Verfügbare Informationen zu "Fähigkeit einfügen"
Qualität des Beitrags: Beteiligte Poster: [DoD]Lord Vader - Elrohir - Elladan - MetzMan Forum: The Elbenstern Mod (Altes Forum) Forenbeschreibung: Alle alten Treads die online gestellt wurden , zum nachlesen !! aus dem Unterforum: Alte Treads nur zum nachlesen , was besprochen wurde !!! Antworten: 10 Forum gestartet am: Samstag 04.06.2005 Sprache: deutsch Link zum Originaltopic: Fähigkeit einfügen Letzte Antwort: vor 17 Jahren, 9 Monaten, 3 Tagen, 15 Stunden, 29 Minuten
Alle Beiträge und Antworten zu "Fähigkeit einfügen"
Re: Fähigkeit einfügen
[DoD]Lord Vader - 19.06.2005, 17:55Fähigkeit einfügen
Hi...
Ich weiß nicht wo dieser Thread reingehört, aber woanders hätte er bestimmt nicht reingepasst.....
Jedenfalls zu meiner frage:
Also ich hab mit dem Mod Manager jetzt versucht Elrond die Fähigkeit Pfeilwind von legolas einzzfügen.
Wenn ich ihm diesen Code per Mod Manager geb:
Zitat:
;;; ARROW STORM SPECIAL POWER (Rank 10) ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArrowWindEnabler
SpecialPowerTemplate = SpecialAbilityArrowStorm
TriggeredBy = Upgrade_LegolasArrowWind
End
Behavior = SpecialPowerModule ModuleTag_ArrowWindStarter
SpecialPowerTemplate = SpecialAbilityArrowStorm
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = LegolasVoiceModeArrowWind ;this plays when he targets, not when he fires
End
Behavior = ArrowStormUpdate ModuleTag_ArrowWindUpdate
SpecialPowerTemplate = SpecialAbilityArrowStorm
StartAbilityRange = 320.0
UnpackTime = 1000 ; Pull out arrow
PreparationTime = 200 ; Quick shot
PersistentPrepTime = 600 ; looping the quick shot
PackTime = 1200 ; back to idle
UnpackingVariation = 1 ; Use custom variation to not interfere with Archer Training ability.
ParalyzeDurationWhenCompleted = 600 ;Once the unit SUCCESSFULLY COMPLETES an ability, paralyze unit briefly to deal with animation transitions.
ParalyzeDurationWhenAborted = 800 ;If the unit ABORTS the ability, paralyze the unit briefly to deal with animation transitions.
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls
AwardXPForTriggering = 0
;Specific to ArrowStorm
WeaponTemplate = LegolasBowArrowStorm
TargetRadius = 120 ;CHANGING THIS??? Change RadiusCursorRadius to match this value in the appropriate SpecialPower.ini template.
ShotsPerTarget = 1
ShotsPerBurst = 3
MaxShots = 50 ; can end sooner if no targets
CanShootEmptyGround = Yes ; ...unless this is set
End
Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1993 ; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1993 ; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End
kommt immer ein fehler, und zwar dieser:
Weiß jemand was ich machen muss?
(in der commandset.ini ists auchschon drin, und daran liegts ja achnet)
Re: Fähigkeit einfügen
[DoD]Lord Vader - 21.06.2005, 18:03
Sind hier keine Modder :roll:
Re: Fähigkeit einfügen
Elrohir - 21.06.2005, 18:21
doch aber wir sind unter dauerstress zur zeit und daher kommen wir schwer dazu um das Forum zu betreuen. Sorry
Re: Fähigkeit einfügen
Elladan - 22.06.2005, 02:53
@[DoD]Lord Vader
hat Elrond in der Hero.ini schon Pfeilwind stehen ?
(wenn nicht kann es auch nicht gehen)
der Thread gehört in Models und Animationen
Re: Fähigkeit einfügen
[DoD]Lord Vader - 24.06.2005, 16:56
Ehm. also mim Mod Manager hab ich grad die eien Sachen so übernommen...
