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#1 Athem

Athem

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  • 307 posts
  • Location:Slovakia (Europe)
  • Projects:Destiny of Dunedain

Posted 04 March 2007 - 05:26 PM

i have make a imrahil but he doesnt go
here are the codes:

imrahil.ini
;------------------------------------------------------------------------------
;
;	Theoden.ini
;
; RotWK
;------------------------------------------------------------------------------   




Object PrinceImrahil
  ; *** ART Parameters ***


  ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
	 SelectPortrait = KUKnightDolAmPortrait

  ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
	  ButtonImage = WOR_KnightDolAmroth

	 Draw = W3DHordeModelDraw ModuleTag_01

OkToChangeModelColor = No

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

WadingParticleSys = WaterRipplesTrail; used when the unit is wading in shallow water.
;--------------------------------------------------
; new method
; RandomTexture = RUHorse01.tga 0 RUHorse03.tga
; RandomTexture = RUHorse02.tga 0 RUHorse03.tga
; RandomTexture = RUHorse03.tga 0 RUHorse03.tga
; RandomTexture = RUHorse04.tga 0 RUHorse03.tga

;--------------------------------------------------
;Random Rivendell Riders textures - new method
; RandomTexture = RURohrm01.tga 0 RURohrm02.tga
; RandomTexture = RURohrm02.tga 0 RURohrm02.tga
; RandomTexture = RURohrm03.tga 0 RURohrm02.tga
; RandomTexture = RURohrm04.tga 0 RURohrm02.tga

ParticlesAttachedToAnimatedBones = yes

; Spear.
DefaultModelConditionState
Model = GUDolAmrth_SKN
End

IdleAnimationState
StateName = Idle
Animation = IdleB
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End

AnimationState = PASSENGER
Animation = grabbed
AnimationName = RURohrm_SKL.RURohrm_GBDA
AnimationMode = LOOP
End
End

; --- stunned anims
AnimationState = FREEFALL
Animation = free fall
AnimationName = RURohrm_SKL.RURohrm_FLYB
AnimationMode = LOOP
AnimationBlendTime = 10
End
End

AnimationState = STUNNED_FLAILING
Animation = JustDie
AnimationName = RURohrm_SKL.RURohrm_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = DYING BURNINGDEATH
Animation
AnimationName = RURohrm_SKL.RURohrm_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

; This is the no-spawn-horse type of death
AnimationState = DYING DEATH_1 SPLATTED
Animation = splatted
AnimationName = RURohrm_SKL.RURohrm_LNDA
AnimationMode = ONCE
AnimationBlendTime = 2
End
FXEvent = Frame:2 Name:FX_SplatDust
End



AnimationState = DYING DEATH_1
Animation = JustDie
AnimationName = RURohrm_SKL.RURohrm_DIEA
AnimationMode = ONCE
End
End

AnimationState = DYING DEATH_2
Animation = FadeOut
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = ONCE
End
End

AnimationState = BURNINGDEATH
Animation
AnimationName = RURohrm_SKL.RURohrm_MFDA
AnimationMode = LOOP
Distance = 90
End
End

AnimationState = STUNNED_STANDING_UP
Animation = StandUp
AnimationName = RURohrm_SKL.RURohrm_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED
Animation = Land
AnimationName = RURohrm_SKL.RURohrm_LNDA
AnimationMode = ONCE
End
End

AnimationState = PARALYZED
Animation
AnimationName = RURohrm_SKL.RURohrm_IDLB

AnimationMode = LOOP
End
End



AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = TrotAndFire
AnimationName = RURohrm_SKL.RURohrm_ATRB
AnimationMode = LOOP
Distance = 70; 35
End
Flags = RANDOMSTART
End

;;======= BACKING UP

AnimationState = MOVING BACKING_UP
Animation = BACKING UP
AnimationName = RURohrm_SKL.RURohrm_BAKA
AnimationMode = LOOP
End
End

AnimationState = TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RURohrm_SKL.RURohrm_TNL1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

AnimationState = TURN_RIGHT_HIGH_SPEED
Animation = TurnRight
AnimationName = RURohrm_SKL.RURohrm_TNR1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = RURohrm_SKL.RURohrm_WLKA
AnimationMode = LOOP
End
End

AnimationState = MOVING TURN_LEFT
Animation = TurnLeft
AnimationName = RURohrm_SKL.RURohrm_TRNL
AnimationMode = LOOP
End
End

AnimationState = MOVING TURN_RIGHT
Animation = TurnRight
AnimationName = RURohrm_SKL.RURohrm_TRNR
AnimationMode = LOOP
End
End

