBy = Upgrade_Level_10
End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SpecialAbilityDieWächterFilorins
OCL = OCL_SpawnMirkwodPfade
CreateLocation = CREATE_AT_LOCATION
TriggerFX = FX_ElvenAlliesSummon
StartsPaused = Yes
;SetModelCondition = ModelConditionState:USER_1
;SetModelConditionTime = 8.1
End
;--------------------------------------------------------------------------
; Großer Krieger
;--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArcherTrainingEnabler
SpecialPowerTemplate = SpecialAbilityTrainArchers
TriggeredBy = Upgrade_Level_8
End
Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
SpecialPowerTemplate = SpecialAbilityTrainArchers
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
InitiateSound = LegolasTrainVoice ;this plays when he targets, not when he fires
End
Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
SpecialPowerTemplate = SpecialAbilityTrainArchers
StartAbilityRange = 100.0
Experience = 400
RadiusEffect = 100
AcceptanceFilter = NONE +ElvenMirkwoodArcherHorde +ElvenMirkwoodArcher +MirkwoodWächterPfade +MirkwoodWächterPfadeHorde
UnpackTime = 1600
PackTime = 1000
UnpackingVariation = 2
FreezeAfterTriggerDuration = 500 ; Hold AI for this long after we fire.
LevelFX = FX_LevelUp
End
;--------------------------------------------------------------------------
; Elbenmantel
;--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ElfCloakEnabler
SpecialPowerTemplate = SpecialAbilityElfCloak
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_ElfCloakStarter
SpecialPowerTemplate = SpecialAbilityElfCloak
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = ToggleHiddenSpecialAbilityUpdate ModuleTag_ElfCloakUpdate
SpecialPowerTemplate = SpecialAbilityElfCloak
End
;--------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_WildWalkFakeButtonDown
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = No
End
;--------------------------------------------------------------------------
; Naturverbundenheit
;--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_MoveUnseenEnabler
SpecialPowerTemplate = SpecialAbilityMoveUnseen
TriggeredBy = Upgrade_Level_5
End
Behavior = InvisibilitySpecialPower ModuleTag_MoveUnseen
SpecialPowerTemplate = SpecialAbilityMoveUnseen
AvailableAtStart = No
StartsPaused = Yes
BroadcastRadius = THRANDUIL_MOVEUNSEEN_EFFECT_RADIUS
ObjectFilter = ANY +HORDE +HERO +DOZER ALLIES
Duration = 30000
InvisibilityNugget
ForbiddenConditions = FIRING_ANY
DetectionRange = CAMOUFLAGE_RADIUS
InvisibilityType = CAMOUFLAGE
End
End
; ---------------------------------------------------------------------
; Herrführer Düsterwalds
; ---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ElrondsErfahrungsLeadership2
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_Level_1
End
Behavior = SpecialPowerModule ModuleTag_ElrondsErfahrungsLeadershipUpdate2
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership3
StartsActive = No
BonusName = CelebornsLeadership
TriggeredBy = Upgrade_Level_1
RefreshDelay = 2000
Range = 200
;AntiCategory = BUFF
ObjectFilter = ANY +INFANTRY +CAVALRY -HERO -DOZER -STRUCTURE -MONSTER ALLIES
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_ThranduilDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 3000 ;How long DeathAnim will take.
InitialSpawnFX = FX_ThranduilInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_ThranduilRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIThranduil_res
;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:1875 Time:60000 Health:100% ;DEFAULT VALUES
End
Behavior = AutoHealBehavior ModuleTag_LegolasHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
Dazu gehörend folgende Einträge in anderen Files...!OCL!
ObjectCreationList OCL_SpawnMirkwodPfade
CreateObject
ObjectNames = MirkwoodWächterPfadeHorde
Count = 6
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 60 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 300 ; and this for distance from center
End
End
SpecialpowerSpecialPower SpecialAbilityDieWächterFilorins
Enum = SPECIAL_SPELL_BOOK_MEN_OF_DALE_ALLIES
ReloadTime = 200000 ; in milliseconds
RadiusCursorRadius = 50.0
InitiateAtLocationSound = SpellElvenSummon
Flags = NO_FORBIDDEN_OBJECTS LIMIT_DISTANCE
ForbiddenObjectFilter = NO_SUMMON_NEAR_OBJECT_FILTER
ForbiddenObjectRange = 50
MaxCastRange = 200
End
CommandSet und CommandButtonsCommandButton Command_ConstructElvenFilorin
Command = UNIT_BUILD
Object = ElvenFilorin
TextLabel = CONTROLBAR:BuildFilorin
ButtonImage = HIThranduil
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildFilorin
Radial = Yes
InPalantir = Yes
IsClickable = Yes
Options = CANCELABLE
ShowProductionCount = Yes
End
CommandButton Command_SpecialAbilityFilorinHerrfuhrerDusterwalds
Command = SPECIAL_POWER
Options = NONPRESSABLE NEED_UPGRADE
SpecialPower = SpecialAbilityFakeLeadership
TextLabel = CONTROLBAR:FilorinHeerfuhrer
ButtonImage = HSKönigDüsterwalds
RadiusCursorType = TrainingRadiusCursor
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:FilorinHeerfuhrerDes
InPalantir = Yes
AutoAbility = Yes
NeededUpgrade = Upgrade_level_1
End
CommandButton Command_SpecialAbilityFilorinScharfschutze
Command = SPECIAL_POWER
Options = NEED_UPGRADE
SpecialPower = SpecialAbilityMoveUnseen
TextLabel = CONTROLBAR:FilorinSchütze
ButtonImage = HSThranduilMoveUnseen
RadiusCursorType = TrainingRadiusCursor
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:FilorinSchützeDes
InPalantir = Yes
AutoAbility = Yes
NeededUpgrade = Upgrade_level_5
End
CommandButton Command_SpecialAbilityFilorinElbenmantel
Command = SPECIAL_POWER
Options = NEED_UPGRADE
SpecialPower = SpecialAbilityElfCloak
TextLabel = CONTROLBAR:FilorinElbenmantel
ButtonImage = HPFrodoElfCloak
RadiusCursorType = TrainingRadiusCursor
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:FilorinElbenmantelDes
InPalantir = Yes
AutoAbility = Yes
NeededUpgrade = Upgrade_level_3
End
CommandButton Command_SpecialAbilityFilorinGrosserKrieger
Command = SPECIAL_POWER
Options = NEED_UPGRADE
SpecialPower = SpecialAbilityTrainArchers
TextLabel = CONTROLBAR:FilorinKrieger
ButtonImage = HIThranduil
RadiusCursorType = TrainingRadiusCursor
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:FilorinKriegerDes