Ich probiers nun einfach mit der Overwrite methode..
Re: Fähigkeit einfügen
[DoD]Lord Vader - 24.06.2005, 17:14
Meine Elrond.ini
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;
; Elrond.ini
;
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; Elrond
Object ElvenElrond
; *** ART Parameters ***
SelectPortrait = HPElrond
ButtonImage = HIElrond
Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
; --------- With Bow ------------
DefaultModelConditionState
Model = RUElrond2_SKN
WeaponLaunchBone = PRIMARY ARROWNOCK
WeaponLaunchBone = SECONDARY B_BOWBONE;;ARROWNOCK ; when upgraded to flaming arrow
End
; ===================================================== ;
; ================== ANIMATIONS ======================= ;
; ===================================================== ;
;--- Arrow Wind Special attack
AnimationState = UNPACKING PACKING_TYPE_1
Animation = ATKA1
AnimationName = RULegolas_ATKA1 ;ATKH1
AnimationMode = ONCE
End
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = PREPARING PACKING_TYPE_1
Animation = ATKA2
AnimationName = RULegolas_ATKA2 ;ATKH2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.328 1.328
End
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = PACKING PACKING_TYPE_1
Animation = ATKA3
AnimationName = RULegolas_ATKA3 ;ATKH3
AnimationMode = LOOP
End
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
; ------ Flying ------- ;
AnimationState = STUNNED_STANDING_UP
StateName = GetUp
Animation = GetUpBow
AnimationName = RUElfWar_SKL.RUElfWar_GTPB
AnimationMode = ONCE
End
Animation = GetUpSword
AnimationName = RUElfWar_SKL.RUElfWar_GTPSX1
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimation()
if Prev == "FallWithSword"
then
return "GetUpSword"
elseif Prev == "FallWithBow"
then
return "GetUpBow"
end
EndScript
End
AnimationState = STUNNED WEAPONSET_TOGGLE_1
Animation = FallWithSword
AnimationName = RUElfWar_SKL.RUElfWar_LNDB
AnimationMode = ONCE
End
Animation = FallWithBow
AnimationName = RUElfWar_SKL.RUElfWar_LNDA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
Prev = CurDrawablePrevAnimation()
if Prev == "FallWithBow"
then
return Prev
else
return "FallWithSword"
end
EndScript
End
AnimationState = STUNNED
Animation = FallWithBow
AnimationName = RUElfWar_SKL.RUElfWar_LNDA
AnimationMode = ONCE
End
Animation = FallWithSword
AnimationName = RUElfWar_SKL.RUElfWar_LNDB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
BeginScript
Prev = CurDrawablePrevAnimation()
if Prev == "FallWithSword"
then
return Prev
else
return "FallWithBow"
end
EndScript
End
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1
Animation = DieWithSword
AnimationName = RUElfWar_SKL.RUElfWar_FLYB
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End
AnimationState = STUNNED_FLAILING
Animation = ElvenWarriorDie
AnimationName = RUElfWar_SKL.RUElfWar_FLYA
AnimationMode = LOOP
End
End
; ------ Dying ------- ;
AnimationState = DYING WEAPONSET_TOGGLE_1
Animation = DieWithSword
AnimationName = RUElfWar_SKL.RUElfWar_DIESv5
AnimationMode = ONCE
End
;Animation = DieWithSword
; AnimationName = RUElfWar_SKL.RUElfWar_DIESV4
; AnimationMode = ONCE
;End
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End
AnimationState = DYING
Animation = ElvenWarriorDie
AnimationName = RUElfWar_SKL.RUElfWar_DIEB
AnimationMode = ONCE
End
;Animation = ElvenWarriorDieV
; AnimationName = RUElfWar_SKL.RUElfWar_DIEBV5
; AnimationMode = ONCE
;End
End
; ------------ Moving ------------- ;
AnimationState = MOVING WEAPONSET_TOGGLE_1
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = RUElfWar_SKL.RUElfWar_RUNS
AnimationMode = LOOP
Distance = 40
End
Animation = finishrun_b