AnimationState = MOVING ENGAGED
Animation = Moving_Engaged
AnimationName = RURohrm_SKL.RURohrm_RUNC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

; AnimationState = MOVING WALKING
; Animation = Walk1
; AnimationName = RURohrm_SKL.RURohrm_WLKB
; AnimationMode = LOOP
; Distance = 25
; End
; End

AnimationState = MOVING ACCELERATE
Animation = Accelerate
AnimationName = RURohrm_SKL.RURohrm_ACCL
AnimationMode = ONCE; was LOOP
End
End

AnimationState = DECELERATE
Animation = Decelerate
AnimationName = RURohrm_SKL.RURohrm_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.55 0.55
End
End

AnimationState = MOVING
Animation = RunA
AnimationName = RURohrm_SKL.RURohrm_RUNA
AnimationMode = LOOP
Distance = 40
End
Flags = RANDOMSTART
End


;---------------------------------------------------------------------------------------------------------

; Standard attack with spear.
AnimationState = FIRING_OR_PREATTACK_A
Animation = AttackA1
AnimationName = RURohrm_SKL.RURohrm_ATKA
AnimationMode = ONCE
End
End
;---------------------------------------------------------------------------------------------------------


;;--------------------- EMOTIONS ---------------------------------------------------------------------------------

;;======= CELEBRATING

AnimationState = EMOTION_CELEBRATING
Animation = CheerA
AnimationName = RURohrm_SKL.RURohrm_CHRA
AnimationMode = ONCE
End
Animation = CheerB
AnimationName = RURohrm_SKL.RURohrm_CHRB
AnimationMode = ONCE
End
Animation = CheerC
AnimationName = RURohrm_SKL.RURohrm_CHRC
AnimationMode = ONCE
End
Animation = CheerD
AnimationName = RURohrm_SKL.RURohrm_CHRD
AnimationMode = ONCE
End
Animation = Salute
AnimationName = RURohrm_SKL.RURohrm_SLTA
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

;;======= TAUNTING

AnimationState = EMOTION_TAUNTING
Animation = Taunting
AnimationName = RURohrm_SKL.RURohrm_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = RURohrm_SKL.RURohrm_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

;;======= POINTING

AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = RURohrm_SKL.RURohrm_PNTA
AnimationMode = LOOP
End
End

;;======== ALERT

AnimationState = EMOTION_ALERT
Animation = IDLA
AnimationName = RURohrm_SKL.RURohrm_IDLA
AnimationMode = LOOP
End
End

AnimationState = RAISING_FLAG
Animation = CheerA
AnimationName = RURohrm_SKL.RURohrm_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerB
AnimationName = RURohrm_SKL.RURohrm_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerC
AnimationName = RURohrm_SKL.RURohrm_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerD
AnimationName = RURohrm_SKL.RURohrm_CHRD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Salute
AnimationName = RURohrm_SKL.RURohrm_SLTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

;;-------------------- SELECTED ---------------------------------------------------------------

AnimationState = SELECTED
StateName = State_Selected
SimilarRestart = Yes
Animation = AtAttention
AnimationName = RURohrm_SKL.RURohrm_IDLA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
EndScript
End


TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = RURohrm_SKL.RURohrm_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 1.0
End
End


TransitionState = TRANS_Selected_to_Idle
Animation = ATNC
AnimationName = RURohrm_SKL.RURohrm_ATNA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.6 1.0
End
Flags = START_FRAME_LAST
End


End

Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING
End
End

; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing
; GondorCavalryRiderless in FactionSubObject.ini

#include "..\..\..\includes\StunDrawModuleMedium.inc"

; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = ARAGORN_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO

;//DisplayMeleeDamage = PrinceImrahil_DAMAGE

HeroSortOrder = 20

BuildCost = PRINCEIMRAHIL_BUILDCOST
BuildTime = PRINCEIMRAHIL_BUILDTIME
MaxSimultaneousOfType = 1
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
WeaponSet
Conditions = None
Weapon = PRIMARY GondorPrinceImrahilSword
End
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End

VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%

BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE
DisplayName = OBJECT:GondorPrinceImrahil
RecruitText = CONTROLBAR:GondorPrinceImrahilRecruit
ReviveText = CONTROLBAR:GondorPrinceImrahilRevive

CommandSet = GondorPrinceImrahilCommandSet
CommandPoints = 50
;SelectPortrait = SP_Gondor_Horseman
DisplayName = OBJECT:GondorPrinceImrahil
CrushableLevel = 1; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 2
CrushWeapon = DolAmrothLancerCrush

MinCrushVelocityPercent = 40; Has to be moving at at least this % of full speed.
CrushDecelerationPercent = 20; Lose this % of max velocity when crushing.