InPalantir = Yes
AutoAbility = Yes
NeededUpgrade = Upgrade_level_8
End
CommandButton Command_SpecialAbilityFilorinTrupp
Command = SPECIAL_POWER
Options = NEED_UPGRADE
SpecialPower = SpecialAbilityDieWächterFilorins
TextLabel = CONTROLBAR:FilorinTrupp
ButtonImage = HSWächterPfade
RadiusCursorType = TrainingRadiusCursor
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:FilorinTruppDes
InPalantir = Yes
AutoAbility = Yes
NeededUpgrade = Upgrade_level_10
End
CommandSet ElvenFilorinCommandSet
1 = Command_ToggleStance
2 = Command_SpecialAbilityFilorinHerrfuhrerDusterwalds
3 = Command_SpecialAbilityFilorinElbenmantel
4 = Command_SpecialAbilityFilorinScharfschutze
5 = Command_SpecialAbilityFilorinGrosserKrieger
6 = Command_SpecialAbilityDieWächterFilorins
7 = Command_ToggleFaramirWeapon
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End
CommandButton Command_SpecialAbilityFilorinTrupp
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityDieWächterFilorins
TextLabel = CONTROLBAR:FilorinTrupp
ButtonImage = HSWächterPfade
Options = NEED_TARGET_POS CONTEXTMODE_COMMAND
RadiusCursorType = TrainingRadiusCursor
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:FilorinTruppDes
InPalantir = Yes
Radial = No
End
Das Up das benötigt wird kannst du weglassen, da dies ja schon in deiner Helden.ini steht. Weiteres hab ich entdeckt das in der CommandSet Command_SpecialAbilityDi eWächterFilorins steht, der Button aber Command_SpecialAbilityFi lorinTrupp heißt. Solltest du auch ausbessern.Ich hoffe das waren alle, und such dir am besten immer wenn du eine neue Fähigkeit machst, eine Vorlage, die das selbe/etwas ähnliches bewirkt als die, die du haben willst, die du kopierst und abänderst, so können solche Fehler seltener passierenOkay vielen Dank schonmal. Das witzige ist, dass ich das gemacht habe. Auf jedenfall bei Scharfschütze und Grosser Krieger habe ich das gemacht.
Nunja, ich vermute mal die Fähigkeit mit dem OCL soll im Zielgebiet Einheiten rufen. Allerdings stellt sich da die Frage welches Zielgebiet? Das hast du vergessen im Button zu schreiben ;) Funktionieren müsste es so:Das ist ein Fehler, der mir beim Posten unterlaufen ist, da ich das vorher noch anders gemacht hatte.Code: [Auswählen]CommandButton Command_SpecialAbilityFilorinTrupp
Weiteres hab ich entdeckt das in der CommandSet Command_SpecialAbilityDi eWächterFilorins steht, der Button aber Command_SpecialAbilityFi lorinTrupp heißt. Solltest du auch ausbessern.
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityDieWächterFilorins
TextLabel = CONTROLBAR:FilorinTrupp
ButtonImage = HSWächterPfade
Options = NEED_TARGET_POS CONTEXTMODE_COMMAND
RadiusCursorType = TrainingRadiusCursor
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:FilorinTruppDes
InPalantir = Yes
Radial = No
End
CommandButton Command_SpecialAbilityMoveUnseen
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityMoveUnseen
Options = NEED_TARGET_POS
TextLabel = CONTROLBAR:MoveUnseen
ButtonImage = HSThranduilMoveUnseen
RadiusCursorType = MoveUnseenRadiusCursor
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipMoveUnseen
InPalantir = Yes
End
CommandButton Command_SpecialAbilityTrainArchers
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityTrainArchers
Options = NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:TrainArchers
ButtonImage = HSLegolasTrainArchers
CursorName = Bombard
RadiusCursorType = ArcheryTrainingRadiusCursor
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipTrainArchers
InPalantir = Yes
End
Behavior = SpawnBehavior ModuleTag_Spawn
TriggeredBy = Upgrade_StructureLevel3
SpawnNumber = 1
InitialBurst = 0
SpawnTemplateName = ElvenLorienArcher_Slaved
SpawnReplaceDelay = 999999
CanReclaimOrphans = No
SpawnedRequireSpawner = Yes
ShareUpgrades = Yes
End
ChildObject ElvenLorienArcher_Slaved ElvenLorienArcher
; make sure we can see all round.
VisionSide = 100%
VisionRear = 100%
ShroudClearingRange = ELVEN_MALLORN_TREE_SHROUD_CLEAR
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = 0
End
WeaponSet
Conditions = None
Weapon = PRIMARY LorienMallornTreeBow
End
;//These guys are stuck in the barricade can't move and can't be attacked
KindOf = UNATTACKABLE NOT_AUTOACQUIRABLE
Behavior = SlavedUpdate ModuleTag_Slave
GuardMaxRange = 0
GuardWanderRange = 0
UseSlaverAsControlForEvaObjectSightedEvents = No ; Not a creep
End
Behavior = SlowDeathBehavior ModuleTag_05 ; overriden to be faster, so we fall with the barricade rubble.
DeathTypes = ALL -KNOCKBACK
SinkDelay = 10
SinkRate = 1.50 ; in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL ElfGenericVoiceDie
DeathFlags = DEATH_1
End
End
Object CelebornWhiteTree
SelectPortrait = BPGCamp_Plot
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = GBSlvrTree
Shadow = SHADOW_ALPHA_DECAL_DYNAMIC ;SHADOW_ADDITIVE_DECAL_DYNAMIC
ShadowSizeX = 250
ShadowSizeY = 250
ShadowTexture = SCCElvenSummon
ShadowOpacityStart = 0
ShadowOpacityFadeInTime = 1000
ShadowOpacityPeak = 255
ShadowOpacityFadeOutTime = 1000
ShadowOpacityEnd = 0
ShadowOverrideLODVisibility = YES
ParticleSysBone = NONE FireFlies02 FollowBone:Yes
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:WhiteTreeCeleborn
EditorSorting = STRUCTURE
Side = Elves
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
KindOf = PRELOAD STRUCTURE IMMOBILE SCORE CAN_ATTACK SCARY
;Shadow = SHADOW_VOLUME
RadarPriority = UNIT
ThreatLevel = 11.0
IsTrainable = No
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
Body = StructureBody ModuleTag_05
MaxHealth = MORDOR_GATEWATCHEREXPANSION_HEALTH
MaxHealthDamaged = MORDOR_GATEWATCHEREXPANSION_HEALTH_DAMAGED
MaxHealthReallyDamaged = MORDOR_GATEWATCHEREXPANSION_HEALTH_REALLY_DAMAGED
End
CommandSet = SellableCommandSet
ArmorSet
Conditions = None
Armor = FortressExpansionArmor
End
WeaponSet
Conditions = NONE
Weapon = PRIMARY WhiteTreeFearWeapon
End
Behavior = AttributeModifierAuraUpdate ModuleTag_GateDebuff
StartsActive = Yes
BonusName = StandardDebuff
RefreshDelay = 2000
Range = 180
TargetEnemy = Yes
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
Behavior = AttributeModifierAuraUpdate ModuleTag_ElvenGroveOnelvenGrove
StartsActive = Yes ; If no, requires upgrade to turn on.
