Modding Union
		Modderecke => Coding => Thema gestartet von: Red XII am 19. Apr 2009, 23:53
		
			
			- 
				hoi ich ma wieder ;) wollt ma eben fragen ob und wenn ja wie es möglich ist die fähigkeit von smaug auf lvl 10 da wo er feuer speit, bei drogoth einzufügen ich würde dann dafür seine fähigkeit rausnehmen wollen wo er 3 drachen erzeugn kann.
 also ich hab da absolut 0 ahnung wenns einer weiß und mir helfen würde wer ich sehr dankbar  :o
 alsoooo dank euch  :D
 tschüüüüü
 Red XII
- 
				Du willst die Fähigkeit von Smaug für Drogoth?
 Ist eigentlich leicht.
 
 Drogoth.ini
 
 
 ;--------------------------------------------------------------------
 ; Verbrennen
 ;--------------------------------------------------------------------
 
 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IncinerateUnpause
 SpecialPowerTemplate       = SpecialAbilityDrogothIncinerate
 TriggeredBy                = Upgrade_Level_10
 ObeyRechageOnTrigger       = Yes
 End
 
 Behavior = SpecialPowerModule ModuleTag_IncinerateStarter
 SpecialPowerTemplate        = SpecialAbilityDrogothIncinerate
 UpdateModuleStartsAttack    = Yes
 StartsPaused                = Yes
 InitiateSound               = DrogothVoxAttack
 End
 
 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IncinerateUpdate
 SpecialPowerTemplate    = SpecialAbilityDrogothIncinerate
 UnpackTime              = 1300
 PackTime                = 3700
 AwardXPForTriggering    = 0
 StartAbilityRange       = 40.0
 SpecialWeapon           = DrogothIncinerate
 WhichSpecialWeapon      = 2                        ; sets SPECIAL_WEAPON_TWO
 ;UnpackSound            = DrogothIncinerateMS
 ;TriggerSound           = DrogothIncinerateMS        ;too much delay
 End
 Obiges einfach zwischen den anderen Behaviors einfügen.
 Dann nur noch die Commandset verändern:
 
 Commandset.inc
 
     6 = Command_SmaugIncinerate
 Das hier wie ich einfügen:
 
 CommandSet DrogothGroundCommandSet
 1 = Command_ToggleStance
 2 = Command_DrogothFliegen ;Command_WitchKingToggleMounted Command_DrogothFireflight
 3 = Command_DrogothCallFromTheDeep
 4 = Command_DrogothFireflight
 6 = Command_SmaugIncinerate
 13 = Command_AttackMove
 14 = Command_Stop
 16  = Command_SetStanceBattle
 17  = Command_SetStanceAggressive
 18  = Command_SetStanceHoldGround
 End
 
 Dann hat er es am Boden.Wenn du es in der Luft auch willst dann noch:
 
 
 CommandSet DrogothFlyCommandSet
 1 = Command_ToggleStance
 2 = Command_DrogothKriechen
 3 = Command_DrogothFireball
 4 = Command_DrogothWingBlast
 5 = Command_SmaugIncinerate
 6 = Command_DrogothFireflight
 13 = Command_AttackMove
 14 = Command_Stop
 16  = Command_SetStanceBattle
 17  = Command_SetStanceAggressive
 18  = Command_SetStanceHoldGround
 End
 
 !!!ACHTUNG!!!
 Keine Neue Comamndset machen! Also nicth Kopieren! Du musst erst die Besagten Commandsets suchen und dann überschreiben!
 
 Viel Spaß
 Meriath
 
 PS.: Die Fähigkeit wird erst bei Lvl 10 Freigeschaltet xD .
 Sonst einfach in der Drogoth.ini beim eingefügten das "TriggeredBy = Upgrade_Level_10"
 Einfach auf "TriggeredBy = Upgrade_Level_1" ändern ;) .
 Dann hat er es auf Level 1.
- 
				woow das ist mehr input als ich erwartet hätte  (**)  (**)  (**)
 vielen vielen dank :)
 dann werd ich mal fleissig ans werk gehen LoL
 tschüüüü
 Red XII
- 
				Bitte Sehr xD xD xD xD .
 Übrigens weiß ich nicht ob die Animation passt^^. bzw. wie es am Boden aussehen würde^^.
- 
				LoooL also dazu kann ich dir sagen ;) wenn er am boden "feuer speit" dann fliegt er kurz in den himmel (sprich man sieht ihn nicht mehr),feuer wird gespien und nachdem alles zu asche verbrannt is landet er wieder, habs auch ma mit dem feuerball probiert da is dann genau dat gleiche  xD
 
 sag ma weißt du wie der behavior von dem FireDrake heißt der sich Inferno nennt ?
 