CrushKnockback = 10;
CrushZFactor = 1.0;

; *** AUDIO Parameters ***;

VoiceAttack = KnightsDolAmrothVoiceAttack
VoiceAttackCharge = KnightsDolAmrothVoiceAttackCharge
VoiceAttackStructure = KnightsDolAmrothVoiceAttackBuilding
VoiceAttackMachine = KnightsDolAmrothVoiceAttack
VoiceCreated = KnightsDolAmrothVoiceSalute
VoiceFullyCreated = KnightsDolAmrothVoiceSalute
VoiceGuard = KnightsDolAmrothVoiceMove
VoiceMove = KnightsDolAmrothVoiceMove
VoiceMoveToCamp = KnightsDolAmrothVoiceMoveCamp
VoiceMoveWhileAttacking = KnightsDolAmrothVoiceDisengage
VoicePriority = 60
VoiceRetreatToCastle = KnightsDolAmrothVoiceRetreat
VoiceSelect = KnightsDolAmrothVoiceSelect
VoiceSelectBattle = KnightsDolAmrothVoiceSelectBattle

SoundCrushing = RohirrimCrushing;Sound made when crushing another unit underhoof
SoundImpact = ImpactHorse
SoundMoveStart = GondorHorseMoveStart

VoiceEnterStateAttack = KnightsDolAmrothVoiceAttack
VoiceEnterStateAttackCharge = KnightsDolAmrothVoiceAttackCharge
VoiceEnterStateAttackStructure = KnightsDolAmrothVoiceAttackBuilding
VoiceEnterStateAttackMachine = KnightsDolAmrothVoiceAttackBuilding
VoiceEnterStateMove = KnightsDolAmrothVoiceMove
VoiceEnterStateMoveToCamp = KnightsDolAmrothVoiceMoveCamp
VoiceEnterStateMoveWhileAttacking = KnightsDolAmrothVoiceDisengage
VoiceEnterStateRetreatToCastle = KnightsDolAmrothVoiceRetreat

UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = KnightsDolAmrothVoiceMoveShip
VoiceGarrison = KnightsDolAmrothVoiceMove
VoiceInitiateCaptureBuilding = KnightsDolAmrothVoiceCaptureBuilding
End

CrowdResponseKey = GoodMen

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU;Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Cavalry Knight
End

ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop
End

#include "..\..\..\Includes\StandardUnitEvaEvents.inc"

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_ACCL Frames: 8 30
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNA Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNB Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNC Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TNL1 Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TNR1 Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TRNL Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TRNR Frames: 0
AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_CHRB Frames: 8
AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_CHRC Frames: 15
AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_DIEA Frames: 0
;AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_DIEB Frames: 0
AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_DIEA Frames: 10 46
;AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_DIEB Frames: 11
AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_LNDA Frames: 3 11
;AnimationSound = Sound: TauntHitShieldPitchShifted Animation: RURohrm_SKL.RURohrm_TNTB Frames: 12 29
;need means for filtering for upgraded horse shields!
End


; *** ENGINEERING Parameters ***--------------------------------------------------------------------------------
RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
CamouflageDetectionMultiplier = 2.0

		  Body = RespawnBody ModuleTag_RespawnBody
			 MaxHealth = PRINCEIMRAHIL_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
DeathFX = FX_GlorfindelDieToRespawn;FXList to play when killed-to-respawn
DeathAnim = DYING;Model condition to play when killed-to-respawn
DeathAnimationTime = 6500;How long DeathAnim will take.
InitialSpawnFX = FX_GlorfindelInitialSpawn
RespawnAnim = LEVELED;Animation to play when respawning.
RespawnFX = FX_GlorfindelRespawn;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 = KUKnightDolAmPortrait_res

;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:1125 Time:60000 Health:100%;DEFAULT VALUES
End

Behavior = AutoHealBehavior ModuleTag_GlorfindelHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

; autoability for casting Wind Rider and Blade of Purity, Wind Rider
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

#include "..\..\..\includes\DefaultInvisibilityUpdate.inc"

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED
MoodAttackCheckRate = 500
CanAttackWhileContained = Yes
End

LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_MOUNTED_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_MOUNTED_FAST_MEMBER_SPEED
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End

