dbershevits' Questions
#1
Posted 16 April 2007 - 09:16 PM
#2
Posted 16 April 2007 - 09:27 PM
Never really seen "DescriptionStrategic" in an object.ini.... Is this code edited from another units ini from bfme1? or are you trying to port a bfme2 object in to bfme1?
Edited by FlameGuard, 16 April 2007 - 09:29 PM.
#3
Posted 16 April 2007 - 09:37 PM
[code=auto:0];------------------------------------------------------------------------------
;
; Gamling.ini
;
;------------------------------------------------------------------------------
; Gamling
Object RohanGamling
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPGamling
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIGamling
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Gamling
Draw = W3DScriptedModelDraw ModuleTag_DRAW
StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = RUGamling_SKN
End
; --- Idle Anims
IdleAnimationState
StateName = Idle
; Animation = IDLA
; AnimationName = GUBoromir_SKL.GUBoromir_IDLA 0 15
; AnimationMode = ONCE
; End
Animation = IDLB
AnimationName = GUBoromir_SKL.GUBoromir_IDLB
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLD
AnimationName = GUBoromir_SKL.GUBoromir_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
TransitionState = Trans_None_To_Sword
Animation = GUBoromir_STHA
AnimationName = GUBoromir_SKL.GUBoromir_STHA;
AnimationMode = ONCE
End
End
TransitionState = Trans_Sword_To_None
Animation = GUBoromir_STHB
AnimationName = GUBoromir_SKL.GUBoromir_STHB;
AnimationMode = ONCE
End
End
AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation = GUBoromir_FLYA
AnimationName = GUBoromir_SKL.GUBoromir_FLYA
AnimationMode = LOOP
End
End
; --- Dying anims
AnimationState = DYING SPLATTED
Animation = GUBoromir_LNDA
AnimationName = GUBoromir_SKL.GUBoromir_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING AFLAME
Animation = DieAflame
AnimationName = GUBoromir_SKL.GUBoromir_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = GUBoromir_DTHA
AnimationName = GUBoromir_SKL.GUBoromir_DTHA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = GUBoromir_IDLB
AnimationMode = LOOP
End
End
; --- Stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = GUBoromir_GTPA
AnimationName = GUBoromir_SKL.GUBoromir_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.3 1.3
End
End
AnimationState = STUNNED
Animation = GUBoromir_LNDA
AnimationName = GUBoromir_SKL.GUBoromir_LNDA
AnimationMode = ONCE
End
End
AnimationState = PACKING_TYPE_2
StateName = CaptainPower
Animation = GUBoromir_CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.2 1.2
End
End
; -- Horn anims
AnimationState = UNPACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNC
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = LOOP
End
End
; -- Last Stand Animations
AnimationState = UNPACKING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCB
AnimationMode = ONCE
End
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCC
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCE
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCB
AnimationMode = ONCE
End
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCC
AnimationMode = ONCE
End
End
; --- Moving Anims
AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = GUBoromir_SKL.GUBoromir_WLKA
AnimationMode = LOOP
End
End
; non mo cap
; AnimationState = MOVING WEAPONSTATE_CLOSE_RANGE
; StateName = WithSword
; Flags = RANDOMSTART
; ;ParticleSysBone = None InfantryDustTrails
; Animation = GUBoromir_RUNB
; AnimationName = GUBoromir_SKL.GUBoromir_RUNB
; AnimationMode = LOOP
; End
; End
; AnimationState = MOVING DAMAGED
; Flags = RANDOMSTART
; ;ParticleSysBone = None InfantryDustTrails
; Animation = GUBoromir_IWKA
; AnimationName = GUBoromir_SKL.GUBoromir_IWKA
; AnimationMode = LOOP
; End
; End
AnimationState = MOVING WANDER
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = GUBoromir_SKL.GUBoromir_WLKA
AnimationMode = LOOP
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUBoromir_SKL.GUBoromir_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING
;ParticleSysBone = None InfantryDustTrails
Flags = RANDOMSTART
Animation = GUBoromir_RUNB
AnimationName = GUBoromir_SKL.GUBoromir_RUNA
AnimationMode = LOOP
End
End
; Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
Animation = ATKA
AnimationName = GUBoromir_SKL.GUBoromir_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = GUBoromir_SKL.GUBoromir_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = GUBoromir_ATD1
AnimationName = GUBoromir_SKL.GUBoromir_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
; --------- Idle Anims -non mocap-
; AnimationState = WEAPONSTATE_CLOSE_RANGE
; StateName = WithSword
; Animation = GUBoromir_IDLC
; AnimationName = GUBoromir_SKL.GUBoromir_IDLC
; AnimationMode = ONCE
; End
; End
; ATTACKING
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = GUBoromir_SKL.GUBoromir_IDLA
AnimationMode = LOOP; ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE; acts like an idle animation & keeps running the animations.
