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Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
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Autor
Thema: Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit (Gelesen 26099 mal)
Zemdreg
Beiträge: 73
Bauer Rohans
Offline
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #360 am:
November 21, 2011, 15:09 »
Das Modell bewegt sich überhaupt nicht.
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Shadowleak
Beiträge: 148
Freisasse
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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #361 am:
November 21, 2011, 15:10 »
hast du in den w3d-viewer auch die anims mitgeladen?
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Für ein Mod-Projekt werden noch Skinner, Grafiker und Modellierer gesucht.
Bei Interresse bei Fürst der Nazgul melden
Zemdreg
Beiträge: 73
Bauer Rohans
Offline
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #362 am:
November 21, 2011, 15:29 »
Klar hab ich die Anis mitgeladen, aber wenn ich auf abspielen klicke passiert nichts. Der Speerträger hält den Speer auch nur mit einer Hand, nicht mit 2.
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Shadowleak
Beiträge: 148
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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #363 am:
November 21, 2011, 15:31 »
hmm, dann ist das modell nicht verlinkt...
und bei den exportsettings hat du auch das dazugehörige skelett angegeben und alles? weil ansonsten müsstest du das ganze tut einfach nochmal von vorde durchgehen, und genau lesen
Gespeichert
Für ein Mod-Projekt werden noch Skinner, Grafiker und Modellierer gesucht.
Bei Interresse bei Fürst der Nazgul melden
Zemdreg
Beiträge: 73
Bauer Rohans
Offline
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #364 am:
November 21, 2011, 15:45 »
Ja das Skelett hab ich angegeben. Und das Tutorial hab ich auch schon 5 mal gemacht.
Ist da vielleicht ein Fehler im Tutorial?
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Shadowleak
Beiträge: 148
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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #365 am:
November 21, 2011, 16:10 »
ne, das tut geht, also bei mir hats zumindest alles geklappt
Gespeichert
Für ein Mod-Projekt werden noch Skinner, Grafiker und Modellierer gesucht.
Bei Interresse bei Fürst der Nazgul melden
Zemdreg
Beiträge: 73
Bauer Rohans
Offline
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #366 am:
November 23, 2011, 18:59 »
Mein Modell war die ganze Zeit verlinkt, nur der W3d-Viewer hat nicht funktioniert. Jetzt kriege ich beim Start diese Fehlermeldung:
Unknown command "Command_ConstructGondorP
ikemanHorde" found in command set. File: Data\ini\CommandSet.ini Line: 3928
Error parsing field "3" in block "CommandSet"in file "Data\ini\CommandSet.ini", line 3928.
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Shadowleak
Beiträge: 148
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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #367 am:
November 23, 2011, 19:01 »
poste doch bitte mal die codes, damit man dir helfen kann
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Für ein Mod-Projekt werden noch Skinner, Grafiker und Modellierer gesucht.
Bei Interresse bei Fürst der Nazgul melden
Turin Turumbar
Edain 2 Mod Team
Beiträge: 1864
Wächter Meduselds
Offline
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #368 am:
November 23, 2011, 19:07 »
Zitat von: Zemdreg am November 23, 2011, 18:59
Mein Modell war die ganze Zeit verlinkt, nur der W3d-Viewer hat nicht funktioniert. Jetzt kriege ich beim Start diese Fehlermeldung:
Unknown command "Command_ConstructGondorP
ikemanHorde" found in command set. File: Data\ini\CommandSet.ini Line: 3928
Error parsing field "3" in block "CommandSet"in file "Data\ini\CommandSet.ini", line 3928.
Die Fehlermeldung erklärt sich doch von selbst, wenn du den Text übersetzt. Das Spiel erkennt dein Bau-Kommando in der commandset.ini nicht, entweder hast du also den CommandButton vergessen oder dieser heißt nicht so, wie du ihn in der commandset.ini angegeben hast.
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Zemdreg
Beiträge: 73
Bauer Rohans
Offline
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #369 am:
November 23, 2011, 19:22 »
Ok, hatte einen Tippfehler.