; ---------  KINGS FAVOUR -----------------------------------------------------------------	
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
		SpecialPowerTemplate = SpecialAbilityKingsFavor
		TriggeredBy = Upgrade_TheodenKingsFavor
	End
	
 	Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
		SpecialPowerTemplate		= SpecialAbilityKingsFavor 
		StartsPaused				= Yes
		UpdateModuleStartsAttack	= Yes
		InitiateSound				= TheodenVoiceFavor
	End
	
 	Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
		SpecialPowerTemplate		= SpecialAbilityKingsFavor
		UnpackingVariation			= 2
		StartAbilityRange			= 200.0
;		LevelFX = FX_PorterDeliver
		LevelFX						= FX_LevelUp

		Experience					= 50
		RadiusEffect				= 150
		AcceptanceFilter			= KINGSFAVOR_OBJECTFILTER

		UnpackTime					= 3000
		PreparationTime				= 0
		FreezeAfterTriggerDuration	= 2000; Hold AI for this long after we fire.		
	End	

; --------- ATHELAS -----------------------------------------------------------------
	  Behavior = SpecialPowerModule ModuleTag_AragornAthelas
		SpecialPowerTemplate	= SpecialAbilityAragornAthelas
		UpdateModuleStartsAttack  = Yes
		TriggerFX				= FX_AragornAthelas
		SetModelCondition		= ModelConditionState:USER_2
		SetModelConditionTime	= 2.1
	End
	
	Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate			   
		SpecialPowerTemplate	= SpecialAbilityAragornAthelas
		StartAbilityRange	   = 1.6
		UnpackTime			  = 1	; Nothing to touching it
		PreparationTime		 = 3	; touching it to grabbing it
		PackTime				= 2096 ; whacking it to holding it nice
		AwardXPForTriggering	= 0
	End
	
	Behavior = AutoAbilityBehavior ModuleTag_AthelasAutoAbility
		SpecialAbility	= SpecialAbilityAragornAthelas
		MaxScanRange	= 150
		Query			= 1 NONE +HERO ALLIES
	End
	
;------------ KNIGHTS HORSE LORD PASSIVE LEADERSHIP ABILITY ------------	
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
		SpecialPowerTemplate 	= SpecialAbilityFakeLeadership
		TriggeredBy 		= Upgrade_TheodenKingsFavor						
	End
	Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate   
		SpecialPowerTemplate	  = SpecialAbilityFakeLeadership
		UpdateModuleStartsAttack  = No
		StartsPaused 		  = Yes
	End	
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive		= No;If no, requires upgrade to turn on.
		BonusName		= KnightsLeadership	; GenericHeroLeadership
		TriggeredBy		= Upgrade_TheodenKingsFavor
		RefreshDelay		= 2000
		Range			= 200
		ObjectFilter		= GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
	End	

		;-------------------------------------------
	
;;;; Elven Gift bonus
	
	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 = 2700; level 1 (light damage) hit reaction animations in msec
HitReactionLifeTimer2 = 3366; level 2 (medium damage) hit reaction animations in msec
HitReactionLifeTimer3 = 10; level 3 (heavy damage) hit reaction animations in msec

HitReactionThreshold1 = 5.0; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 100.0; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 300.0; level 3 (heavy damage) threshold trigger
End


  
	Behavior = DualWeaponBehavior ModuleTag_13
		SwitchWeaponOnCloseRangeDistance = 80
	End

	Behavior = PhysicsBehavior ModuleTag_04
		GravityMult = 1.0
	End
		
	Behavior = SlowDeathBehavior ModuleTag_05
		DeathTypes = ALL 
		SinkDelay = 3000
		SinkRate = 0.40	; in Dist/Sec
		DestructionDelay = 8000
		Sound = INITIAL TheodenVoiceDie
	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

;///////////////////
; AISpecialPowers
;///////////////////

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End
 
Behavior = AISpecialPowerUpdate SpecialPowerTheodenGiveXPAoE
		CommandButtonName = Command_SpecialAbilityKingsFavor
		SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
		SpecialPowerRadius = 30.0
	End

Behavior = AISpecialPowerUpdate SpecialPowerAragornAthelas
		CommandButtonName = Command_SpecialAbilityAthelas
		SpecialPowerAIType = AI_SPECIAL_POWER_SELFAOEHEALHEROS
		SpecialPowerRadius = 30.0
	End