End
; --------- Selected Anims and Transitions
TransitionState = TRANS_Idle_to_Selected
Animation = ATND
AnimationName = GUBoromir_SKL.GUBoromir_ATND
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATNE
AnimationName = GUBoromir_SKL.GUBoromir_ATNE
AnimationMode = ONCE
End
End
AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = ONCE
End
End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = Once
End
Animation = CHRB
AnimationName = GUBoromir_SKL.GUBoromir_CHRB
AnimationMode = Once
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = GUBoromir_SKL.GUBoromir_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
;------------emotions---------------
AnimationState = EMOTION_TAUNTING
Animation = CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = Once
End
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRB
AnimationName = GUBoromir_SKL.GUBoromir_CHRB
AnimationMode = Once
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH
Animation = Taunting
AnimationName = GUBoromir_SKL.GUBoromir_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = GUBoromir_SKL.GUBoromir_IDLA
AnimationMode = LOOP;ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE; acts like an idle animation & keeps running the animations.
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = GUBoromir_SKL.GUBoromir_HITA
AnimationMode = ONCE
End
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = GAMLING_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = 2000
BuildTime = GAMLING_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = GAMLING_DAMAGE
HeroSortOrder = 50
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = None
Weapon = PRIMARY GamlingSword
;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = ToughHeroArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
BountyValue = ROHAN_GAMLING_BOUNTY_VALUE
DisplayName = OBJECT:RohanGamling
RecruitText = CONTROLBAR:RohanGamlingRecruit
ReviveText = CONTROLBAR:RohanGamlingRevive
;Hotkey = CONTROLBAR:RohanGamlingHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = RohanGamlingCommandSet
CommandPoints = 50
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_BoromirBody
AutoResolveArmor
Armor = AutoResolve_BoromirArmor
End
AutoResolveWeapon
Weapon = AutoResolve_BoromirWeapon
End
AutoResolveLeadership = AutoResolve_BoromirBonus
; *** AUDIO Parameters ***;
VoiceAttack = BoromirVoiceAttack
VoiceAttackCharge = BoromirVoiceAttackCharge
VoiceAttackMachine = BoromirVoiceAttack
VoiceAttackStructure = BoromirVoiceAttackBuilding
;VoiceCreated = BoromirVoiceSalute;this conflicts with his respawn dialogue line -- rehooked to spawn FX
;VoiceFullyCreated = BoromirVoiceSalute;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFear = BoromirVoiceHelpMe
VoiceMove = BoromirVoiceMove
VoiceMoveToCamp = BoromirVoiceMoveCamp
VoiceMoveWhileAttacking = BoromirVoiceDisengage
VoicePriority = 84
VoiceRetreatToCastle = BoromirVoiceRetreat
VoiceSelect = BoromirVoiceSelectMS
VoiceSelectBattle = BoromirVoiceSelectBattle
VoiceGuard = BoromirVoiceMove
SoundImpact = ImpactHorse
;BoromirVoiceJoinAnybody
UnitSpecificSounds
VoiceGarrison = BoromirVoiceGarrison
VoiceEnterUnitElvenTransportShip = BoromirVoiceMove
VoiceInitiateCaptureBuilding = BoromirVoiceMove
End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = BoromirDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
;For deaths you can respawn from, use the DeathFX
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:SwordIntoScabbard1 Animation:GUBoromir_SKL.GUBoromir_HRNA Frames:7
AnimationSound = Sound:BoromirHorn Animation:GUBoromir_SKL.GUBoromir_HRNB Frames:0
AnimationSound = Sound:SwordShingClean1 Animation:GUBoromir_SKL.GUBoromir_HRNC Frames:5
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNA Frames:10 22
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNB Frames:10 22
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_ATRA Frames:11 23 35 47
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_MFDA Frames:8 20 31 41
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_DTHA Frames:116
AnimationSound = Sound:BodyFallSoldier Animation:GUBoromir_SKL.GUBoromir_LNDA Frames:4
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_SPCE Frames:82
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Infantry Hero
;UnitWeight = 2
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_LONG
; Body = DelayedDeathBody ModuleTag_DelayedDeathBody;DelayedDeath is a variation of RespawnBody
; CheerRadius = EMOTION_CHEER_RADIUS
; MaxHealth = BOROMIR_HEALTH ; BALANCE
; DelayedDeathTime = 10000 ; Amount of time spent still fighting after being killed
; DelayedDeathPrerequisiteUpgrade = Upgrade_BoromirLastStand; Need this upgrade to be able to delay my death.
