Fähigkeit einfügen

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  • Qualität des Beitrags: 0 Sterne
  • 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, 17:55

    Fähigkeit 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



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