BonusName = CelebornTelperion
RefreshDelay = 2000
Range = 180
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
RunWhileDead = Yes
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
//AILuaEventsList = GateWatchersFunctions
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapseNoSound
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 60
End
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = 60000
MaxLifetime = 60000
DeathType = FADED
End
Behavior = SlowDeathBehavior ModuleTag_HatchTrigger
DeathTypes = NONE +FADED
DestructionDelay = 4000
End
Behavior = SlowDeathBehavior ModuleTag_HatchTrigger2
DeathTypes = ALL
DestructionDelay = 4000
End
Shadow = SHADOW_VOLUME
Geometry = CYLINDER
GeometryMajorRadius = 5.0
GeometryHeight = 20.0
GeometryIsSmall = No
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:0.0 Y:0.0 Z:0
GeometryContactPoint = X:0.0 Y:0.0 Z:20.0 Swoop
End
Behavior = QueueProductionExitUpdate ModuleTag_11
UnitCreatePoint = X:-32.0 Y:0.0 Z:0.0
NaturalRallyPoint = X:0 Y:0.0 Z:0.0
ExitDelay = 300
NoExitPath = Yes
End
Behavior = SpawnBehavior ModuleTag_SpawnFighters
TriggeredBy = Upgrade_Level_5
SpawnNumber = 1
InitialBurst = 1
SpawnTemplateName = ElvenMirkwoodArcher_FilorinsEliteSlaved
SpawnReplaceDelay = 15000
FadeInTime = 1000
CanReclaimOrphans = Yes
End
Behavior = SpawnBehavior ModuleTag_SpawnFighters2
TriggeredBy = Upgrade_Level_5
SpawnNumber = 1
InitialBurst = 1
SpawnTemplateName = FilorinsEliteSlaved2
SpawnReplaceDelay = 15000
FadeInTime = 1000
CanReclaimOrphans = Yes
End
Behavior = SpawnBehavior ModuleTag_SpawnFighters3
TriggeredBy = Upgrade_Level_5
SpawnNumber = 1
InitialBurst = 1
SpawnTemplateName = FilorinsEliteSlaved3
SpawnReplaceDelay = 15000
FadeInTime = 1000
CanReclaimOrphans = Yes
End
Behavior = SpawnBehavior ModuleTag_SpawnFighters4
TriggeredBy = Upgrade_Level_5
SpawnNumber = 1
InitialBurst = 1
SpawnTemplateName = FilorinsEliteSlaved4
SpawnReplaceDelay = 15000
FadeInTime = 1000
CanReclaimOrphans = Yes
End
Object ElvenMirkwoodArcher_FilorinsEliteSlaved
"...."
Behavior = SlavedUpdate ModuleTag_Slave
LeashRange = 250
GuardMaxRange = 0
GuardWanderRange = 0
AttackRange = 200
UseSlaverAsControlForEvaObjectSightedEvents = No // Not a creep
GuardPositionOffset = X:-30.0 Y:30 Z:0
DieOnMastersDeath = No
End
End
ChildObject FilorinsEliteSpawn2 ElvenMirkwoodArcher_FilorinsEliteSlaved
Behavior = SlavedUpdate ModuleTag_Slave
LeashRange = 250
GuardMaxRange = 0
GuardWanderRange = 0
AttackRange = 200
UseSlaverAsControlForEvaObjectSightedEvents = No // Not a creep
GuardPositionOffset = X:-30.0 Y:-30 Z:0
DieOnMastersDeath = No
End
End
ChildObject FilorinsEliteSpawn3 ElvenMirkwoodArcher_FilorinsEliteSlaved
Behavior = SlavedUpdate ModuleTag_Slave
LeashRange = 250
GuardMaxRange = 0
GuardWanderRange = 0
AttackRange = 200
UseSlaverAsControlForEvaObjectSightedEvents = No // Not a creep
GuardPositionOffset = X:30.0 Y:30 Z:0
DieOnMastersDeath = No
End
End
ChildObject FilorinsEliteSpawn4 ElvenMirkwoodArcher_FilorinsEliteSlaved
Behavior = SlavedUpdate ModuleTag_Slave
LeashRange = 250
GuardMaxRange = 0
GuardWanderRange = 0
AttackRange = 200
UseSlaverAsControlForEvaObjectSightedEvents = No // Not a creep
GuardPositionOffset = X:30.0 Y:-30 Z:0
DieOnMastersDeath = No
End
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
AILuaEventsList = RohanArcherFunctions
AttackPriority = AttackPriority_Archer
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
Müsste eigentlich stimmen!Fernkampfeinheiten haben Probleme mit dem System. Woran das genau liegt kann ich selbst noch nicht sagen.Mh! Okay vielen Dank! Ist ja echt schade. Dann werde ich das wohl irgendwie ersetzen müssen.
Zum Buildplot: Model mit assetBuilder öffnen, neue Textur reinladen, w3d umbenennen, beides in asset, einbauen, fertig.Vielen Dank. Ist immer alles viel einfacher als ich denke.