; InvulnerableFX = FX_BoromirLastStand
;
; PermanentlyKilledByFilter = NONE ;Who kills me permanently?
; DodgePercent = HERO_DODGE_PERCENT
; End
; Body = ActiveBody ModuleTag_ActiveBody
; CheerRadius = EMOTION_CHEER_RADIUS
; MaxHealth = BOROMIR_HEALTH ; BALANCE
; DodgePercent = HERO_DODGE_PERCENT
; End
; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
; SpecialPowerTemplate = SpecialAbilityFakeLeadership
; TriggeredBy = Upgrade_BoromirLastStand
; End
;Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
; SpecialPowerTemplate = SpecialAbilityFakeLeadership
; UpdateModuleStartsAttack = No
; StartsPaused = Yes
;End
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = BOROMIR_HEALTH;BALANCE Eomer Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_BoromirDieToRespawn;FXList to play when killed-to-respawn
DeathAnimationTime = 4966;1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_BoromirInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_BoromirRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIGamling
;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:625 Time:60000 Health:100% ;DEFAULT VALUES
End
Behavior = AutoHealBehavior ModuleTag_BoromirHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = LifetimeUpdate ModuleTag_LifeTime ; Used after 'death' to continue for a certain time before really dying.
WaitForWakeUp = Yes
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
/StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
/Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = BoromirFunctions
End
/Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Terror_Base
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
&n
#4
Posted 16 April 2007 - 09:41 PM
Try Removing it, As far as i know this is only used in bfme2. Wich would explain it if you ported your bfme2 version to bfme1.DescriptionStrategic = CONTROLBAR:LW_ToolTip_Gamling
#5
Posted 16 April 2007 - 09:45 PM
Ok second bug.
#6
Posted 16 April 2007 - 09:50 PM
I guess this was another thing added in to bfme2 as i dont think it is in bfme1.AnimationState = PARALYZED
#7
Posted 16 April 2007 - 09:51 PM
#8
Posted 16 April 2007 - 09:53 PM
#9
Posted 16 April 2007 - 10:05 PM
(copied boromir(not bfme2 gamling)
Edited by D_bershevits, 16 April 2007 - 10:11 PM.
#10
Posted 16 April 2007 - 10:14 PM
copy the contents of the file included.
and please please please try to read what these error reports actually say.
let's decrypt that one together. The error is in the file called gamling.ini located in Data\INI\Object\goodfaction\units\rohan\.
The problem is coming from the block called #include.
You are porting a unit from BfME 2 to BfME 1 (not a good idea. Many bits cannot be ported.). Does that block exist ? Have you ever seen it in BfME 1 codes ? (do a quick research in a vanilla BfME 1 INI for the answer)
If the block does not exist, which is the case here, try to find what it does and to reproduce it using BfME 1 code.
That should help, because we ain't gonna be solving all of your problems if they are all about the same thing : you trying to port BfME 2 to BfME 1
#11
Posted 16 April 2007 - 10:33 PM
#12
Posted 16 April 2007 - 11:01 PM
#13
Posted 16 April 2007 - 11:06 PM
make sure all of your behaviors are opened and closed.
