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 ?