Wenn ich im Spiel jetzt auf den Button klicke werden die Rohstoffe abgezogen und der Timer läuft ab, aber die Einheit erscheint nicht und es werden keine CP verbraucht. Wenn ich über den Einheitenbutton fahre, steht dort Gondor Turmwachen. Was jetzt?
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Radagast der Musikalische
Beiträge: 774
Späher Isengarts
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Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #370 am:
November 23, 2011, 20:07 »
Poste am besten mal deine kompletten Codes, dann kann man eher helfen! Wenn du möchtest kannst du mir auch eine PM schreiben und ich schaue dann mal drüber!
MfG Radagast
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[DVZ] Zwischenupdate: Vorher - Nachher
[DVZ] Elben-Update: Die Elben der Grauen Anfurten
Zemdreg
Beiträge: 73
Bauer Rohans
Offline
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #371 am:
Dezember 02, 2011, 16:00 »
Hier sind mal die ganzen Codes:
-commandbutton.ini
CommandButton Command_ConstructGondorP
ikemanHorde
Command = UNIT_BUILD
Object = GondorPikemanHorde
Options =CANCELABLE
TextLabel = CONTROLBAR:ConstructGondorShieldGua
rdHorde
ButtonImage = BGBarracks_TowerGuard
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildGondorShield
GuardHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
-commandset.ini
CommandSet GondorBarracksCommandSet
1 = Command_ConstructGondorF
ighterHorde
2 = Command_ConstructRohanSp
earmenHorde
3 = Command_ConstructGondorP
ikemanHorde
4 = Command_ConstructGondorT
owerShieldGuardHorde
5 = Command_PurchaseUpgradeG
ondorBarracksLevel2
6 = Command_Sell
End
-menhordes.ini
Object GondorPikemanHorde
// This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_GondorTowerGuard
SelectPortrait = UPGondor_TowerGuard
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFla
gs = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None //InvisHrdeTmp5x2
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkGUTow
End
End
Side = Men
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:GondorPikemanHorde
DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorPikemanHor
de
DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorPikeman
Horde
WeaponSet
Conditions = None
Weapon = PRIMARY TowerGuardHordeRangefind
er
End
// *** AUDIO Parameters ***//
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members
BuildCost = GONDOR_TOWERGUARD_BUILDC
OST
BuildTime = GONDOR_TOWERGUARD_BUILDT
IME
VisionRange = GONDOR_TOWERGUARD_HORDE_
VISION_RANGE
ShroudClearingRange = GONDOR_TOWERGUARD_HORDE_
SHROUD_RANGE
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
CommandPoints = 75 ; originally 60
CommandSet = GondorTowerShieldGuardCo
mmandSet
FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2.
CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL
_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIG
HT INFANTRY HORDE ARMY_SUMMARY MELEE_HORDE PIKE LARGE_RECTANGLE_PATHFIND
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
ThreatLevel = GONDOR_TOWERSHIELDGUARD_
HORDE_THREAT
ThreatBreakdown GondorTowerShieldGuardHo
rde_DetailedThreat
AIKindOf = PIKEMAN
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = StancesBehavior ModuleTag_StancesBehavio
r
StanceTemplate = PikeHorde
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Spearman
End
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 180
FlankedDelay = 4000
ObjectStatusOfContained =
InitialPayload = GondorPikemanHorde GOOD_MEN_GIANT_HORDE_SIZ
E
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
FacingBonus = 30.0
AngleLimitCos = -0.17
InnerRange = 30
OuterRange = 80
OuterRangeBuildings = 140
End
// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorFighter Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:GondorPikemanHorde Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:GondorPikemanHorde Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:GondorPikemanHorde Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttacking = 1
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavio
r
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS // max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Bas
e // Pikemen don't fear getting crushed
AddEmotion = UncontrollableFear_Base
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = OVERRIDE Taunt_Base
// AttributeModifier = GondorFighterTaunt
End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpd
ate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomoto
r
Condition = SET_NORMAL
Speed = NORMAL_FOOT_SLOW_HORDE_S
PEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTa
g
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_GondorBasicTrain
ing
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLega
lity
TriggeredBy = Upgrade_GondorForgedBlad
es
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLega
lity2
TriggeredBy = Upgrade_GondorHeavyArmor
End
/////////////////////
// AISpecialPowers
/////////////////////
Behavior = AISpecialPowerUpdate GondorTowerShieldGuardHo
rdeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE
_BUILDING
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStance
Battle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEB
ATTLE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStance
Aggressive
CommandButtonName = Command_SetStanceAggress
ive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEA
GGRESSIVE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGr
ound
CommandButtonName = Command_SetStanceHoldGro
und
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEH
OLDGROUND
End
Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 45.0
GeometryHeight = 20.0
GeometryIsSmall = No
// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Pikemen
AutoResolveCombatChain = AutoResolve_PikemenComba
tChain
AutoResolveBody = AutoResolve_GondorTowerG
uardHordeBody
AutoResolveArmor
RequiredUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorTowerG
uardHeavyArmor
End
AutoResolveArmor
ExcludedUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorTowerG
uardArmor
End
AutoResolveWeapon
RequiredUpgrades = Upgrade_GondorForgedBlad
es
Weapon = AutoResolve_GondorTowerG
uardUpgradedWeapon
End
AutoResolveWeapon
ExcludedUpgrades = Upgrade_GondorForgedBlad
es
Weapon = AutoResolve_GondorTowerG
uardWeapon
End
WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTrain
ing Upgrade_GondorForgedBlad
es Upgrade_GondorHeavyArmor
End
ChildObject GondorPikemanHorde_Summo
ned GondorPikemanHorde
IsTrainable = No
CommandPoints = 0
CommandSet = GondorTowerShieldGuardCommandSet_Summoned
EquivalentTo = GondorTowerShieldGuardHorde
KindOf = SUMMONED SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIG
HT INFANTRY HORDE ARMY_SUMMARY MELEE_HORDE PIKE LARGE_RECTANGLE_PATHFIND
DisplayName = OBJECT:HordeGondorTowerGuard
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 180
FlankedDelay = 4000
ObjectStatusOfContained =
InitialPayload = GondorTowerShieldGuard_S
ummoned GOOD_MEN_GIANT_HORDE_SIZ
E
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
FacingBonus = 30.0
AngleLimitCos = -0.17
InnerRange = 30
OuterRange = 80
OuterRangeBuildings = 140
End
RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard_S
ummoned Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:GondorTowerShieldGuard_S
ummoned Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:GondorTowerShieldGuard_S
ummoned Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttacking = 1
AlternateFormation = GondorTowerShieldGuardHo
rdePorcupine
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
// This one displays the timer, but the one in the uint does the work
MinLifetime = CREATE_A_HERO_REINFORCEM
ENT_LIFETIME
MaxLifetime = CREATE_A_HERO_REINFORCEM
ENT_LIFETIME
DeathType = FADED
End
End
ChildObject GondorPikemanHordePorcup
ine GondorPikemanHorde
// Note - for alternate formations, all info outside of the Contain Behavior module is ignored.
// Any modifications need to be done via the Attribute Modifiers in the contain module.
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 360 // Can't be flanked
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = GondorTowerShieldGuard GOOD_MEN_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = No //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:2 Y:1
RanksToReleaseWhenAttacking = 0
RanksToJustFreeWhenAttacking = 0
AttributeModifiers = GondorTowerShieldGuardHo
rdePorcupine
IsPorcupineFormation = Yes
MinimumHordeSize = 5
AlternateFormation = GondorTowerShieldGuardHo
rde
VisionRearOverride = 100%
VisionSideOverride = 100%
NotComboFormation = Yes // this formation is not suitable for combo, so it will switch out of this when combo-ing
// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorTowerShieldGuard Pos:X:0.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:20 Y:0 Position:X:-16.18 Y:11.76 Position:X:6.18 Y:-19.02 Position:X:6.18 Y:19.02 Position:X:-16.18 Y:-11.76 Position:X:36.54 Y:16.27 Position:X:-39.13 Y:8.32 Position:X:26.77 Y:-29.73 Position:X:-4.18 Y:39.78 Position:X:-20 Y:-34.64 Position:X:26.77 Y:29.73 Position:X:-39.13 Y:-8.32 Position:X:36.54 Y:-16.27 Position:X:-20 Y:34.64 Position:X:-4.18 Y:-39.78
End
End
-einheit.ini
// Moved from MenInfantry.INI Aug 24 2005
//------------------------------------------------------------------------------
// aka GondorTowerGuard TowerShieldGuard GuardTowerShield
Object GondorPikeman
// *** ART Parameters ***
SelectPortrait = UPGondor_TowerGuard
ButtonImage = WOR_GondorTowerGuard
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
// specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
DefaultModelConditionState
Model = Test_skn
Skeleton = GUTwrGrd_SKL
End
ModelConditionState WEAPONSET_PLAYER_UPGRADE
Model = Test_skn
Skeleton = GUTwrGrd_SKL
End
AnimationState = THROWN_PROJECTILE
Animation = FLYA
AnimationName = GUTwrGrd_FLYA
AnimationMode = LOOP
End
End
AnimationState = PASSENGER FREEFALL
Animation = Grabbed
AnimationName = GUTwrGrd_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = GUTwrGrd_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = PARALYZED
Animation
AnimationName = GUTwrGrd_IDLA
AnimationMode = LOOP
End
End
AnimationState = DYING BURNINGDEATH
Animation = DIEA
AnimationName = GUTwrGrd_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED
Animation = LNDA
AnimationName = GUTwrGrd_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = GUTwrGrd_DIEA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = GUTwrGrd_MFDA
AnimationMode = LOOP
Distance = 60
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUTwrGrd_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//=======TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
ShareAnimation = Yes
Animation = TerrorFromTheSky
AnimationName = GUTwrGrd_RUNE
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR
ShareAnimation = Yes
Animation = Terror
AnimationName = GUTwrGrd_RUNE
AnimationMode = LOOP
End
End
//----------------
//=======BACK UP
AnimationState = MOVING BACKING_UP
ShareAnimation = Yes
Animation = BackingUp
AnimationName = GUTwrGrd_BAKA
AnimationMode = LOOP
End
Animation = BackingUp
AnimationName = GUTwrGrd_BAKB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//--------------------
AnimationState = MOVING ALTERNATE_FORMATION
//ShareAnimation = Yes
StateName = STATE_EnrouteToPorcupine
Animation
AnimationName = GUTwrGrd_RUNA
AnimationMode = LOOP
End
Animation
AnimationName = GUTwrGrd_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
ShareAnimation = Yes
Animation = RUNA
AnimationName = GUTwrGrd_RUNA
AnimationMode = LOOP
End
Animation
AnimationName = GUTwrGrd_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = GUTwrGrd_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKA
AnimationName = GUTwrGrd_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
//ParticleSysBone = None MeleeDust
End
AnimationState = STUNNED_FLAILING
Animation = FLYA
AnimationName = GUTwrGrd_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = GUTwrGrd_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = GUTwrGrd_LNDA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Plant
Animation = PLTA
AnimationName = GUTwrGrd_PLTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
TransitionState = TRANS_Unplant
Animation = PLTB
AnimationName = GUTwrGrd_PLTC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.5 1.2
End
End
//------------------ Hit Reaction ---------------------------------------
AnimationState = HIT_REACTION
Animation = HIT REACTION
AnimationName = GUTwrGrd_HITA
AnimationMode = ONCE
End
End
//------------------ EMOTIONS -------------------------------------------
//======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID
ShareAnimation = Yes
Animation = Apprehensive
AnimationName = GUTwrGrd_FERA
AnimationMode = LOOP //Change this to ONCE if adding additional anims
End
Flags = RANDOMSTART
End
//======= AFRAID
AnimationState = EMOTION_AFRAID
ShareAnimation = Yes
Animation = FERA
AnimationName = GUTwrGrd_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//======= TAUNTING
AnimationState = EMOTION_TAUNTING ALTERNATE_FORMATION
Animation = TNTA
AnimationName = GUTwrGrd_TNTA
AnimationMode = LOOP
End
Animation = TNTA
AnimationName = GUTwrGrd_TNTB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation = Taunting