Behavior = SubObjectsUpgrade ModuleTag_Skinwelchsel
TriggeredBy = Upgrade_Level_6
UpgradeTexture = guboromir.tga 0 guboromir_new.tga
End
Behavior = SpawnBehavior ModuleTag_SpawnFighters
TriggeredBy = Upgrade_VerteidigerThranduils
SpawnNumber = 4
InitialBurst = 4
SpawnTemplateName = ElvenFilorinsEliteBuilding_Slaved
SpawnReplaceDelay = 20000
CanReclaimOrphans = Yes
End
ChildObject ElvenFilorinsEliteBuilding_Slaved ElvenFilorinsEliteBuilding
CommandPoints = 0
EvaEnemyObjectSightedEvent = GoblinCreepSighted
EvaEnemyObjectSightedAfterRespawnEvent = GoblinCreepSighted
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER THROWN_OBJECT ORC GRAB_AND_DROP CREEP SCORE CAN_ATTACK
VisionRange = CREEP_VISION
DisplayName = OBJECT:HüterDesBaumes
ThreatBreakdown MordorGoblinSwordsmanSlaved_ThreatBreakdown
AIKindOf = CREEP
End
Behavior = SlavedUpdate ModuleTag_Slave
GuardMaxRange = 250
GuardWanderRange = 40
UseSlaverAsControlForEvaObjectSightedEvents = Yes
End
End
Behavior = SpawnPointProductionExitUpdate ModuleTag_ProductionExit
SpawnPointBoneName = ARCHER
End
Behavior = QueueProductionExitUpdate ModuleTag_11
UnitCreatePoint = X:-25.0 Y:0.0 Z:0.0 ;(beispiel für Erschaffungsort)
NaturalRallyPoint = X:-25 Y:0.0 Z:0.0
ExitDelay = 300
NoExitPath = Yes
End
Einen Lösungsweg gäbe es allerdings schon, dazu muss ich aber wissen ob es ok ist wenn bei dieser Methode der Bogenschütze schon auf Stufe 1 oben stehen darfDas wäre egal, wann der Bogenschütze oben steht!
Behavior = HordeTransportContain ModuleTag_Contain2
ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE CAN_ATTACK
Slots = 1
DamagePercentToUnits = 0%
PassengerFilter = ANY +INFANTRY
AllowOwnPlayerInsideOverride = Yes
AllowAlliesInside = No
AllowEnemiesInside = No
AllowNeutralInside = No
ForceOrientationContainer = No
PassengerBonePrefix = PassengerBone:ARCHER KindOf:INFANTRY
ShowPips = No
EjectPassengersOnDeath = No
InitialPayload = EinheitDieEingeladenWerdenSoll 1
End
Behavior = HordeTransportContain ModuleTag_Contain2
ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE CAN_ATTACK
Slots = 1
DamagePercentToUnits = 0%
PassengerFilter = ANY +INFANTRY
AllowOwnPlayerInsideOverride = Yes
AllowAlliesInside = No
AllowEnemiesInside = No
AllowNeutralInside = No
ForceOrientationContainer = No
PassengerBonePrefix = PassengerBone:ARCHER KindOf:INFANTRY
ShowPips = No
EjectPassengersOnDeath = No
InitialPayload = ElvenFilorinsElite_SlavedForTree 1
End
...aber es funktioniert nicht.
Behavior = SpawnPointProductionExitUpdate ModuleTag_ProductionExit
SpawnPointBoneName = ARCHER
End
Behavior = TransportContain ModuleTag_HoldingInfantry
ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE CAN_ATTACK
PassengerFilter = ANY +INFANTRY
Slots = 1
ContainMax = 1
ShowPips = No
AllowOwnPlayerInsideOverride = Yes
AllowEnemiesInside = No
AllowNeutralInside = No
AllowAlliesInside = Yes
DamagePercentToUnits = 0%
PassengerBonePrefix = PassengerBone:ARCHER KindOf:INFANTRY
EjectPassengersOnDeath = No
NumberOfExitPaths = 1
InitialPayload = ElvenFilorinsElite_SlavedForTree 1
End
Behavior = TransportContain ModuleTag_HoldingInfantry
ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE CAN_ATTACK
PassengerFilter = ANY +INFANTRY
Slots = 1
ContainMax = 1
ShowPips = No
AllowOwnPlayerInsideOverride = Yes
AllowEnemiesInside = No
AllowNeutralInside = No
AllowAlliesInside = Yes
DamagePercentToUnits = 0%
PassengerBonePrefix = PassengerBone:ARCHER KindOf:INFANTRY
EjectPassengersOnDeath = No
NumberOfExitPaths = 1
InitialPayload = ElvenFilorinsElite_SlavedForTree 1
End
Könnt ihr zwei das nicht alles über PN klären? Ich bin zu selten Online, als das ich alle Fragen schnell beantworten könnte und es ist ohnehin nur pinking der dir antwortet.Okay wenn Pini nichts dagegen hat! ;)
Dann schau mal ob der Mallornbaum den KindOf "GARRISON" hat, wenn nicht füg ihn hinzuDas funktioniert übrigens auch nicht! Ich kann dann Einheiten in den Baum schicken, aber der Bogenschütze ist immer noch nicht da! :D
mfg
Pini
ArmyMemberDefinition ElvenGaladhrimMod_Member
Unit = ElvenGaladhrimHordeMod ;cavalry
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 10.0
PercentageOfArmyPhase3 = 25.0
End
Wie ist es denn, wenn du sie selbst benutzt?Ja, Ich habe einen DelayedDeathBehavior definiert!
Eventuell hast du ihnen einen DealyDeathBodyBehaviour gegeben oder aber die Armor etwas unfein bearbeitet. Hierbei können verschiedene Dinge eine Rolle spielen.
Body = DelayedDeathBody ModuleTag_DelayedDeathBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = 1000
MaxHealthDamaged = 400
MaxHealthReallyDamaged = 100
DelayedDeathTime = 10000
PermanentlyKilledByFilter = NONE
End
Muss ich das Behavior rausnehmen? DelayedDeathTime = 10000Da steht, das man mindestens 10 weitere Skunden auf die Einheiten einschlagen muss, bis sie wirklich stirbt. Das dürfte deine gestellte Frage erklären.