AnimationName = RUElfWar_SKL.RUElfWar_RUNB
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 40
End
Animation = runtrans_bs
AnimationName = RUElfWar_SKL.RUElfWar_RUNC
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runtrans_sb_finish
AnimationName = RUElfWar_SKL.RUElfWar_RUNT
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runnoblend_s
AnimationName = RUElfWar_SKL.RUElfWar_RUNS
AnimationMode = LOOP
AnimationBlendTime = 0
Distance = 40
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
if PrevState == "GetUp" or PrevAnim == "DrawSwords"
then
if PrevAnim == "GetUpBow" or PrevAnim == "DrawSwords"
then
return "runtrans_bs"
else
return
end
elseif PrevState == "Moving_Bow"
then
if PrevAnim == "runtrans_sb"
then
return "runtrans_sb_finish"
elseif PrevAnim == "finishrun_s"
then
return "runnoblend_s"
else
return "finishrun_b"
end
elseif PrevAnim == "finishrun_b" or PrevAnim == "runtrans_sb_finish"
then
return "runtrans_bs"
elseif PrevAnim == "runtrans_bs" or PrevAnim == "run_s" or PrevAnim == "runnoblend_s"
then
return "runnoblend_s"
else
return "run_s"
end
EndScript
End
AnimationState = MOVING
StateName = Moving_Bow
SimilarRestart = Yes
Animation = run_b
AnimationName = RUElfWar_SKL.RUElfWar_RUNB
AnimationMode = LOOP
Distance = 40
End
Animation = finishrun_s
AnimationName = RUElfWar_SKL.RUElfWar_RUNS
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 40
End
Animation = runtrans_sb
AnimationName = RUElfWar_SKL.RUElfWar_RUNT
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runtrans_bs_finish
AnimationName = RUElfWar_SKL.RUElfWar_RUNC
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runnoblend_b
AnimationName = RUElfWar_SKL.RUElfWar_RUNB
AnimationMode = LOOP
AnimationBlendTime = 0
Distance = 40
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
if PrevState == "GetUp" or PrevAnim == "DrawBow"
then
if PrevAnim == "GetUpSword" or PrevAnim == "DrawBow"
then
return "runtrans_sb"
else
return
end
elseif PrevState == "Moving_Sword"
then
if PrevAnim == "runtrans_bs"
then
return "runtrans_bs_finish"
elseif PrevAnim == "finishrun_b"
then
return "runnoblend_b"
else
return "finishrun_s"
end
elseif PrevAnim == "finishrun_s" or PrevAnim == "runtrans_bs_finish"
then
return "runtrans_sb"
elseif PrevAnim == "runtrans_sb" or PrevAnim == "run_b" or PrevAnim == "runnoblend_b"
then
return "runnoblend_b"
else
return "run_b"
end
EndScript
End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TransitionState = TRANS_SwordToBow_Moving
; Animation = DrawBow
; AnimationName = RUElfWar_SKL.RUElfWar_RUNT
; AnimationMode = ONCE
; End
;
; BeginScript
; CurDrawableAllowToContinue()
; EndScript
; End
;
; TransitionState = TRANS_BowToSword_Moving
; Animation = DrawSword
; AnimationName = RUElfWar_SKL.RUElfWar_RUNC
; AnimationMode = ONCE
; End
;
; BeginScript
; CurDrawableAllowToContinue()
; EndScript
; End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ------ Attacking ------- ;
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
StateName = Ready_Sword
Animation = AttackWithSwordA
AnimationName = RUElfWar_SKL.RUElfWar_ATKSV2
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordB
AnimationName = RUElfWar_SKL.RUElfWar_ATKS
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordD
AnimationName = RUElfWar_SKL.RUElfWar_ATKSV4
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End
AnimationState = PREATTACK_A
StateName = Ready_Bow
Animation = ReadyToDrawn
AnimationName = RUElfWar_SKL.RUElfWar_ATKA1
AnimationMode = ONCE
AnimationBlendTime = 20 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
End
BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("ArrowNock")
EndScript
End