 also hab probiert smaug/drogoth beiden die fähigkeit zu geben dieses Inferno wirken zu lassen wennsie aufm boden sind aba bei dem behavior den ich hab startet das spiel nicht.
 das ist der :
 
 ;;; Inferno ;;;
 Behavior = SpecialPowerModule ModuleTag_InfernoStarter
 SpecialPowerTemplate        = SpecialAbilityFireDrakeI nferno
 UpdateModuleStartsAttack    = Yes
 InitiateSound            = FireDrakeVoxInferno
 End
 
 Behavior = WeaponFireSpecialAbility Update ModuleTag_InfernoUpdate
 SpecialPowerTemplate    = SpecialAbilityFireDrakeI nferno
 
 UnpackTime              = 1300 ; Drawing the horn
 ;        PreparationTime         = 1   ; nothing
 ;        PersistentPrepTime      = 1600 ; Blowing
 PackTime                = 3700 ; Putting horn away
 
 ;TriggerSound                = FireDrakeInfernoMS        ;too much delay
 ;UnpackSound                = FireDrakeInfernoMS    ;didn't play at all
 ;PackSound                    = FireDrakeInfernoMS        ;too much delay
 ;    PrepSoundLoop           =
 AwardXPForTriggering    = 0
 
 StartAbilityRange = 90.0
 
 SpecialWeapon = FireDrakeInferno
 WhichSpecialWeapon = 1
 End
 
 Der is zu finden in der Firedrake.ini
- 
				Wohin hast du denn den kopiert ,was hast du alles verändert?
 Dann kann ich dich besser helfen.
- 
				ok warte ich am besten ich zeig es dir auf direktestem wege ;)
 
 hier die ini von smaug:
 
 Object WildSmaugNew
 ; This is required for garrisoned objects - please put in all objects.
 ButtonImage = HISmaug
 
 ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
 SelectPortrait = HPSmaug
 
 EquivalentTo = WildSmaugNewRing
 
 Draw = W3DScriptedModelDraw ModuleTag_01
 StaticModelLODMode = No
 
 RandomTexture                    = JHDragonWings_smaug.tga        0 JHDragonWings.tga
 RandomTexture                    = JHDragon_smaug.tga    0 JHDragon_dark.tga
 
 DefaultModelConditionState
 Model = JHDrag_SKN
 Skeleton = JHDrag_SKL
 End
 
 IdleAnimationState
 StateName = STATE_Idle
 Animation = Breathe
 AnimationName = JHDrag_IDLA
 AnimationMode = ONCE
 AnimationPriority = 20
 End
 
 ParticleSysBone = BAT_HEAD SummonedDragonFireSnort    FollowBone:Yes
 ParticleSysBone = BAT_HEAD SummonedDragonSnortEmbers    FollowBone:Yes
 ParticleSysBone = B_MAINBONE SummonedDragonWaves    FollowBone:Yes
 ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes
 
 BeginScript
 Prev = CurDrawablePrevAnimationState()
 if Prev == "STATE_Selected"    then
 CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") return end
 EndScript
 AllowRepeatInRandomPick = Yes
 End
 
 AnimationState            = USER_2
 StateName = State_JustBuilt
 Animation
 AnimationName = JHDrag_LNDA
 AnimationMode = ONCE
 AnimationBlendTime = 0
 End
 ParticleSysBone = NONE SummonedDragonDust    FollowBone:Yes
 End
 
 AnimationState                    =    DYING DEATH_1
 Animation                    =    Dying
 AnimationName            =    JHDrag_DIEA
 AnimationMode            =    ONCE
 AnimationBlendTime        =    15
 End
 ParticleSysBone = BAT_HEAD SummonedDragonDeathEmbers        FollowBone:Yes
 ParticleSysBone = BAT_HEAD SummonedDragonDeathSmoke            FollowBone:Yes
 ParticleSysBone = NONE SummonedDragonDeathDust
 End
 
 AnimationState                    =    DYING DEATH_2
 Animation                    =    JumpingAwayAtTimeUp
 AnimationName            =    JHDrag_JMPA
 AnimationMode            =    ONCE
 AnimationBlendTime        =    15
 End
 ParticleSysBone = BAT_HEAD SummonedDragonDeathEmbers        FollowBone:Yes
 ParticleSysBone = BAT_HEAD SummonedDragonDeathSmoke            FollowBone:Yes
 End
 