GeometryIsSmall = Yes

Geometry = CYLINDER
GeometryMajorRadius = 10
GeometryHeight = 20.0

Shadow = SHADOW_DECAL
ShadowSizeX = 30;
ShadowSizeY = 21;
ShadowTexture = ShadowI;

End



commandset.ini

CommandSet GondorPrinceImrahilCommandSet
	1  = Command_ToggleStance
	2  = Command_SpecialAbilityAthelas
	3  = Command_SpecialAbilityKingsFavor
	4  = Command_SpecialAbilityTheodenLeadership
	13 = Command_AttackMove
	14 = Command_Stop
	15 = Command_Guard
End

experiencelevels.ini
[code=auto:0]ExperienceLevel PrinceImrahilLevel1
TargetNames = PrinceImrahil
RequiredExperience = 1
ExperienceAward = THEODEN_LVL1_EXP_AWARD
Rank = 1
Upgrades = Upgrade_Athelas; Upgrade_TheodenLeadership
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40;16
MaxRadius = 200;16
MaxSelectedUnits = 40;1
End
End

ExperienceLevel PrinceImrahilLevel2
TargetNames = PrinceImrahil
RequiredExperience = THEODEN_LVL2_EXP_NEEDED
ExperienceAward = THEODEN_LVL2_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 2
AttributeModifiers = HeroLevelUpDamage1
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40;16
MaxRadius = 200;16
MaxSelectedUnits = 40;1
End
End

ExperienceLevel PrinceImrahilLevel3
TargetNames = PrinceImrahil
RequiredExperience = THEODEN_LVL3_EXP_NEEDED
ExperienceAward = THEODEN_LVL3_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 3
AttributeModifiers = HeroLevelUpDamage2
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40;16
MaxRadius = 200;16
MaxSelectedUnits = 40;1
End
End

ExperienceLevel PrinceImrahilLevel4
TargetNames = PrinceImrahil
RequiredExperience = THEODEN_LVL4_EXP_NEEDED
ExperienceAward = THEODEN_LVL4_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 4
Upgrades = Upgrade_TheodenLeadership; Upgrade_TheodenKingsFavor
AttributeModifiers = HeroLevelUpDamage3
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40;16
MaxRadius = 200;16
MaxSelectedUnits = 40;1
End
End

ExperienceLevel PrinceImrahilLevel5
TargetNames = PrinceImrahil
RequiredExperience = THEODEN_LVL5_EXP_NEEDED
ExperienceAward = THEODEN_LVL5_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Upgrades = Upgrade_TheodenKingsFavor; Upgrade_TheodenGloriousCharge
Rank = 5
AttributeModifiers = HeroLevelUpDamage4
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40;16
MaxRadius = 200;16
MaxSelectedUnits = 40;1
End
End

ExperienceLevel PrinceImrahilLevel6
TargetNames = PrinceImrahil
RequiredExperience = THEODEN_LVL6_EXP_NEEDED
ExperienceAward = THEODEN_LVL6_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 6; Removed from 1.07
AttributeModifiers = HeroLevelUpDamage5
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40;16
MaxRadius = 200;16
MaxSelectedUnits = 40;1
End
End

ExperienceLevel PrinceImrahilLevel7
TargetNames = PrinceImrahil
RequiredExperience = THEODEN_LVL7_EXP_NEEDED
ExperienceAward = THEODEN_LVL7_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 7
AttributeModifiers = HeroLevelUpDamage6
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40;16
MaxRadius = 200;16
MaxSelectedUnits = 40;1
End
End

ExperienceLevel PrinceImrahilLevel8
TargetNames = PrinceImrahil
RequiredExperience = THEODEN_LVL8_EXP_NEEDED
ExperienceAward = THEODEN_LVL8_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 8
AttributeModifiers = HeroLevelUpDamage7
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40;16
MaxRadius = 200;16
MaxSelectedUnits = 40;1
End
End

ExperienceLevel PrinceImrahilLevel9
TargetNames = PrinceImrahil
RequiredExperience = THEODEN_LVL9_EXP_NEEDED
ExperienceAward = THEODEN_LVL9_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 9
AttributeModifiers = HeroLevelUpDamage8
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius =&n
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92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature

#2 Argolis

Argolis

    Big Crazy Modder.

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  •  The modding jack-of-all-trades

Posted 04 March 2007 - 05:37 PM

OK, firstly it would be a better idea if you used the codebox tag rather than the code tag. much easier to read.

Secondly, when you say he wont go, how do you mean. does th egame crash, or does he not do something right?
I do not kill with my hand.
He who kills with his hand has forgotten the face of his father.
I kill with my heart.
-The Gunslingers Catechism
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NEEDED: Modeller/skinner and 2D artist for Wars of Arda. PM me. Please.