AnimationName = GUTwrGrd_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = GUTwrGrd_TNTB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLE
TE
End
//======= POINTING
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = GUTwrGrd_PNTA
AnimationMode = LOOP
End
Animation = Pointing1
AnimationName = GUTwrGrd_PNTB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//======= CELEBRATING
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = GUTwrGrd_CHRA
AnimationMode = LOOP
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRB
AnimationMode = LOOP
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRC
AnimationMode = LOOP
End
End
//-------------- ALERT STATE ------------------------------------------------------------
AnimationState = EMOTION_ALERT
Animation = CHRA
AnimationName = GUTwrGrd_IDLA
AnimationMode = LOOP
End
End
//-------------- SELECTED & IDLE --------------------------------------------------------
//======== SELECTED
AnimationState = SELECTED ALTERNATE_FORMATION PORCUPINE
//ShareAnimation = Yes
StateName = STATE_SelectedAlternateF
ormation
Animation
AnimationName = GUTwrGrd_PLTB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimation
State()
if Prev ~= "STATE_SelectedAlternateF
ormation" and Prev ~= "STATE_Planted" and Prev ~= "TRANS_Plant" then CurDrawableSetTransition
AnimState("TRANS_Plant") end
EndScript
End
AnimationState = SELECTED ALTERNATE_FORMATION
//ShareAnimation = Yes
StateName = STATE_SelectedAlternateF
ormation
Animation
AnimationName = GUTwrGrd_ATNB
AnimationMode = LOOP
End
End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = GUTwrGrd_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRA
AnimationName = GUTwrGrd_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLE
TE
End
AnimationState = SELECTED
StateName = STATE_Selected
ShareAnimation = Yes
Animation = ATNB
AnimationName = GUTwrGrd_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimation
State()
if Prev == "STATE_Planted" then CurDrawableSetTransition
AnimState("TRANS_Unplant") end
EndScript
End
//======== IDLE
AnimationState = ALTERNATE_FORMATION PORCUPINE // aka Porcupine formation
StateName = STATE_Planted
//ShareAnimation = Yes
Animation = IDLB
AnimationName = GUTwrGrd_PLTB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimation
State()
if Prev ~= "STATE_SelectedAlternateF
ormation" and Prev ~= "STATE_Planted" and Prev ~= "TRANS_Plant" then CurDrawableSetTransition
AnimState("TRANS_Plant") end
EndScript
End
IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = GUTwrGrd_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLC
AnimationName = GUTwrGrd_IDLC
AnimationMode = ONCE
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLD
AnimationName = GUTwrGrd_IDLD
AnimationMode = ONCE
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLE
AnimationName = GUTwrGrd_IDLE
AnimationMode = ONCE
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.8 1.2
End
BeginScript
Prev = CurDrawablePrevAnimation
State()
if Prev == "STATE_Planted" then CurDrawableSetTransition
AnimState("TRANS_Unplant") end
EndScript
End
//-------------------------------------------------------------------------------------------------------------
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
// ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 5 ; originally 4
BountyValue = GONDOR_TOWERGUARD_BOUNTY
_VALUE
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY GondorTowerShieldGuardSw
ord
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
// WeaponSet
// Conditions = PLAYER_UPGRADE
// Weapon = PRIMARY GondorTowerShieldGuardSwordUpgraded
// AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
// End
ArmorSet
Conditions = None
Armor = TowerGuardArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = TowerGuardHeavyArmor
DamageFX = NormalDamageFX
End
VisionRange = GONDOR_TOWERGUARD_VISION
_RANGE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionSide = 35%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
DisplayName = OBJECT:GondorTowerShieldGuard
CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = SuperInfantryCrushReveng
e
CommandSet = GondorTowerShieldGuardCo
mmandSet
// *** AUDIO Parameters ***//
;VoiceAmbushed = TowerGuardVoiceAmbushed OBSOLETE VOICE
VoiceAttack = TowerGuardVoiceAttack
VoiceAttackCharge = TowerGuardVoiceAttackCharge
VoiceAttackMachine = TowerGuardVoiceAttack
VoiceAttackStructure = TowerGuardVoiceAttackBuilding