AnimationState = FIRING_OR_RELOADING_A
StateName = Ready_Bow
Animation = OneFrameOfShooting
AnimationName = RUElfWar_SKL.RUElfWar_ATKA2
AnimationMode = ONCE
AnimationBlendTime = 0
End
BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("ArrowNock")
EndScript
End
AnimationState = CONTINUOUS_FIRE_MEAN
StateName = Ready_Bow
Animation = HangFrameWhileCoasting
AnimationName = RUElfWar_SKL.RUElfWar_ATKA2
AnimationMode = MANUAL
End
Flags = START_FRAME_LAST
BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("ARROWNOCK")
EndScript
End
AnimationState = CONTINUOUS_FIRE_SLOW
StateName = Ready_Bow
Animation = PutAwayArrow
AnimationName = RUElfWar_SKL.RUElfWar_ATKA3
AnimationMode = ONCE
End
BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("ARROWNOCK")
EndScript
End
; -------- Alert ------- ;
AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1
StateName = Ready_Sword
Animation = Alert_1
AnimationName = RUElfWar_SKL.RUElfWar_IDLST1
AnimationMode = LOOP
End
;Animation = Alert_2
; AnimationName = RUElfWar_SKL.RUElfWar_IDLE
; AnimationMode = ONCE
;End
;Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
if Prev == "GetUp"
then
if PrevName == "GetUpBow"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
end
if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword")
elseif Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SR_Sword")
elseif Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
EndScript
End
AnimationState = EMOTION_ALERT
StateName = Ready_Bow
Animation = IDLB
AnimationName = RUElfWar_SKL.RUElfWar_IDLB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
if Prev == "GetUp"
then
if PrevName == "GetUpSword"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
end
if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow")
elseif Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SR_Bow")
elseif Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
EndScript
End
; --------- Hit Reactions ---------- ;
AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1
StateName = Bored_Sword
Animation = Hit_Level_1_a
AnimationName = RUElfWar_SKL.RUElfWar_HITSv1
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
AnimationState = HIT_REACTION HIT_LEVEL_1
StateName = Bored_Bow
Animation = Hit_Level_1_a
AnimationName = RUElfWar_SKL.RUElfWar_HITB
AnimationMode = ONCE
AnimationSpeedFactorRange = .9 .9
AnimationBlendTime = 20
End
End
; ------ Selected ------ ;
AnimationState = SELECTED WEAPONSET_TOGGLE_1
StateName = Selected_Sword
Animation = ATNA
AnimationName = RUElfWar_SKL.RUElfWar_ATNS
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
if Prev == "GetUp"
then
if PrevName == "GetUpBow"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected")
end
elseif Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BS_Sword")
elseif Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RS_Sword")
elseif Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected")
end
EndScript
End
AnimationState = SELECTED
StateName = Selected_Bow
Animation = ATNE
AnimationName = RUElfWar_SKL.RUElfWar_ATNE
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
if Prev == "GetUp"
then
if PrevName == "GetUpSword"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected")
end
elseif Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BS_Bow")
elseif Prev == "Ready_Bow" then CurDrawableSetTransitionAnimState("TRANS_RS_Bow")
elseif Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected")
end
EndScript
End
; ------- Bored -------- ;
AnimationState = WEAPONSET_TOGGLE_1
StateName = Bored_Sword
;Animation = IDLCX1
; AnimationName = RUElfWar_SKL.RUElfWar_IDLG
; AnimationMode = LOOP
;End
Animation = IDLCT1