 
 AnimationState = FIRING_OR_PREATTACK_A MOVING    ; Need this, otherwise we slide between attacks.
 Animation
 AnimationName                = JHDrag_WLKA
 AnimationMode                = LOOP
 AnimationSpeedFactorRange    = 1.3 1.3
 End
 ParticleSysBone = B_MAINBONE SummonedDragonWaves    FollowBone:Yes
 ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes
 End
 
 AnimationState = FIRING_OR_PREATTACK_A
 Animation            = Burninate
 AnimationName    = JHDrag_ATKA
 AnimationMode    = ONCE
 AnimationSpeedFactorRange = 0.83 0.83
 End
 ParticleSysBone = BAT_HEAD SummonedDragonFireBreath    FollowBone:Yes
 ParticleSysBone = BAT_HEAD SummonedDragonHeat    FollowBone:Yes
 ParticleSysBone = BAT_HEAD SummonedDragonEmbers        FollowBone:Yes
 ParticleSysBone = BAT_HEAD SummonedDragonSmoke            FollowBone:Yes
 ParticleSysBone = BAT_HEAD SummonedDragonFireProxy            FollowBone:Yes
 ParticleSysBone = B_MAINBONE SummonedDragonWaves    FollowBone:Yes
 ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes
 End
 
 AnimationState = HIT_REACTION HIT_LEVEL_1
 Animation
 AnimationName            = JHDrag_HITA
 AnimationMode            = ONCE
 End
 End
 
 AnimationState = TURN_LEFT_HIGH_SPEED MOVING
 Animation            = Left
 AnimationName    = JHDrag_WLKA
 AnimationMode    = LOOP
 AnimationBlendTime        =    15
 End
 End
 
 AnimationState = TURN_RIGHT_HIGH_SPEED MOVING
 Animation            = YourOtherLeft
 AnimationName    = JHDrag_WLKA
 AnimationMode    = LOOP
 AnimationBlendTime        =    15
 End
 End
 
 AnimationState = TURN_LEFT
 Animation            = Left
 AnimationName    = JHDrag_TRNL
 AnimationMode    = LOOP
 AnimationSpeedFactorRange = 2.0 2.0
 AnimationBlendTime        =    15
 End
 End
 
 AnimationState = TURN_RIGHT
 Animation            = YourOtherLeft
 AnimationName    = JHDrag_TRNR
 AnimationMode    = LOOP
 AnimationSpeedFactorRange = 2.0 2.0
 AnimationBlendTime        =    15
 End
 End
 
 AnimationState = MOVING DECELERATE
 Animation
 AnimationName    = JHDrag_DECL
 AnimationMode    = ONCE
 AnimationSpeedFactorRange = 0.76 0.76
 End
 End
 
 AnimationState = MOVING DECELERATE
 Animation
 AnimationName    = JHDrag_DECL
 AnimationMode    = ONCE
 AnimationSpeedFactorRange = 0.9 0.9
 End
 End
 
 AnimationState = MOVING
 Animation
 AnimationName    = JHDrag_WLKA
 AnimationMode    = LOOP
 AnimationSpeedFactorRange = 1.2 1.2
 End
 End
 
 AnimationState = UNPACKING
 StateName            = STATE_TakeOff
 Animation
 AnimationName    = JHDrag_JMPA
 AnimationMode    = ONCE
 End
 End
 
 AnimationState = PACKING
 StateName                = STATE_Land
 Animation
 AnimationName        = JHDrag_LNDA
 AnimationMode        = ONCE
 ;AnimationBlendTime    = 0
 End
 End
 
 ;// There is one frame between the unpacking and packing in which neither are set and
 ;// the IDLA is played. It causes all sorts of badness with the animation. Use PREPARING
 ;// to intercept and preempt IDLA.
 AnimationState = PREPARING
 Animation
 AnimationName        = JHDrag_JMPA
 AnimationMode        = ONCE
 End
 Flags = START_FRAME_LAST
 End
 
 AnimationState = SELECTED
 StateName = STATE_Selected
 Animation
 AnimationName    = JHDrag_IDLA
 AnimationMode    = LOOP
 AnimationSpeedFactorRange = 1.3 1.3
 End
 
 BeginScript
 Prev = CurDrawablePrevAnimationState()
 if Prev == "STATE_Idle"    then
 CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected")
 return
 end
 EndScript
 End
 