VoiceEnterStateAttack = TowerGuardVoiceEnterStateAttack
VoiceEnterStateAttackCharge = TowerGuardVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = TowerGuardVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = TowerGuardVoiceEnterStateAttackBuilding
VoiceCreated = TowerGuardVoiceSalute //GondorSoldierVoiceCreated
VoiceFullyCreated = TowerGuardVoiceSalute
VoiceMove = TowerGuardVoiceMove
VoiceMoveToCamp = TowerGuardVoiceMoveCamp
VoiceMoveWhileAttacking = TowerGuardVoiceDisengage
VoiceEnterStateMove = TowerGuardVoiceEnterStateMove
VoiceEnterStateMoveToCamp = TowerGuardVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = TowerGuardVoiceEnterStateDisengage
VoicePriority = 56
VoiceRetreatToCastle = TowerGuardVoiceRetreat
VoiceEnterStateRetreatToCastle = TowerGuardVoiceEnterStateRetreat
VoiceSelect = TowerGuardVoiceSelectMS
VoiceSelectBattle = TowerGuardVoiceSelectBattle //GondorSoldierVoiceSelect //GondorSoldierVoiceSelectBattle
VoiceGuard = TowerGuardVoiceMove
SoundImpact = ImpactHorse
CrowdResponseKey = GoodMen
UnitSpecificSounds
VoiceGarrison = TowerGuardVoiceGarrison
VoiceEnterUnitElvenTransportShip = TowerGuardVoiceMove
VoiceInitiateCaptureBuilding = TowerGuardVoiceMove
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopC
lientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilatio
nBFME1and2VoxTauntSingle
sLoop
End
// Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Man Man_Male Unit Infantry Gondor_Guard
End
ClientBehavior = AnimationSoundClientBeha
vior ModuleTag_AnimAudioBehav
ior
MaxUpdateRangeCap = 800
AnimationSound = Sound:TauntHitShieldPitchShift
ed Animation:GUTwrGrd_SKL.GUTwrGrd_TN
TB Frames: 23 43
AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DI
EA Frames:30 51
AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DI
EB Frames:57
AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DI
EC Frames:38
AnimationSound = Sound:BodyFallSoldier Animation:GUTWRGRD_SKL.GUTWRGRD_LN
DA Frames:4
AnimationSound = Sound:BodyFallSoldier Animation:GUTwrGrd_SKL.GUTwrGrd_LN
DB Frames:2
End
// *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = GONDOR_TOWERGUARD_HEALTH
MaxHealthDamaged = GONDOR_TOWERGUARD_HEALTH
_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTa
g
TriggeredBy = Upgrade_GondorForgedBlad
es
End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_GondorHeavyArmor
//KillArmorUpgrade = Yes //This cancels any previous armor upgrade.
ArmorSetFlag = PLAYER_UPGRADE
End
//-----------------------------------------------------------------------
//
// Sub objects
//
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_GondorHeavyArmor
UpgradeTexture = GUTowrGrd.tga 0 GUTowrGrd_HA.tga
UpgradeTexture = GUTowrGrd_L.tga 0 GUTowrGrd_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
Behavior = SubObjectsUpgrade ForgedBlade_Upgrade
TriggeredBy = Upgrade_GondorForgedBlad
es
ShowSubObjects = Forged_Blade
End
//-----------------------------------------------------------------------
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = GondorFighterFunctions
AttackPriority = AttackPriority_Spearman
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = GondorTowerShieldGuardLo
comotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_SLOW_MEMBER_
SPEED
End
LocomotorSet
Locomotor = GondorTowerShieldGuardDe
ployedLocomotor
Condition = SET_NORMAL_UPGRADED
Speed = NORMAL_FOOT_SLOW_MEMBER_
SPEED
End
LocomotorSet
Locomotor = GondorTowerShieldGuardLo
comotor
Condition = SET_COMBO
Speed = NORMAL_FOOT_SLOW_MEMBER_
SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInf
antry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED
_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStunnedTimeLow = 1400 //msec
ShockStunnedTimeHigh = 2400 //msec
ShockStandingTime = 1333 //msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40 // in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL HumanVoiceDie// TowerGuardVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
SinkDelay = 3000
SinkRate = 0.40 // in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL SpellGenericUnsummonFast
erMS
End
Behavior = SquishCollide ModuleTag_06
//nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
//nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
// Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 // in Dist/Sec
DestructionDelay = 8000
End
Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown.