;;;Weapon;;;
Weapon SpawnGiftderNebelspinneWeapon
RadiusDamageAffects = ALLIES
AttackRange = 4.0
AttributeModifierNugget
AttributeModifier = SkelettRieseGorkilUpgrade
Radius = 11
SpecialObjectFilter = NONE +WildMountainGiantMod +WildMountainGiant +WildMountainGiant_Summoned ALLIES
End
End
;;;OCL;;;
ObjectCreationList OCL_SpawnGiftderNebelspinne
CreateObject
ObjectNames = SpawnGiftderNebelspinnePing
Disposition = LIKE_EXISTING
Count = 1
End
End
;;;Object;;;
Object SpawnGiftderNebelspinnePing
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = None
End
End
KindOf = INERT IMMOBILE UNATTACKABLE
Body = ActiveBody ModuleTag_MakesKillWork
MaxHealth = 1
End
Behavior = LifetimeUpdate ModuleTag_HatchTrigger
MinLifetime = 0.0
MaxLifetime = 0.0
End
Behavior = SlowDeathBehavior ModuleTag_HatchProcess
DestructionDelay = 1
Weapon = FINAL SpawnGiftderNebelspinneWeapon
End
End
;;;CommandButton;;;
CommandButton Command_GiftderNebelspinne
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityThorinKönigderZwerge
TextLabel = CONTROLBAR:SpecialAbilityThorinKönigderZwerge
Options = TOGGLE_IMAGE_ON_WEAPONSET
FlagsUsedForToggle = MOUNTED
ButtonImage = HSKönigderZwergeSwitchButton
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipSpecialAbilityThorinKönigderZwerge
InPalantir = Yes
End
CommandButton Command_GiftderNebelspinnePower
Command = SPECIAL_POWER
SpecialPower = SpecialAbilitySkelettRieseGorkil
TextLabel = CONTROLBAR:GiftderNebelspinnePower
ButtonImage = HIUngoliath
Options = NEED_TARGET_POS
RadiusCursorType = MoveUnseenRadiusCursor
CursorName = Bombard
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipGiftderNebelspinnePower
InPalantir = Yes
Radial = No
EnableOnModelCondition = USER_7
End
;;;Behavior Gorkil;;;
Behavior = OCLSpecialPower ModuleTag_PalantirVision2
SpecialPowerTemplate = SpecialAbilitySkelettRieseGorkil
OCL = OCL_SpawnGiftderNebelspinne
CreateLocation = CREATE_AT_LOCATION
StartsPaused = No
End
;;;Behavior Riese;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KönigEnabler
SpecialPowerTemplate = SpecialAbilityThorinKönigderZwerge
TriggeredBy = Upgrade_MiniHordeLvl1
End
Behavior = SpecialPowerModule ModuleTag_KönigStarter
SpecialPowerTemplate = SpecialAbilityThorinKönigderZwerge
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_König
SpecialPowerTemplate = SpecialAbilityThorinKönigderZwerge
MountedTemplate = MountainGiantSkelett
UnpackTime = 2000
PreparationTime = 0 ; none, cause we hop onto our mount in no time at all :)
PackTime = 0 ; none, cause we hop onto our mount in no time at all :)
OpacityTarget = .0 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
End
Behavior = DoCommandUpgrade Module_DoCommandUpgrade
TriggeredBy = Upgrade_SkelettRieseGorkil
GetUpgradeCommandButtonName = Command_GiftderNebelspinne
End
;;;Attributemodifier;;;
ModifierList SkelettRieseGorkilUpgrade
Category = SPELL
Duration = 0
Upgrade = Upgrade_SkelettRieseGorkil Delay:105
End
;;;Upgrade;;;
Upgrade Upgrade_SkelettRieseGorkil
Type = OBJECT
BuildCost = 0
End
;;;Specialpower;;;
SpecialPower SpecialAbilitySkelettRieseGorkil
Enum = SPECIAL_SPELL_BOOK_MEN_OF_DALE_ALLIES
ReloadTime = 380000
RadiusCursorRadius = 25
Flags = NEEDS_OBJECT_FILTER LIMIT_DISTANCE
ForbiddenObjectFilter = ANY +MordorBalrogEggPlaceHolder +WatcherEggPlaceHolder +WatcherCaldera +SummonedDragonEggPlaceHolder
;ForbiddenObjectRange = 70
ObjectFilter = NONE +WildMountainGiantMod +WildMountainGiant +WildMountainGiant_Summoned ALLIES
MaxCastRange = 320
End
Der normale Riese muss genauso viel Leben wie der Skelettriese haben. Also beim MaxHealth-Eintrag muss der gleiche Wert definiert sein.Okay! Das ist natürlich doof! Er sollte ein wenig mehr haben! Kann man das dann irgendwie umgehen?
MfG
EvilDet
RandomTexture = mugntspdr.tga 0 mugntspdr.tga
RandomTexture = mushelobh.tga 0 mugntspdr.tga
RandomTexture = mugntspdr_b.tga 0 mugntspdr.tga
RandomTexture = mugntspdr_r.tga 0 mugntspdr.tga
RandomTexture = mugntspdr_g.tga 0 mugntspdr.tga
RandomTexture = muspider_c.tga 0 mugntspdr.tga
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
Behavior = ModelConditionUpgrade ModuleTag_ModellSchwert
TriggeredBy = Upgrade_ElfFaction Upgrade_AllFactionUpgrade ;(Upgrade der Faction angeben)
AddConditionFlags = WEAPONSET_TOGGLE_1
Permanent = Yes
End
Wenn du einen Alphakanal in der ausgewählten Textur hast, dann wird im Palantir der Alpha-Kanal akzeptiert und die dort enthaltenen Flächen ausgeblendet. Im Radial-Menü hingegen wird der Alpha-Kanal nicht angewendet, wodurch dort alle Flächen, selbst diejenigen, die im Alpha-Kanal liegen, angezeigt.Und wie kann ich dieses Problem umgehen? Ich hab jetzt nicht ganz verstanden, was ich dagegen machen kann!
blub
, oder aus fehlerhaften Textdokumenten), dann erkennt das System diese Wörter nicht an und liest sie als falsche Definition. Es kann auch passieren, dass man in einer ini ist, dort etwas schreibt, auf den Desktop klickt und etwas anderes macht, und danach direkt finalbig speichert, das ganze Zeilen verrutschen oder Einträge als nichtig und fehlerhaft angesehen werden.Ich habe wieder mal ein Problem. Ich habe nun alle meine Modding-Daten auf meinen Laptop gezogen um sie dort auszuprobieren.Niemals Konfiguartionsdateien auf eine andere Plattform ziehen. Diese werden in jedem Betriebssystem anders gelesen und können beim kopieren sehr häufig für Fehler sorgen. Immer nur direkte big.-Dateien kopieren. Hierbei auch darauf achten, welches big.Format es ist, es gibt verschiedene Big-Formate.