 TransitionState = TRANS_Idle_to_Selected
 Animation            = Salute
 AnimationName    = JHDrag_RORA
 AnimationMode    = ONCE
 End
 ParticleSysBone = BAT_HEAD SummonedDragonFireRoar    FollowBone:Yes
 ParticleSysBone = BAT_HEAD SummonedDragonSmokeRoar    FollowBone:Yes
 End
 End
 
 
 
 Side                  = Wild
 EditorSorting         = UNIT
 CommandSet            = WildSmaugNewCommandSet_Timer
 CommandPoints         = SMAUG_COMMAND_POINTS
 BuildCost             = 0 ;SMAUG_BUILDCOST
 BuildTime             = 0 ;SMAUG_BUILDTIME
 MaxSimultaneousOfType = 1
 Scale                 = 1.5
 ShockwaveResistance   = SHOCKWAVE_RESISTANCE_ALWAYS
 ShroudClearingRange   = SHROUD_CLEAR_GIANT
 VisionRange           = 200
 TransportSlotCount    = TRANSPORTSLOTCOUNT_HERO
 KindOf                = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER SCARY MONSTER CANNOT_RETALIATE ARMY_SUMMARY HEAVY_MELEE_HITTER CAN_ATTACK PATH_THROUGH_EACH_OTHER ;CREEP FS_CASH_PRODUCER PATH_THROUGH_EACH_OTHER
 ThreatLevel           = SUMMONEDDRAGON_THREAT_LEVEL
 RadarPriority         = UNIT
 DisplayName           = OBJECT:Smaug
 RecruitText           = CONTROLBAR:WildSmaugRecruit
 ReviveText            = CONTROLBAR:WildSmaugRevive
 Hotkey                = CONTROLBAR:WildSmaugHotkey
 BountyValue           = 2000
 
 WeaponSet
 Conditions = None
 Weapon = PRIMARY   DrogothGroundFireBreath
 End
 
 WeaponSet
 Conditions = PLAYER_UPGRADE
 Weapon = PRIMARY   DrogothGroundFireBreathRing
 End
 
 
 ; *** AUTO RESOLVE DATA ***
 AutoResolveUnitType = AutoResolveUnit_Hero
 AutoResolveCombatChain = AutoResolve_HeroCombatChain
 
 AutoResolveBody = AutoResolve_DrogothBody
 
 AutoResolveArmor
 Armor = AutoResolve_DrogothArmor
 End
 
 AutoResolveWeapon
 Weapon = AutoResolve_DrogothWeapon
 End
 
 ;AutoResolveLeadership = AutoResolve_DrogothBonus
 
 
 
 ; *** AUDIO Parameters ***;
 
 VoiceAttack                          = DragonAllyVoxAttack
 VoiceAttackCharge                    = DragonAllyVoxAttack
 VoiceFear                            = EVA:DrogothHelpMe
 VoiceGuard                           = DragonAllyVoxMove
 VoiceMove                            = DragonAllyVoxMove
 VoicePriority                        = 90
 VoiceSelect                          = DragonAllyVoxSelect
 VoiceEnterStateAttack                = DragonAllyVoxAttack
 VoiceEnterStateAttackCharge          = DragonAllyVoxAttack
 VoiceEnterStateAttackStructure       = DrogothVoxEnterStateAttackBuilding
 SoundAmbient                         = DrogothVoxAmbientLoop
 SoundImpact                          = ImpactHorse
 SoundMoveStart                       = FellBeastMoveStart
 #include "..\..\..\includes\StandardUnitEvaEvents.inc"
 
 ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
 ModelCondition = Required:FIRING_OR_PREATTACK_A        Excluded:DYING    Sound:DragonAllyFirebreathMS
 End
 
 ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
 MaxUpdateRangeCap = 800
 AnimationSound = Sound: DragonAllyVoxRoarBig    Animation:JHDrag_SKL.JHDrag_RORA     Frames: 9
 AnimationSound = Sound: DragonAllyFireExhale    Animation:JHDrag_SKL.JHDrag_RORA     Frames: 10
 AnimationSound = Sound: DragonAllyLand            Animation:JHDrag_SKL.JHDrag_LNDA     Frames: 50
 AnimationSound = Sound: FellBeastWingFlaps        Animation:JHDrag_SKL.JHDrag_LNDA     Frames: 8 33 60
 AnimationSound = Sound: FellBeastWingFlaps        Animation:JHDrag_SKL.JHDrag_ATKA     Frames: 20
 AnimationSound = Sound: DragonAllyVoxRoarBig    Animation:JHDrag_SKL.JHDrag_LNDA     Frames: 74
 AnimationSound = Sound: DragonAllyBodyfall        Animation:JHDrag_SKL.JHDrag_DIEA     Frames: 35
 AnimationSound = Sound: FellBeastWingFlaps        Animation:JHDrag_SKL.JHDrag_DIEA     Frames: 12
 AnimationSound = Sound: DragonAllyFootstep        Animation:JHDrag_SKL.JHDrag_JMPA     Frames: 11
 AnimationSound = Sound: BalrogJump_Part2        Animation:JHDrag_SKL.JHDrag_JMPA     Frames: 29
 AnimationSound = Sound: FellBeastWingFlaps        Animation:JHDrag_SKL.JHDrag_JMPA     Frames: 35 62 89
 AnimationSound = Sound: DragonAllyVoxHurt        Animation:JHDrag_SKL.JHDrag_HITA     Frames: 1
 AnimationSound = Sound: DragonAllyFootstep        Animation:JHDrag_SKL.JHDrag_HITA     Frames: 21 24
 AnimationSound = Sound: DragonAllyFootstep        Animation:JHDrag_SKL.JHDrag_WLKA     Frames: 19 40
 AnimationSound = Sound: DragonAllyFootstep        Animation:JHDrag_SKL.JHDrag_TRNL     Frames: 20 43
 AnimationSound = Sound: DragonAllyFootstep        Animation:JHDrag_SKL.JHDrag_TRNR     Frames: 20 43
 AnimationSound = Sound: DragonAllyFootstep        Animation:JHDrag_SKL.JHDrag_DECL     Frames: 7 28
 AnimationSound = Sound: DragonAllyVoxRoarSmall    Animation:JHDrag_SKL.JHDrag_DECL     Frames: 2
 End
 
 ; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc
 EvaEnemyObjectSightedEvent = DiscoveredEnemyDragon
 
 ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce
 AnnouncementEventEnemy = DiscoveredEnemyDragon
 AnnouncementEventAlly = None
 AnnouncementEventOwner = None
 
 OnlyIfVisible = Yes                        ; Don't announce if hidden in the shroud
 CountAsFirstSightedAnnoucement = Yes    ; Don't re-annouce if going into shroud & back
 UseObjectsPosition = No                    ; Play from central Fortress, not at unit's position
 CreateFakeRadarEvent = Yes                ; Allow player to jump to unit after hearing annoucement
 End
 
 ;-------------------------------------
 
 Behavior = StancesBehavior ModuleTag_StancesBehavior
 StanceTemplate = Hero
 End
 
 Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
 HitReactionLifeTimer1 = 2000
 HitReactionThreshold1 = 200
 End
 
 ArmorSet
 Conditions      = None
 Armor           = SmaugGroundArmor
 DamageFX        = FellBeastDamageFX
 End
 
 Body = RespawnBody ModuleTag_02
 CheerRadius       = EMOTION_CHEER_RADIUS
 MaxHealth         = SMAUG_HEALTH
 HealingBuffFx     = None
 End
 
 ; Behavior = RespawnUpdate ModuleTag_RespawnUpdate
 ;     DeathAnim                    = DYING
 ;     DeathFX                        = FX_DrogothDieToRespawn        ;FXList to play when killed-to-respawn
 ;     InitialSpawnFX                = FX_DrogothInitialSpawn        ;FX_NazgulInitialSpawn
 ;     RespawnFX                    = FX_DrogothRespawn                ;FX_NazgulRespawn        ;FXList to play when respawning.
 ;   ;  AutoRespawnAtObjectFilter    = NONE +CASTLE_KEEP                ;Respawn at this location -- and at it's exit production point if possible.
 ;     ButtonImage                    = HIDrogoth_res
 ;     RespawnAsTemplate             = WildDrogothnew
 ;
 ;     ;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:3400    Time:120000    Health:100%        ;DEFAULT VALUES
 ;End
 
 
 ;----------------------------------------------------------
 ; Ea Respawn-Module
 ;----------------------------------------------------------
 
 Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel5
 TriggeredBy     = Upgrade_Level_5
 Delay           = 0
 ThingToSpawn    = Held7RespawnLevel
 End
 