AnimationName = RUElfWar_SKL.RUElfWar_IDLCT1
AnimationMode = LOOP
End
Animation = IDLCt3
AnimationName = RUElfWar_SKL.RUElfWar_IDLCT3
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
if Prev == "GetUp"
then
if PrevName == "GetUpBow"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected")
end
elseif Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SB_Sword")
elseif Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RB_Sword")
elseif Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected")
end
EndScript
End
IdleAnimationState
StateName = Bored_Bow
Animation = IdleBowB
AnimationName = RUElfWar_SKL.RUElfWar_IDLDX1
AnimationMode = ONCE
End
Animation = IdleBowD
AnimationName = RUElfWar_SKL.RUElfWar_IDLD
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("Forged_Blade")
CurDrawableHideSubObject("ArrowNock")
CurDrawableShowSubObject("arrow")
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
if Prev == "GetUp"
then
if PrevName == "GetUpSword"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected")
end
elseif Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SB_Bow")
elseif Prev == "Ready_Bow" then CurDrawableSetTransitionAnimState("TRANS_RB_Bow")
elseif Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected")
end
EndScript
End
;----------------- Bow Transitions -------------------------;
TransitionState = TRANS_BS_Bow
Animation = TRANS_BS_Bow
AnimationName = RUElfWar_SKL.RUElfWar_ATND
AnimationMode = ONCE
End
End
TransitionState = TRANS_SR_Bow
Animation = TRANS_SR_Bow
AnimationName = RUElfWar_SKL.RUElfWar_ATNF
AnimationMode = ONCE
End
End
TransitionState = TRANS_SB_Bow
Animation = TRANS_SB_Bow
AnimationName = RUElfWar_SKL.RUElfWar_ATND
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_RS_Bow
Animation = TRANS_RS_Bow
AnimationName = RUElfWar_SKL.RUElfWar_ATNF
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_BR_Bow
Animation = TRANS_BR_Bow
AnimationName = RUElfWar_SKL.RUElfWar_IDLB
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
TransitionState = TRANS_RB_Bow
Animation = TRANS_RB_Bow
AnimationName = RUElfWar_SKL.RUElfWar_IDLD
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
;----------------- Sword Transitions -------------------------;
TransitionState = TRANS_BS_Sword
Animation = TRANS_BS_Sword
AnimationName = RUElfWar_SKL.RUElfWar_ATNA
AnimationMode = ONCE
End
Animation = ATNAX1
AnimationName = RUElfWar_SKL.RUElfWar_ATNX1
AnimationMode = ONCE
End
End
TransitionState = TRANS_SR_Sword
Animation = TRANS_SR_Sword
AnimationName = RUElfWar_SKL.RUElfWar_ATNC
AnimationMode = ONCE
End
End
TransitionState = TRANS_SB_Sword
Animation = TRANS_SB_Sword
AnimationName = RUElfWar_SKL.RUElfWar_ATNA
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_RS_Sword
Animation = TRANS_RS_Sword
AnimationName = RUElfWar_SKL.RUElfWar_ATNC
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_BR_Sword
Animation = TRANS_BR_Sword
AnimationName = RUElfWar_SKL.RUElfWar_ATNS
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
TransitionState = TRANS_RB_Sword
Animation = TRANS_RB_Sword
AnimationName = RUElfWar_SKL.RUElfWar_IDLG
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
;-------------- Weapon Change Transitions --------------------------;
TransitionState = TRANS_BowToSword_Ready
Animation = DrawSwords
AnimationName = RUElfWar_SKL.RUElfWar_STHA
AnimationMode = ONCE
End
End
TransitionState = TRANS_SwordToBow_Ready
Animation = DrawBow
AnimationName = RUElfWar_SKL.RUElfWar_STHB
AnimationMode = ONCE
End
End
TransitionState = TRANS_BowToSword_Selected
Animation = DrawSwords
AnimationName = RUElfWar_SKL.RUElfWar_STHC
AnimationMode = ONCE
End
End