#3 Athem

Athem

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Posted 04 March 2007 - 05:38 PM

crash.... on begin... a gamedata crash

Edited by Athem, 04 March 2007 - 05:39 PM.

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92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature

#4 punisher60k

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Posted 04 March 2007 - 07:29 PM

crash.... on begin... a gamedata crash

have a search through the forums because i had this problem when making imrahil, crashing...

I solved my problem by basing the entire hero file with sharkus, then replacing the necessary values with the knights of dol amroth, for example voices e.t.c

Make sure your referances are correct coz looking through the coding for the hero seems to be a bit sloppy to me :lol: but i might be wrong :ohmy: .

#5 Athem

Athem

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Posted 04 March 2007 - 07:53 PM

it is first hero that have i made.....
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92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature

#6 Athem

Athem

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Posted 04 March 2007 - 08:17 PM

now the game go..... but imrahil is not there and gandalf,faramir aren;t there
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92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature

#7 Athem

Athem

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Posted 05 March 2007 - 02:52 PM

have change it... but he doesnt go

[codebox]
;------------------------------------------------------------------------------
; Sharku ;imrahil
; RotWK
Object PrinceImrahil
; *** ART Parameters ***

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = KUKnightDolAmPortrait

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = WOR_KnightDolAmroth

DescriptionStrategic = CONTROLBAR:LW_ToolTip_Sharku

Draw = W3DHordeModelDraw ModuleTag_01

;WadingParticleSys = EntRipples

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

WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water.
;--------------------------------------------------
; new method
; RandomTexture = RUHorse01.tga 0 RUHorse03.tga
; RandomTexture = RUHorse02.tga 0 RUHorse03.tga
; RandomTexture = RUHorse03.tga 0 RUHorse03.tga
; RandomTexture = RUHorse04.tga 0 RUHorse03.tga

;--------------------------------------------------
;Random Rivendell Riders textures - new method
; RandomTexture = RURohrm01.tga 0 RURohrm02.tga
; RandomTexture = RURohrm02.tga 0 RURohrm02.tga
; RandomTexture = RURohrm03.tga 0 RURohrm02.tga
; RandomTexture = RURohrm04.tga 0 RURohrm02.tga

ParticlesAttachedToAnimatedBones = yes

; Spear.
DefaultModelConditionState
Model = GUDolAmrth_SKN
End

IdleAnimationState
StateName = Idle
Animation = IdleB
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End

AnimationState = PASSENGER
Animation = grabbed
AnimationName = RURohrm_SKL.RURohrm_GBDA
AnimationMode = LOOP
End
End

; --- stunned anims
AnimationState = FREEFALL
Animation = free fall
AnimationName = RURohrm_SKL.RURohrm_FLYB
AnimationMode = LOOP
AnimationBlendTime = 10
End
End

AnimationState = STUNNED_FLAILING
Animation = JustDie
AnimationName = RURohrm_SKL.RURohrm_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = DYING BURNINGDEATH
Animation
AnimationName = RURohrm_SKL.RURohrm_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

; This is the no-spawn-horse type of death
AnimationState = DYING DEATH_1 SPLATTED
Animation = splatted
AnimationName = RURohrm_SKL.RURohrm_LNDA
AnimationMode = ONCE
AnimationBlendTime = 2
End
FXEvent = Frame:2 Name:FX_SplatDust
End



AnimationState = DYING DEATH_1
Animation = JustDie
AnimationName = RURohrm_SKL.RURohrm_DIEA
AnimationMode = ONCE
End
End

AnimationState = DYING DEATH_2
Animation = FadeOut
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = ONCE
End
End

AnimationState = BURNINGDEATH
Animation
AnimationName = RURohrm_SKL.RURohrm_MFDA
AnimationMode = LOOP
Distance = 90
End
End

AnimationState = STUNNED_STANDING_UP
Animation = StandUp
AnimationName = RURohrm_SKL.RURohrm_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED
Animation = Land
AnimationName = RURohrm_SKL.RURohrm_LNDA
AnimationMode = ONCE
End
End

AnimationState = PARALYZED
Animation
AnimationName = RURohrm_SKL.RURohrm_IDLB

AnimationMode = LOOP
End
End



AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = TrotAndFire
AnimationName = RURohrm_SKL.RURohrm_ATRB
AnimationMode = LOOP
Distance = 70; 35
End
Flags = RANDOMSTART
End