 Behavior = LevelUpUpgrade ModuleTag_RespawnLevel5
 TriggeredBy     =  Upgrade_Held7RespawnLevel
 LevelsToGain    = 4   ;Levelerhöhung um 4
 LevelCap        = 5   ;zu erreichendes Level
 End
 
 ;----------------------------------------------------------
 ; Ende
 ;----------------------------------------------------------
 
 Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
 MinLifetime        = 200000
 MaxLifetime        = 200000
 DeathType          = FADED
 End
 
 Behavior = SlowDeathBehavior ModuleTag_NormalDeath
 DeathTypes           = ALL -FADED
 DestructionDelay     = 20000
 DecayBeginTime       = 3000
 SinkDelay            = 5000
 SinkRate             = 2.0
 DeathFlags           = DEATH_1
 Sound                = INITIAL DragonAllyVoxDie
 OCL                  = INITIAL OCL_SummonedDragonDeathCrush
 End
 
 Behavior = SlowDeathBehavior ModuleTag_FadeDeath
 DeathTypes           = NONE +FADED
 DeathFlags           = DEATH_2
 FadeDelay            = 0
 FadeTime             = 5000
 DestructionDelay     = 5000
 Sound                = INITIAL DragonAllyUnsummon
 End
 
 
 Behavior = AutoHealBehavior ModuleTag_FellbeastHealing
 StartsActive          = Yes
 HealingAmount         = DROGOTH_HEAL_AMOUNT
 HealingDelay          = 1000
 StartHealingDelay     = 15000
 HealOnlyIfNotInCombat = Yes
 End
 
 
 
 
 Behavior = AIUpdateInterface ModuleTag_AI
 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
 AILuaEventsList            = DrogothundSmaugFunctions
 End
 
 Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
 GravityMult = 1.0
 End
 
 
 
 ;-----------------------------------------------------------------
 ; Sprungflug
 ;-----------------------------------------------------------------
 
 Behavior = SpecialPowerModule ModuleTag_TeleportStarter
 SpecialPowerTemplate     = SpecialAbilitySmaugReposition
 UpdateModuleStartsAttack = Yes
 InitiateSound            = DragonAllyVoxTeleport
 End
 
 Behavior = TeleportSpecialAbilityUpdate ModuleTag_TeleportUpdate
 SpecialPowerTemplate    = SpecialAbilitySmaugReposition
 UnpackTime              = 3800
 PackTime                = 3500
 PreparationTime         = 1
 ApproachRequiresLOS     = No
 BusyForDuration         = 5000                                        ; don't accept any AI for this long... ai commands will be queued (should be at least PackTime)
 DestinationWeaponName   = SmaugBlowBack                        ; Fires at point of teleport to push people away and down.
 End
 
 
 
 ;;; Inferno ;;;
 Behavior = SpecialPowerModule ModuleTag_InfernoStarter
 SpecialPowerTemplate        = SpecialAbilityFireDrakeInferno
 UpdateModuleStartsAttack    = Yes
 InitiateSound            = FireDrakeVoxInferno
 End
 
 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_InfernoUpdate
 SpecialPowerTemplate    = SpecialAbilityFireDrakeInferno
 
 UnpackTime              = 1300 ; Drawing the horn
 ;        PreparationTime         = 1   ; nothing
 ;        PersistentPrepTime      = 1600 ; Blowing
 PackTime                = 3700 ; Putting horn away
 
 ;TriggerSound                = FireDrakeInfernoMS        ;too much delay
 ;UnpackSound                = FireDrakeInfernoMS    ;didn't play at all
 ;PackSound                    = FireDrakeInfernoMS        ;too much delay
 ;    PrepSoundLoop           =
 AwardXPForTriggering    = 0
 
 StartAbilityRange = 90.0
 
 SpecialWeapon = FireDrakeInferno
 WhichSpecialWeapon = 1
 End
 
 ;-----FIRE BALL---------------------------------------------------------------
 
 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FireballEnabler
 SpecialPowerTemplate = SpecialAbilityDrogothFireball
 TriggeredBy          = Upgrade_Level_1
 ObeyRechageOnTrigger = Yes
 End
 
 Behavior = SpecialPowerModule ModuleTag_FireballStarter
 SpecialPowerTemplate     = SpecialAbilityDrogothFireball
 UpdateModuleStartsAttack = Yes
 StartsPaused             = Yes                               ; get this at level 1.
 InitiateSound            = DrogothVoxAttack
 End
 