TransitionState = TRANS_SwordToBow_Selected
Animation = DrawBow
AnimationName = RUElfWar_SKL.RUElfWar_STHD
AnimationMode = ONCE
End
End
End
; ***DESIGN parameters ***
Side = Gondor
EditorSorting = UNIT
ThreatLevel = 4.0
ThingClass = CHARACTER_UNIT
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY ElrondBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = WEAPONSET_TOGGLE_1
Weapon = PRIMARY ElrondSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_HERO_RANGED
BountyValue = ELVEN_ELROND_BOUNTY_VALUE
DisplayName = OBJECT:ElvenElrond
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ElrondCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = ElrondVoiceAttack
VoiceAttackCharge = ElrondVoiceAttackCharge
VoiceAttackMachine = ElrondVoiceAttack
VoiceAttackStructure = ElrondVoiceAttack
VoiceCreated = ElrondVoiceSalute
VoiceFullyCreated = ElrondVoiceSalute
VoiceFear = ElrondVoiceHelpMe
VoiceMove = ElrondVoiceMove
VoiceMoveToCamp = ElrondVoiceMove
VoiceMoveWhileAttacking = ElrondVoiceDisengage
VoicePriority = 78
VoiceGuard = ElrondVoiceMove
VoiceSelect = ElrondVoiceSelect
VoiceSelect2 = HeroVoiceSelect2
VoiceSelectBattle = ElrondVoiceSelectBattle
SoundImpact = ImpactHorse
;ElrondVoiceJoinAnybody
;ElrondVoiceRespawn
;UnitSpecificSounds
;End
EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged
EvaEventDieOwner = ElrondDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY HERO
PathfindDiameter = 40.0
Body = ActiveBody ModuleTag_02
MaxHealth = ELROND_HEALTH ;BALANCE Man at Arms Health
MaxHealthDamaged = 5
RecoveryTime = 5000
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 250 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
AddEmotion = Alert_Base
End
End
;-------------------------------------------------------;
Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = HeroRadiateFear
TriggeredBy = Upgrade_HeroRadiateFear
RefreshDelay = 2000
Range = 120
TargetEnemy = Yes
ObjectFilter = ANY +ORC
End
LocomotorSet
Locomotor = IsildurHumanLocomotor
Condition = SET_NORMAL
Speed = 48
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 3000
ShockStunnedTimeLow = 1000
ShockStunnedTimeHigh= 1200
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 4000
Sound = INITIAL ElrondVoiceDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Human Unit Infantry
UnitWeight = 2 ; Boromir counts as 2 infantry
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 7 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20;
ShadowSizeY = 20;
ShadowTexture = ShadowI;
End
;-------------------------Pfeilwind----------------------------
;;; ARROW STORM SPECIAL POWER (Rank 10) ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArrowWindEnabler
SpecialPowerTemplate = SpecialAbilityArrowStorm
TriggeredBy = Upgrade_LegolasArrowWind
End
Behavior = SpecialPowerModule ModuleTag_ArrowWindStarter
SpecialPowerTemplate = SpecialAbilityArrowStorm
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = LegolasVoiceModeArrowWind ;this plays when he targets, not when he fires
End
Behavior = ArrowStormUpdate ModuleTag_ArrowWindUpdate
SpecialPowerTemplate = SpecialAbilityArrowStorm
StartAbilityRange = 320.0
UnpackTime = 1000 ; Pull out arrow
PreparationTime = 200 ; Quick shot
PersistentPrepTime = 600 ; looping the quick shot
PackTime = 1200 ; back to idle
UnpackingVariation = 1 ; Use custom variation to not interfere with Archer Training ability.
ParalyzeDurationWhenCompleted = 600 ;Once the unit SUCCESSFULLY COMPLETES an ability, paralyze unit briefly to deal with animation transitions.
ParalyzeDurationWhenAborted = 800 ;If the unit ABORTS the ability, paralyze the unit briefly to deal with animation transitions.