// To tweak a Bezier path
FirstHeight = 24 // Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% // Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes // I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 // When I hit the ground, I'll arc again
BounceDistance = 40 // this far
BounceFirstHeight = 24 // Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% // Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
// The below is a good start to the actual implementation of the unit,
// if someone wants to revert back to the exact state
//Normal mode (shield is raised and unit is able to move normally)
// Behavior = GrantUpgradeCreate ModuleTag_09
// UpgradeToGrant = Upgrade_RaiseShield
// End
// Behavior = ModelConditionUpgrade ModuleTag_10
// TriggeredBy = Upgrade_RaiseShield
// RemovesUpgrades = Upgrade_PlantShield
// RemoveConditionFlags = DEPLOYED
// End
// Behavior = LocomotorSetUpgrade ModuleTag_11
// TriggeredBy = Upgrade_RaiseShield
// RemovesUpgrades = Upgrade_PlantShield
// KillLocomotorUpgrade = Yes //Removes the PlantShield locomotor.
// End
// Behavior = ArmorUpgrade ModuleTag_12
// TriggeredBy = Upgrade_RaiseShield
// RemovesUpgrades = Upgrade_PlantShield
// KillArmorUpgrade = Yes //This cancels any previous armor upgrade.
// End
//
// //Defensive mode (shield is planted -- the unit can move but much more slowly)
// Behavior = ModelConditionUpgrade ModuleTag_13
// TriggeredBy = Upgrade_PlantShield
// RemovesUpgrades = Upgrade_RaiseShield
// AddConditionFlags = DEPLOYED
// End
// Behavior = LocomotorSetUpgrade ModuleTag_14
// TriggeredBy = Upgrade_PlantShield
// RemovesUpgrades = Upgrade_RaiseShield
// End
// Behavior = ArmorUpgrade ModuleTag_15
// TriggeredBy = Upgrade_PlantShield
// RemovesUpgrades = Upgrade_RaiseShield
// End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19//
ShadowSizeY = 19//
ShadowTexture = ShadowI//
End
//------------------------------------------------------------------------------
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thepinking
FDK Mod Team
Beiträge: 267
Soldat Gondors
Offline
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #372 am:
Dezember 02, 2011, 16:32 »
Es ist völlig klar das in der Beschreibung "Gondor Turmwache" steht, wenn du den Text noch nicht geändert hast.
Desweiteren ist der Fehler warum keine Einheit kommt, der selbe den "Hexenprinz von Angmar" auf der vorseite begannen hat, weswegen ich einfach nochmal meine Antwort von damals Poste (mit einer kleinen korektur in Grün) :
Zitat von: thepinking am September 25, 2011, 20:45
Sieht soweit gut aus, bis auf einen Fehler:
Der InitialPayload!
Der bestimmt welche Einheiten und wieviele in der Horde sind. Bei dir ist es das Object
MorgulSoldier
GondorPikemanHorde
. Was fällt dir auf? Die Horde steckt 15 mal sich selbst rein. Jede einzelne dieser 15 Horden beinhaltet danach wieder 15 mal sich selbst usw. Also eine Endlosschleife.
Besser also das aus und es müsste funktionieren.
Übrigens hab ich grad im Einheiten Tutorial nachgeguckt, da steht es richtig drinnen.
«
Letzte Änderung: Dezember 02, 2011, 16:37 von thepinking
»
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Wir könnten hier mal Hilfe brauchen!
Zemdreg
Beiträge: 73
Bauer Rohans
Offline
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #373 am:
Dezember 04, 2011, 17:19 »
Ok, der Speerträger ist jetzt im Spiel, nur der Speer ist unsichtbar. Wo finde ich die Textur vom Turmwachenspeer?
«
Letzte Änderung: Dezember 05, 2011, 20:25 von Zemdreg
»
Gespeichert
Zemdreg
Beiträge: 73
Bauer Rohans
Offline
Re:Turins Einheiten Tutorial: Vom Nichts zur fertigen Einheit
«
Antworten #374 am:
Dezember 25, 2011, 23:52 »
Jetzt funktioniert alles, ich musste nur ein Leerzeichen löschen. Danke an alle für die Hilfe.
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