Draw = W3DScriptedModelDraw ModuleTag_DRAW
DefaultModelConditionState
Model = ruhero_foot
End
ModelConditionState = MOUNTED
Model = ruhero_horse
End
;-----------------------------------------------------------------
; Beritten
;-----------------------------------------------------------------
AnimationState = MOUNTED
StateName = Idle
Animation = IdleB
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
AnimationState = PASSENGER MOUNTED
Animation = grabbed
AnimationName = RURohrm_SKL.RURohrm_GBDA
AnimationMode = LOOP
End
End
; --- stunned anims
AnimationState = FREEFALL MOUNTED
Animation = free fall
AnimationName = RURohrm_SKL.RURohrm_FLYB
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = STUNNED_FLAILING MOUNTED
Animation = JustDie
AnimationName = RURohrm_SKL.RURohrm_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING DEATH_1 SPLATTED MOUNTED
Animation = splatted
AnimationName = RURohrm_SKL.RURohrm_LNDA
AnimationMode = ONCE
AnimationBlendTime = 2
End
FXEvent = Frame:2 Name:FX_SplatDust
End
AnimationState = DYING DEATH_1 MOUNTED
Animation = JustDie
AnimationName = RURohrm_SKL.RURohrm_DIEA
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_2 MOUNTED
Animation = FadeOut
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP MOUNTED
Animation = StandUp
AnimationName = RURohrm_SKL.RURohrm_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED MOUNTED
Animation = Land
AnimationName = RURohrm_SKL.RURohrm_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED
ShareAnimation = Yes
Animation = TrotAndFire
AnimationName = RURohrm_SKL.RURohrm_ATRB
AnimationMode = LOOP
Distance = 70; 35
End
Flags = RANDOMSTART
End
;;======= BACKING UP
AnimationState = MOVING BACKING_UP MOUNTED
Animation = BACKING UP
AnimationName = RURohrm_SKL.RURohrm_BAKA
AnimationMode = LOOP
End
End
AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = RURohrm_SKL.RURohrm_TNL1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED
Animation = TurnRight
AnimationName = RURohrm_SKL.RURohrm_TNR1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = MOVING WANDER MOUNTED
Animation = WLKA
AnimationName = RURohrm_SKL.RURohrm_WLKA
AnimationMode = LOOP
End
End
AnimationState = MOVING TURN_LEFT MOUNTED
Animation = TurnLeft
AnimationName = RURohrm_SKL.RURohrm_TRNL
AnimationMode = LOOP
End
End
AnimationState = MOVING TURN_RIGHT MOUNTED
Animation = TurnRight
AnimationName = RURohrm_SKL.RURohrm_TRNR
AnimationMode = LOOP
End
End
AnimationState = MOVING ENGAGED MOUNTED
Animation = Moving_Engaged
AnimationName = RURohrm_SKL.RURohrm_RUNC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING USING_COMBO_LOCOMOTOR MOUNTED
Animation = Walk1
AnimationName = RURohrm_SKL.RURohrm_WLKB
AnimationMode = LOOP
Distance = 25
End
End
AnimationState = MOVING ACCELERATE MOUNTED
Animation = Accelerate
AnimationName = RURohrm_SKL.RURohrm_ACCL
AnimationMode = ONCE ; was LOOP
End
End
AnimationState = MOVING DECELERATE MOUNTED
Animation = Decelerate
AnimationName = RURohrm_SKL.RURohrm_DECL
AnimationMode = ONCE
End
End
AnimationState = MOVING MOUNTED
Animation = RunA
AnimationName = RURohrm_SKL.RURohrm_RUNA
AnimationMode = LOOP
Distance = 40
End
Flags = RANDOMSTART
End
AnimationState = FIRING_OR_PREATTACK_A MOUNTED
Animation = AttackA1
AnimationName = RURohrm_SKL.RURohrm_ATKA
AnimationMode = ONCE
End
End
;;--------------------- EMOTIONS ----------------------------------------------------------------------------------
;;===== TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED
Animation = TerrorFromTheSky
AnimationName = RURohrm_SKL.RURohrm_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR MOUNTED
Animation = TerrorFromTheSky
AnimationName = RURohrm_SKL.RURohrm_RUNB
AnimationMode = LOOP
End
End
;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED
Animation = Apprehensive
AnimationName = RURohrm_SKL.RURohrm_APPA
AnimationMode = LOOP ;Change this to ONCE if adding additional anims
End
End
;;======= AFRAID
AnimationState = EMOTION_AFRAID MOUNTED
Animation = FERA
AnimationName = RURohrm_SKL.RURohrm_FERA
AnimationMode = LOOP
End
End
;;======= CELEBRATING
AnimationState = EMOTION_CELEBRATING MOUNTED
Animation = CheerA
AnimationName = RURohrm_SKL.RURohrm_CHRA
AnimationMode = ONCE
End
Animation = CheerB
AnimationName = RURohrm_SKL.RURohrm_CHRB
AnimationMode = ONCE
End
Animation = CheerC
AnimationName = RURohrm_SKL.RURohrm_CHRC
AnimationMode = ONCE
End
Animation = CheerD
AnimationName = RURohrm_SKL.RURohrm_CHRD
AnimationMode = ONCE
End
Animation = Salute
AnimationName = RURohrm_SKL.RURohrm_SLTA
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
;;======= TAUNTING
AnimationState = EMOTION_TAUNTING MOUNTED
Animation = Taunting
AnimationName = RURohrm_SKL.RURohrm_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = RURohrm_SKL.RURohrm_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
;;======= POINTING
AnimationState = EMOTION_POINTING MOUNTED
Animation = Pointing1
AnimationName = RURohrm_SKL.RURohrm_PNTA
AnimationMode = LOOP
End
End
;;======== ALERT
AnimationState = EMOTION_ALERT MOUNTED
Animation = IDLA
AnimationName = RURohrm_SKL.RURohrm_IDLA
AnimationMode = LOOP
End
End
;;-------------------- SELECTED ---------------------------------------------------------------
AnimationState = SELECTED MOUNTED
StateName = State_Selected
SimilarRestart = Yes
Animation = AtAttention
AnimationName = RURohrm_SKL.RURohrm_IDLA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
EndScript
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = RURohrm_SKL.RURohrm_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 1.0
End
End
TransitionState = TRANS_Selected_to_Idle
Animation = ATNC
AnimationName = RURohrm_SKL.RURohrm_ATNA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.6 1.0
End
Flags = START_FRAME_LAST
End
;-----------------------------------------------------------------
; Zu Fuß
;-----------------------------------------------------------------
AnimationState = THROWN_PROJECTILE
Animation = FLYA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_FLYA
AnimationMode = LOOP
End
End
AnimationState = PASSENGER FREEFALL
Animation = Grabbed
AnimationName = GUTowerGrd_SKL.GUTowerGrd_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = GUTowerGrd_SKL.GUTowerGrd_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUTowerGrd_SKL.GUTowerGrd_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
;;=======TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
ShareAnimation = Yes
Animation = TerrorFromTheSky
AnimationName = GUTowerGrd_SKL.GUTowerGrd_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR
ShareAnimation = Yes
Animation = Terror
AnimationName = GUTowerGrd_SKL.GUTowerGrd_RUNB
AnimationMode = LOOP
End
End
;;----------------
;;=======BACK UP
AnimationState = MOVING BACKING_UP
ShareAnimation = Yes