;;======= BACKING UP

AnimationState = MOVING BACKING_UP
Animation = BACKING UP
AnimationName = RURohrm_SKL.RURohrm_BAKA
AnimationMode = LOOP
End
End

AnimationState = TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RURohrm_SKL.RURohrm_TNL1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

AnimationState = TURN_RIGHT_HIGH_SPEED
Animation = TurnRight
AnimationName = RURohrm_SKL.RURohrm_TNR1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = RURohrm_SKL.RURohrm_WLKA
AnimationMode = LOOP
End
End

AnimationState = MOVING TURN_LEFT
Animation = TurnLeft
AnimationName = RURohrm_SKL.RURohrm_TRNL
AnimationMode = LOOP
End
End

AnimationState = MOVING TURN_RIGHT
Animation = TurnRight
AnimationName = RURohrm_SKL.RURohrm_TRNR
AnimationMode = LOOP
End
End

AnimationState = MOVING ENGAGED
Animation = Moving_Engaged
AnimationName = RURohrm_SKL.RURohrm_RUNC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

; AnimationState = MOVING WALKING
; Animation = Walk1
; AnimationName = RURohrm_SKL.RURohrm_WLKB
; AnimationMode = LOOP
; Distance = 25
; End
; End

AnimationState = MOVING ACCELERATE
Animation = Accelerate
AnimationName = RURohrm_SKL.RURohrm_ACCL
AnimationMode = ONCE ; was LOOP
End
End

AnimationState = DECELERATE
Animation = Decelerate
AnimationName = RURohrm_SKL.RURohrm_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.55 0.55
End
End

AnimationState = MOVING
Animation = RunA
AnimationName = RURohrm_SKL.RURohrm_RUNA
AnimationMode = LOOP
Distance = 40
End
Flags = RANDOMSTART
End


;---------------------------------------------------------------------------------------------------------

; Standard attack with spear.
AnimationState = FIRING_OR_PREATTACK_A
Animation = AttackA1
AnimationName = RURohrm_SKL.RURohrm_ATKA
AnimationMode = ONCE
End
End
;---------------------------------------------------------------------------------------------------------


;;--------------------- EMOTIONS ----------------------------------------------------------------------------------
;;===== TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
Animation = TerrorFromTheSky
AnimationName = RURohrm_SKL.RURohrm_RUNB
AnimationMode = LOOP
End
End

AnimationState = MOVING EMOTION_TERROR
Animation = TerrorFromTheSky
AnimationName = RURohrm_SKL.RURohrm_RUNB
AnimationMode = LOOP
End
End

;;======= APPREHENSIVE

AnimationState = EMOTION_ALERT EMOTION_AFRAID
Animation = Apprehensive
AnimationName = RURohrm_SKL.RURohrm_APPA
AnimationMode = LOOP ;Change this to ONCE if adding additional anims
End
End

;;======= AFRAID

AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = RURohrm_SKL.RURohrm_FERA
AnimationMode = LOOP
End
;Animation = FERB
; AnimationName = RURohrm_SKL.RURohrm_FERB
; AnimationMode = LOOP
;End
End

;;======= CELEBRATING

AnimationState = EMOTION_CELEBRATING
Animation = CheerA
AnimationName = RURohrm_SKL.RURohrm_CHRA
AnimationMode = ONCE
End
Animation = CheerB
AnimationName = RURohrm_SKL.RURohrm_CHRB
AnimationMode = ONCE
End
Animation = CheerC
AnimationName = RURohrm_SKL.RURohrm_CHRC
AnimationMode = ONCE
End
Animation = CheerD
AnimationName = RURohrm_SKL.RURohrm_CHRD
AnimationMode = ONCE
End
Animation = Salute
AnimationName = RURohrm_SKL.RURohrm_SLTA
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

;;======= TAUNTING

AnimationState = EMOTION_TAUNTING
Animation = Taunting
AnimationName = RURohrm_SKL.RURohrm_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = RURohrm_SKL.RURohrm_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

;;======= POINTING

AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = RURohrm_SKL.RURohrm_PNTA
AnimationMode = LOOP
End
End

;;======== ALERT

AnimationState = EMOTION_ALERT
Animation = IDLA
AnimationName = RURohrm_SKL.RURohrm_IDLA
AnimationMode = LOOP
End
End