 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate
 SpecialPowerTemplate     = SpecialAbilityDrogothFireball
 WhichSpecialWeapon       = 1                                        ; sets SPECIAL_WEAPON_ONE
 UnpackTime               = 1800                                    ; leaning back
 PreparationTime          = 10                                    ; just a small amount
 PackTime                 = 950                                    ; returning to flap
 AwardXPForTriggering     = 0
 StartAbilityRange        = DROGOTH_FIREBALL_RANGE
 MustFinishAbility        = Yes
 SpecialWeapon            = DrogothFireball
 End
 
 
 
 ;-----CALL FROM THE DEEP---------------------------------------------------------------
 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CallFromTheDeepEnabler
 SpecialPowerTemplate      = SpecialAbilityCallFromTheDeep
 TriggeredBy               = Upgrade_Level_7
 End
 
 Behavior = OCLSpecialPower ModuleTag_CallFromTheDeepPower
 SpecialPowerTemplate      = SpecialAbilityCallFromTheDeep
 OCL                       = OCL_DrogothFireDrakeEgg
 CreateLocation            = CREATE_AT_LOCATION
 StartsPaused              = Yes
 TriggerFX                 = FX_DrakeSummon
 ;SetModelCondition         = ModelConditionState:USER_3
 ;SetModelConditionTime     = 3.5
 ;DisableDuringAnimDuration = Yes
 End
 
 
 ;-----FIRE FLIGHT---------------------------------------------------------------
 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FireflightUnpause
 SpecialPowerTemplate  = SpecialAbilityDrogothFireflight
 TriggeredBy           = Upgrade_Level_10
 ObeyRechageOnTrigger  = Yes
 End
 
 Behavior = SpecialPowerModule ModuleTag_FireflightStarter
 SpecialPowerTemplate        = SpecialAbilityDrogothFireflight
 UpdateModuleStartsAttack    = Yes
 StartsPaused                = Yes
 InitiateSound                = DrogothVoxAttack
 End
 
 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireflightUpdate
 SpecialPowerTemplate    = SpecialAbilityDrogothFireflight
 CustomAnimAndDuration    = AnimState:USER_1    AnimTime:2000
 SkipContinue            = Yes
 
 UnpackTime                 = 1100
 PreparationTime            = 1
 PackTime                = 900
 
 AwardXPForTriggering    = 0
 
 StartAbilityRange        = DROGOTH_FIREFLIGHT_RANGE
 MustFinishAbility        = Yes
 SpecialWeapon            = DrogothFireflight
 TriggerSound            = DrogothFireflightMS
 End
 
 
 
 ;-----------------------------------------------------------------
 ; Der goldene Drache
 ;-----------------------------------------------------------------
 
 Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership2
 StartsActive    = No ;If no, requires upgrade to turn on.
 BonusName       = Drachenschuppen
 TriggeredBy     = Upgrade_Level_5
 RefreshDelay    = 2000
 Range           = 1
 AllowSelf       = Yes
 ;AntiCategory   = BUFF
 ObjectFilter    = NONE +WildSmaugGround
 End
 
 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership2
 SpecialPowerTemplate = SpecialAbilityFakeLeadership2
 TriggeredBy = Upgrade_Level_5
 End
 
 Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate2
 SpecialPowerTemplate     = SpecialAbilityFakeLeadership2
 UpdateModuleStartsAttack = No
 StartsPaused = Yes
 End
 
 ;Behavior = SubObjectsUpgrade Armor_Upgrade
 ;    TriggeredBy       = Upgrade_Level_5
 ;    UpgradeTexture    = wusmaugea2.tga 0 sumndragone2_c.tga
 ;    UpgradeTexture    = wusmaugea1.tga 0 sumndragone_c.tga
 ;    RecolorHouse      = Yes
 ;End
 
 
 
 ;--------------------------------------------------------------------
 ; Verbrennen
 ;--------------------------------------------------------------------
 
 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IncinerateUnpause
 SpecialPowerTemplate       = SpecialAbilityDrogothIncinerate
 TriggeredBy                = Upgrade_Level_10
 ObeyRechageOnTrigger       = Yes
 End
 
 Behavior = SpecialPowerModule ModuleTag_IncinerateStarter
 SpecialPowerTemplate        = SpecialAbilityDrogothIncinerate
 UpdateModuleStartsAttack    = Yes
 StartsPaused                = Yes
 InitiateSound               = DrogothVoxAttack
 End
 