Animation = BackingUp
AnimationName = GUTowerGrd_SKL.GUTowerGrd_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
;;--------------------
AnimationState = MOVING USING_COMBO_LOCOMOTOR
ShareAnimation = Yes
Animation = RUNA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_WLKA
AnimationMode = LOOP
Distance = 40
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
ShareAnimation = Yes
Animation = RUNA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = STUNNED_FLAILING
Animation = FLYA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING SPLATTED
Animation = LNDA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_LNDB
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_DIEA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_LNDB
AnimationMode = ONCE
End
End
TransitionState = TRANS_Plant
Animation = PLTA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_PLTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
TransitionState = TRANS_Unplant
Animation = PLTB
AnimationName = GUTowerGrd_SKL.GUTowerGrd_PLTB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.5 1.2
End
End
;;------------------ Hit Reaction ---------------------------------------
AnimationState = HIT_REACTION
Animation = HIT REACTION
AnimationName = GUTowerGrd_SKL.GUTowerGrd_HITA
AnimationMode = ONCE
End
End
;;------------------ EMOTIONS -------------------------------------------
;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID
ShareAnimation = Yes
Animation = Apprehensive
AnimationName = GUTowerGrd_SKL.GUTowerGrd_APPA
AnimationMode = LOOP ;Change this to ONCE if adding additional anims
End
End
;;======= AFRAID
AnimationState = EMOTION_AFRAID
ShareAnimation = Yes
Animation = FERA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_FERA
AnimationMode = LOOP
End
Animation = FERB
AnimationName = GUTowerGrd_SKL.GUTowerGrd_FERB
AnimationMode = LOOP
End
End
;;======= TAUNTING
AnimationState = EMOTION_TAUNTING
Animation = Taunting
AnimationName = GUTowerGrd_SKL.GUTowerGrd_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = GUTowerGrd_SKL.GUTowerGrd_TNTB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;;======= POINTING
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = GUTowerGrd_SKL.GUTowerGrd_PNTA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
;;======= CELEBRATING
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_CHRA
AnimationMode = LOOP
End
End
;;-------------- ALERT STATE ------------------------------------------------------------
AnimationState = EMOTION_ALERT
Animation = CHRA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_IDLA
AnimationMode = LOOP
End
End
;;-------------- SELECTED & IDLE --------------------------------------------------------
;;======== SELECTED
AnimationState = SELECTED
StateName = STATE_Selected
ShareAnimation = Yes
Animation = ATNB
AnimationName = GUTowerGrd_SKL.GUTowerGrd_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
EndScript
End
;;======== IDLE
IdleAnimationState
StateName = STATE_Idle
Animation = IDLA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_IDLA
AnimationMode = ONCE
AnimationBlendTime = 15
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLA
AnimationName = GUTowerGrd_SKL.GUTowerGrd_IDLA
AnimationMode = ONCE_BACKWARDS
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.8 1.2
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
EndScript
End
End
Das Problem ist nun, dass die Animationen für den Berittenen Zustand nicht funktionieren. Das Model schwebt immer nur. Vielleicht hat ja hier jemand eine Ahnung, wo der Fehler liegt. Bei Mount-Modulen musst du die Animationen per Skeleton im ModelCondition definieren, und die SKL-Abschnitte aus den einzelne Animationen entfernen.Oh okay! Dazu habe ich noch drei Fragen:
Zusätzlich darauf achten, dass auch (mit Ausnahme von Decel... und Accel..) jede Animation (MOVING, SELECTED etc.), sowohl im Mounted, als auch im Dismounted-State definiert ist.
DefaultModelConditionState
Model = DBBeorninger
End
ModelConditionState = MOUNTED
Model = DBBear_SKN
Skeleton = IUWarg_SKL
WeaponLaunchBone = PRIMARY B_JAWW
End
; -------------- STUNNED ANIMS ----------------
AnimationState = PASSENGER MOUNTED
Animation = Grabbed
AnimationName = IUWarg_GBDA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL MOUNTED
Animation = freefall
AnimationName = IUWarg_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = DYING BURNINGDEATH MOUNTED
Animation
AnimationName = IUWarg_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED MOUNTED
Animation = splatted
AnimationName = IUWarg_LNDA
AnimationMode = ONCE
End
End
AnimationState = STUNNED_FLAILING MOUNTED
Animation = JustDie
AnimationName = IUWarg_FLYA
AnimationMode = LOOP
End
End
AnimationState = DYING MOUNTED
Animation = JustDie
AnimationName = IUWarg_DIEA
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH MOUNTED
Animation
AnimationName = IUWarg_MFDA
AnimationMode = LOOP
Distance = 50
End
End
AnimationState = STUNNED MOUNTED
Animation = Land
AnimationName = IUWarg_LNDA
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP MOUNTED
Animation = StandUp
AnimationName = IUWarg_GTPA
AnimationMode = ONCE
End
End
; -------------- MOVING ANIMS ---------------
AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED
Animation = MTurnLeft
AnimationName = IUWarg_TNL1
AnimationMode = LOOP
End
End
AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED
Animation = MTurnRight
AnimationName = IUWarg_TNR1
AnimationMode = LOOP
End
End
AnimationState = TURN_LEFT MOUNTED
Animation = TurnRight
AnimationName = IUWarg_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0
End
End
AnimationState = TURN_RIGHT MOUNTED
Animation = TurnRight
AnimationName = IUWarg_TRNR
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0
End
End
AnimationState = MOVING ACCELERATE MOUNTED
Animation = Accelerate
AnimationName = IUWarg_ACCL
AnimationMode = ONCE
End
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE MOUNTED
Animation = Decelerate
AnimationName = IUWarg_DECL
AnimationMode = ONCE
End
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING BACKING_UP MOUNTED
Animation = BackingUp
AnimationName = IUWarg_BAKA
AnimationMode = LOOP
End
End
AnimationState = MOVING MOUNTED
ShareAnimation = Yes
Animation = RunA
AnimationName = IUWarg_RUNA
AnimationMode = LOOP
End
;ParticleSysBone = None CalvaryDustTrails
End
; ----------- ATTACKING ANIMS --------------
AnimationState = BETWEEN_FIRING_SHOTS_A MOUNTED
Animation = BetweenFiringShots
AnimationName = IUWarg_IDLA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = FIRING_OR_PREATTACK_A MOUNTED
Animation = AttackA3
AnimationName = IUWarg_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 10
End
End
AnimationState = ATTACKING MOUNTED
Animation = AttackA3