#14
Posted 16 April 2007 - 11:12 PM
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY PathfindDiameter = 40.0 ; Body = DelayedDeathBody ModuleTag_DelayedDeathBody;DelayedDeath is a variation of RespawnBody ; CheerRadius = EMOTION_CHEER_RADIUS ; MaxHealth = BOROMIR_HEALTH ; BALANCE ; DelayedDeathTime = 10000 ; Amount of time spent still fighting after being killed ; DelayedDeathPrerequisiteUpgrade = Upgrade_BoromirLastStand; Need this upgrade to be able to delay my death. ; InvulnerableFX = FX_BoromirLastStand ; ; PermanentlyKilledByFilter = NONE ;Who kills me permanently? ; DodgePercent = HERO_DODGE_PERCENT ; End ; Body = ActiveBody ModuleTag_ActiveBody ; CheerRadius = EMOTION_CHEER_RADIUS ; MaxHealth = BOROMIR_HEALTH ; BALANCE ; DodgePercent = HERO_DODGE_PERCENT ; End ; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership ; SpecialPowerTemplate = SpecialAbilityFakeLeadership ; TriggeredBy = Upgrade_BoromirLastStand ; End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = BOROMIR_HEALTH;BALANCE Eomer Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate ; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_BoromirDieToRespawn;FXList to play when killed-to-respawn DeathAnimationTime = 4966;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_BoromirInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_BoromirRespawn ;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HIBorimir ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:700 Time:90000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:800 Time:90000 ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:1000 Time:90000; Cost:900 RespawnEntry = Level:4 Cost:1100 Time:90000; Cost:1000 RespawnEntry = Level:5 Cost:1200 Time:120000; Cost:1100 RespawnEntry = Level:6 Cost:1300 Time:120000; Cost:1200 RespawnEntry = Level:7 Cost:1500 Time:120000; Cost:1300 RespawnEntry = Level:8 Cost:1600 Time:120000; Cost:1400 RespawnEntry = Level:9 Cost:1700 Time:120000; Cost:1500 RespawnEntry = Level:10 Cost:1800 Time:120000; Cost:1600 End Behavior = AutoHealBehavior ModuleTag_BoromirHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = LifetimeUpdate ModuleTag_LifeTime ; Used after 'death' to continue for a certain time before really dying. WaitForWakeUp = Yes End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = BoromirFunctions End LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_HERO_SPEED 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 Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior 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 = DualWeaponBehavior ModuleTag_13 SwitchWeaponOnCloseRangeDistance = 161 End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 4000;msec End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL BoromirVoiceDie ; - Where does this stuff go? - ; UnpackTime = 2000 ; PreparationTime = 1 ; PersistentPrepTime = 4000 ; PackTime = 2000 ; WhichSpecialWeapon = 1 End Behavior = SquishCollide ModuleTag_06 ;nothing 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 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableHorn SpecialPowerTemplate = SpecialAbilityHornOfGondor TriggeredBy = Upgrade_BoromirHornOfGondor End Behavior = SpecialPowerModule ModuleTag_HornStarter SpecialPowerTemplate = SpecialAbilityHornOfGondor UpdateModuleStartsAttack = Yes AntiCategory = LEADERSHIP AttributeModifier = BoromirGondorHornAntiCategory ; Used for the anti category duration only. AttributeModifierRange = 100.0 StartsPaused = Yes ; obtained on level 2 End Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_HornUpdate SpecialPowerTemplate = SpecialAbilityHornOfGondor ; StartAbilityRange = 2.0 UnpackTime = 1700 ; Drawing the horn PreparationTime = 1 ; nothing PersistentPrepTime = 1600 ; Blowing PackTime = 1666 ; Putting horn away ; PackSound = ; UnpackSound = ; TriggerSound = ; PrepSoundLoop = AwardXPForTriggering = 0 End ;--------------------- Start Leadership bonus --------------- Behavior = AttributeModifierAuraUpdate ModuleTag_BoromirLeadership StartsActive = No;If no, requires upgrade to turn on. BonusName = BoromirPassiveLeadership TriggeredBy = Upgrade_BoromirForGondorSpeech RefreshDelay = 2000 Range = 200 ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_BoromirForGondorSpeech End Behavior = SpecialPowerModule ModuleTag_BoromirLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End ;--------------------- End Leadership bonus --------------- Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 20; ShadowSizeY = 20; ShadowTexture = ShadowI; End ;---------MOUNT------------------------------------------------------------------------ Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = No ;InitiateSound = FellBeastVoiceMove End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted MountedTemplate = GamlingMount SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech UnpackTime = 2000 PreparationTime = 0 ; none, cause we hop onto our mount in no time at all :) PackTime = 0 ; none, cause we hop onto our mount in no time at all :) OpacityTarget = .0 ; How see-thru to be at peak of change AwardXPForTriggering = 0 IgnoreFacingCheck = Yes ;TriggerSound = FellBeastVoiceMove End END
Edited by D_bershevits, 17 April 2007 - 12:08 AM.
#15
Posted 16 April 2007 - 11:32 PM
do only post the engineering parameters. Anims are fine according to the engine.
and use [ codeblock] [/ codeblock] for long blocks of code
#16
Posted 17 April 2007 - 12:09 AM
#17
Posted 17 April 2007 - 07:58 AM
ShadowTexture = ShadowI; End
What is that End closing ?
try to figure that out yourself
#18
Posted 17 April 2007 - 07:25 PM
#19
Posted 17 April 2007 - 07:37 PM
What on earth are we supposed to do with that? I suggest you look into rohaninfantry.ini at anything you've added recently, and see if there's any thing that looks odd.
We can't solve all your problems for you. If we did you'd never improve your skills. Try and solve this yourself.
#20
Posted 17 April 2007 - 07:45 PM
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