 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IncinerateUpdate
 SpecialPowerTemplate    = SpecialAbilityDrogothIncinerate
 UnpackTime              = 1300
 PackTime                = 3700
 AwardXPForTriggering    = 0
 StartAbilityRange       = 40.0
 SpecialWeapon           = DrogothIncinerate
 WhichSpecialWeapon      = 2                        ; sets SPECIAL_WEAPON_TWO
 ;UnpackSound            = DrogothIncinerateMS
 ;TriggerSound           = DrogothIncinerateMS        ;too much delay
 End
 
 
 
 ;-----------------------------------------------------------
 ; Schätze des Nebelgebirges
 ;-----------------------------------------------------------
 
 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SchätzeEnabler
 SpecialPowerTemplate       = SpecialAbilitySchätzedesNebelgebirges
 TriggeredBy                = Upgrade_Level_5
 ObeyRechageOnTrigger       = Yes
 End
 
 Behavior = SpecialPowerModule ModuleTag_SchätzeStarter
 SpecialPowerTemplate       = SpecialAbilitySchätzedesNebelgebirges
 StartsPaused               = Yes
 UpdateModuleStartsAttack   = Yes
 End
 
 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_SchätzeUpdate
 SpecialPowerTemplate       = SpecialAbilitySchätzedesNebelgebirges
 WhichSpecialWeapon         = 1
 SkipContinue               = Yes
 FreezeAfterTriggerDuration = 100 ; Hold AI for this long after we fire.
 UnpackTime                 = 700
 PreparationTime            = 1
 ;PersistentPrepTime        = 1000
 PackTime                   = 100
 AwardXPForTriggering       = 0
 StartAbilityRange          = 80
 SpecialWeapon              = SchätzedesNebelgebirgesBonusWeapon
 End
 
 
 
 ;-----------------------------------------------------------
 ; Heldenhypnose
 ;-----------------------------------------------------------
 
 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DominateEnabler
 SpecialPowerTemplate          = SpecialAbilityWormtongueCorrodeAllegiance
 TriggeredBy                   = Upgrade_Level_7
 End
 
 Behavior = SpecialPowerModule ModuleTag_DominateEnemySpecialPowerModule
 SpecialPowerTemplate          = SpecialAbilityWormtongueCorrodeAllegiance
 StartsPaused                  = Yes
 UpdateModuleStartsAttack      = Yes
 ;InitiateSound                = WormtongueVoiceCorrodeAllegiance    ;this doesn't work
 End
 
 Behavior = DominateEnemySpecialPower ModuleTag_DominateEnemySpecialPower
 SpecialPowerTemplate          = SpecialAbilityWormtongueCorrodeAllegiance
 UnpackingVariation            = 1
 StartAbilityRange             = 200.0
 AttributeModifierAffects      = ANY +HERO NOT_FLYING_UNITS -MordorFellBeast -MordorFellBeastInterface -MordorWitchKingOnFellBeast; only heroes
 DominateRadius                = 60
 DominatedFX                   = FX_WormtongueCorrodeAllegiance
 TriggerFX                     = FX_SarumanDominateTrigger
 UnpackTime                    = 2000
 PreparationTime               = 1
 FreezeAfterTriggerDuration    = 2500
 End
 
 
 Hab die ini ma bissel gekürzt wollte nicht deine augen zu sehr belasten ;)
 
 so dann hab ich in der includes/commandoset.ini dies getan :
 
 CommandSet WildSmaugNewBodenCommandSet
 1 = Command_ToggleStance
 2 = Command_SmaugFliegen
 3 = Command_DrogothCallFromTheDeep
 4 = Command_FireDrakeInferno
 5 = Command_SpecialAbilitySmaugHeldenhypnose
 6 = Command_DrogothFireflight
 13 = Command_AttackMove
 14 = Command_Stop
 16 = Command_SetStanceBattle
 17 = Command_SetStanceAggressive
 18 = Command_SetStanceHoldGround
 End
 Sooooo wenn ich alles so mache startet zwar mein spiel und man sieht bei smaug auch bei den auswahl möglichkeiten die inferno fähigkeit aba wenn ich die benutzen will geht es nicht, also kanns zwar anklicken aba es kommt nicht das symbol wo ich die fähigkeit anweden möchte.
- 
				Das Behavior macht auch keinen Feld Button [ugly] .
 Muss ich mir mal beim Firedrake ansehehn aber hab zurzeit selber viel zutun^^.
 Ich schaus mir mal an.
- 
				dank dir scho ma im vorraus :D
 woran kann man erkennen obs n button macht oda net ?