AnimationName = IUWarg_ATKA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
; ----------- WAR CHANT ANIMS -------------
AnimationState = WAR_CHANT MOUNTED
Animation = Chant
AnimationName = IUWarg_TNTA
AnimationMode = LOOP
End
End
; ----------- EMOTION ANIMS ---------------
AnimationState = EMOTION_TAUNTING MOUNTED
Animation = TNTA
AnimationName = IUWarg_TNTA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING MOUNTED
Animation = CHRA
AnimationName = IUWarg_CHRA
AnimationMode = ONCE
End
End
; ----------- IDLE ANIMS ---------------
AnimationState = EMOTION_ALERT MOUNTED
StateName = STATE_Ready
Animation = ALERT
AnimationName = IUWarg_IDLA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Ready") end
EndScript
End
; ----------- SELECTED ANIMS --------------
AnimationState = SELECTED MOUNTED
SimilarRestart = Yes
Animation = AtAttention
AnimationName = IUWarg_ATNB
AnimationMode = LOOP
End
StateName = Selected
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Idle_to_Selected") end
if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("Ready_to_Selected") end
EndScript
End
AnimationState = MOUNTED
Animation = IDLB
AnimationName = IUWarg_IDLB
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 20
End
Animation = IDLD
AnimationName = IUWarg_IDLD
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 10
End
Animation = IDLC
AnimationName = IUWarg_IDLC
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 2
End
StateName = Idle
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Idle") end
EndScript
End
;------------ TRANSITION ANIMS ----------------
TransitionState = Selected_to_Idle
Animation = ATNE
AnimationName = IUWarg_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
End
TransitionState = Idle_to_Selected
Animation = ATND
AnimationName = IUWarg_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
End
AnimationState = SPECIAL_WEAPON_ONE MOUNTED
StateName = Attacking
Animation
AnimationName = IUWarg_ATKA
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1 MOUNTED
StateName = Attacking
Animation
AnimationName = IUWarg_ATKA
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_WEAPON_TWO MOUNTED
StateName = Attacking
Animation
AnimationName = IUWarg_ATKA
AnimationMode = ONCE
End
;FXEvent = Frame:10 Name:FX_FearBlast
End
AnimationState = USER_2
StateName = ATHELAS
Animation = SPCC
AnimationName = Kuhwaldar_SKL.Kuhwaldar_SPCC
AnimationMode = ONCE
End
End
; --- Idle Anims
IdleAnimationState
StateName = Idle
Animation = IDLB
AnimationName = Kuhwaldar_SKL.Kuhwaldar_IDLB 0 15
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLC
AnimationName = Kuhwaldar_SKL.Kuhwaldar_IDLC
AnimationMode = ONCE
AnimationPriority = 5
End
Animation = IDLD
AnimationName = Kuhwaldar_SKL.Kuhwaldar_IDLD
AnimationMode = ONCE
AnimationPriority = 5
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation = GUBoromir_FLYA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_FLYA
AnimationMode = LOOP
End
End
; --- Dying anims
AnimationState = DYING SPLATTED
Animation = GUBoromir_LNDA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING AFLAME
Animation = DieAflame
AnimationName = Kuhwaldar_SKL.Kuhwaldar_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = GUBoromir_DTHA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_DTHA
AnimationMode = ONCE
End
End
; --- Stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = GUBoromir_GTPA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.3 1.3
End
End
AnimationState = STUNNED
Animation = GUBoromir_LNDA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_LNDA
AnimationMode = ONCE
End
End
AnimationState = PACKING_TYPE_2
StateName = CaptainPower
Animation = GUBoromir_CHRA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_CHRA
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.2 1.2
End
End
AnimationState = SPECIAL_POWER_1
Animation
AnimationName = Kuhwaldar_SKL.Kuhwaldar_SPCC
AnimationMode = LOOP
End
End
AnimationState = SPECIAL_POWER_2
Animation
AnimationName = Kuhwaldar_SKL.Kuhwaldar_SPCC
AnimationMode = LOOP
End
End
AnimationState = SPECIAL_WEAPON_TWO
Animation
AnimationName = Kuhwaldar_SKL.Kuhwaldar_SPCC
AnimationMode = LOOP
End
End
; --- Moving Anims
AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_WLKA
AnimationMode = LOOP
End
End
; non mo cap
AnimationState = MOVING WANDER
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_WLKA
AnimationMode = LOOP
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = Kuhwaldar_SKL.Kuhwaldar_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING
;ParticleSysBone = None InfantryDustTrails
Flags = RANDOMSTART
Animation = MOVE
AnimationName = Kuhwaldar_SKL.Kuhwaldar_RUNA
AnimationMode = LOOP
End
End
; Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A
StateName = Attack
Animation = ATKA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 20
End
Animation = ATKB
AnimationName = Kuhwaldar_SKL.Kuhwaldar_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 2
End
End
; --------- Selected Anims and Transitions
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATNC
AnimationName = Kuhwaldar_SKL.Kuhwaldar_ATNC
AnimationMode = ONCE
End
End
AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = Kuhwaldar_SKL.Kuhwaldar_LVLA
AnimationMode = ONCE
End
End
AnimationState = RAISING_FLAG
StateName = STATE_ready
Animation = CHRA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_CHRA
AnimationMode = LOOP
End
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = Kuhwaldar_SKL.Kuhwaldar_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
;------------emotions---------------
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_CHRA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH
Animation = Taunting
AnimationName = Kuhwaldar_SKL.Kuhwaldar_TNTA
AnimationMode = ONCE
End
Animation = Taunting
AnimationName = Kuhwaldar_SKL.Kuhwaldar_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = Kuhwaldar_SKL.Kuhwaldar_IDLA
AnimationMode = LOOP ;ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = Kuhwaldar_SKL.Kuhwaldar_HITA
AnimationMode = ONCE
End
End
AnimationState = USER_1
StateName = ATHELAS
Animation = ATKP
AnimationName = Kuhwaldar_SPCC
AnimationMode = ONCE
End
End
End
Ich habe ein eigenes MountedModule für die Beorninger mit zwei verschiedenen Sets erstellt, es ist also möglich sowas zu coden. Ich will jetzt nicht jeden deiner einzelnen Codes durchsehen (man verzeihe es mir^^), vielleicht hilft dir mein Code oben ja aber weiter.Ja ich verzeihe dir das! :D Leider hat mich das auch nicht wirklich weitergebracht. Sowohl im Mounted, als auch im Dismounted-State findet man alle AnimationStates in gleicher Reihenfolge mit Ausnahme der Deccelerate, Accelerate und Turn-AnimationStates. Auch das Skeleton ist unter ModelCondition angegeben und unter den Animationen nicht. Aber es geht trotzdem nicht.