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls
AwardXPForTriggering = 0
;Specific to ArrowStorm
WeaponTemplate = LegolasBowArrowStorm
TargetRadius = 120 ;CHANGING THIS??? Change RadiusCursorRadius to match this value in the appropriate SpecialPower.ini template.
ShotsPerTarget = 1
ShotsPerBurst = 3
MaxShots = 50 ; can end sooner if no targets
CanShootEmptyGround = Yes ; ...unless this is set
End
Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1993 ; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1993 ; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End
;----------------------------------------------------------------------------
Irgendwas falsch
Re: Fähigkeit einfügen
Elladan - 25.06.2005, 00:19
auf dem ersten Blick.....seh ich nur, das da die SKL bei der Animation Arrow Wind fehlt.
also....
; ========================== ;
; ===== ANIMATIONS ============ ;
; ========================== ;
;--- Arrow Wind Special attack
AnimationState = UNPACKING PACKING_TYPE_1
Animation = ATKA1
AnimationName = RUElfWar_SKL.RULegolas_ATKA1 ;ATKH1
AnimationMode = ONCE
End
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = PREPARING PACKING_TYPE_1
Animation = ATKA2
AnimationName = RUElfWar_SKL.RULegolas_ATKA2 ;ATKH2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.328 1.328
End
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = PACKING PACKING_TYPE_1
Animation = ATKA3
AnimationName = RUElfWar_SKL.RULegolas_ATKA3 ;ATKH3
AnimationMode = LOOP
End
StateName = STATE_Bow
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
aber geht das neue Model im Game überhaupt? und es fehlt nur die Animation von Arrow Wind ? oder bekommst du das neue Model garnicht erst ins Game ?
Re: Fähigkeit einfügen
Elladan - 25.06.2005, 00:24
und kannst du deinen Thread verschieben nach > Models <
da er hier nicht reingehört
Danke
Re: Fähigkeit einfügen
MetzMan - 25.06.2005, 06:20
nee nee ist schon hier richtig (naja eigentlich Technik aber egal)
hier der code:
;;; ARROW STORM SPECIAL POWER (Rank 10) ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArrowWindEnabler
SpecialPowerTemplate = SpecialAbilityArrowStorm
TriggeredBy = Upgrade_LegolasArrowWind
End
Behavior = SpecialPowerModule ModuleTag_ArrowWindStarter
SpecialPowerTemplate = SpecialAbilityArrowStorm
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = ArrowStormUpdate ModuleTag_ArrowWindUpdate
SpecialPowerTemplate = SpecialAbilityArrowStorm
StartAbilityRange = 320.0
UnpackTime = 1000 ; Pull out arrow
PreparationTime = 200 ; Quick shot
PersistentPrepTime = 600 ; looping the quick shot
PackTime = 1200 ; back to idle
UnpackingVariation = 1
ParalyzeDurationWhenCompleted = 600
ParalyzeDurationWhenAborted = 800
ApproachRequiresLOS = Yes
AwardXPForTriggering = 0
WeaponTemplate = LegolasBowArrowStorm
TargetRadius = 120
ShotsPerTarget = 1
ShotsPerBurst = 3
MaxShots = 50 ; can end sooner if no targets
CanShootEmptyGround = Yes ; ...unless this is set
End
so jetzt noch Elrond den Button von Legolas geben und in der experiencelevels.ini unter Elrond bei dem level wo er das können soll das einfügen: Upgrades = Upgrade_LegolasArrowWind
so viel spaß
Re: Fähigkeit einfügen
[DoD]Lord Vader - 25.06.2005, 11:02
Habs nun schon selber gelöst^^
Ich glaube ich habs nur falsch gesetzt, war zwar bei Engineering aber ging nicht.
Nunja, nun gehts. er zieht halt nur keine Pfeile
Mit folgendem Code, können Sie den Beitrag ganz bequem auf ihrer Homepage verlinken
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