AnimationState = RAISING_FLAG
Animation = CheerA
AnimationName = RURohrm_SKL.RURohrm_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerB
AnimationName = RURohrm_SKL.RURohrm_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerC
AnimationName = RURohrm_SKL.RURohrm_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerD
AnimationName = RURohrm_SKL.RURohrm_CHRD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Salute
AnimationName = RURohrm_SKL.RURohrm_SLTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

;;-------------------- SELECTED ---------------------------------------------------------------

AnimationState = SELECTED
StateName = State_Selected
SimilarRestart = Yes
Animation = AtAttention
AnimationName = RURohrm_SKL.RURohrm_IDLA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
EndScript
End


TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = RURohrm_SKL.RURohrm_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 1.0
End
End


TransitionState = TRANS_Selected_to_Idle
Animation = ATNC
AnimationName = RURohrm_SKL.RURohrm_ATNA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.6 1.0
End
Flags = START_FRAME_LAST
End


End

Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING
End
End

; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing
; GondorCavalryRiderless in FactionSubObject.ini

#include "..\..\..\includes\StunDrawModuleMedium.inc"


; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = SHARKU_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = SHARKU_BUILDCOST
BuildTime = SHARKU_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = SHARKU_DAMAGE

MaxSimultaneousOfType = 1

TransportSlotCount = TRANSPORTSLOTCOUNT_HERO

WeaponSet
Conditions = None
Weapon = PRIMARY DolAmrothLancerLance
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

;WeaponSet
; Conditions = MOUNTED
; Weapon = PRIMARY WargRiderWeapon
; AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
;End

;ArmorSet
; Conditions = None
; Armor = HeroArmor
; DamageFX = NormalDamageFX
;End
ArmorSet
Conditions = None
Armor = HeroArmorMounted
DamageFX = NormalDamageFX
End


VisionRange = VISION_STANDARD_HORSE
ShroudClearingRange = SHROUD_CLEAR_HERO

MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%

DisplayName = OBJECT:GondorPrinceImrahil
RecruitText = CONTROLBAR:GondorPrinceImrahilRecruit
ReviveText = CONTROLBAR:GondorPrinceImrahilRevive
Hotkey = CONTROLBAR:GondorPrinceImrahilHotkey

CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1 ; change from 1.07 ; 3 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles

CrushWeapon = WargCrush

CommandSet = PrinceImrahilCommandSet

CommandPoints = 60 ; Change from 1.07 ; 25

MinCrushVelocityPercent = 50 ; Change from 1.07 ; 40 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 20 ; Change from 1.07 ; 10 ; Lose 10 percent of max velocity when crushing.

RamPower = 50;
RamZMult = 0.5;


; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_SharkuBody

AutoResolveArmor
Armor = AutoResolve_SharkuArmor
End

AutoResolveWeapon
Weapon = AutoResolve_SharkuWeapon
End

AutoResolveLeadership = AutoResolve_SharkuBonus


; *** AUDIO Parameters ***;

VoiceAttack = KnightsDolAmrothVoiceAttack
VoiceAttackCharge = KnightsDolAmrothVoiceAttackCharge
VoiceAttackStructure = KnightsDolAmrothVoiceAttackBuilding
VoiceAttackMachine = KnightsDolAmrothVoiceAttack
VoiceCreated = KnightsDolAmrothVoiceSalute
VoiceFullyCreated = KnightsDolAmrothVoiceSalute
VoiceGuard = KnightsDolAmrothVoiceMove
VoiceMove = KnightsDolAmrothVoiceMove
VoiceMoveToCamp = KnightsDolAmrothVoiceMoveCamp
VoiceMoveWhileAttacking = KnightsDolAmrothVoiceDisengage
VoicePriority = 60
VoiceRetreatToCastle = KnightsDolAmrothVoiceRetreat
VoiceSelect = KnightsDolAmrothVoiceSelect
VoiceSelectBattle = KnightsDolAmrothVoiceSelectBattle

SoundCrushing = RohirrimCrushing ;Sound made when crushing another unit underhoof
SoundImpact = ImpactHorse
SoundMoveStart = GondorHorseMoveStart

VoiceEnterStateAttack = KnightsDolAmrothVoiceAttack
VoiceEnterStateAttackCharge = KnightsDolAmrothVoiceAttackCharge
VoiceEnterStateAttackStructure = KnightsDolAmrothVoiceAttackBuilding
VoiceEnterStateAttackMachine = KnightsDolAmrothVoiceAttackBuilding
VoiceEnterStateMove = KnightsDolAmrothVoiceMove
VoiceEnterStateMoveToCamp = KnightsDolAmrothVoiceMoveCamp
VoiceEnterStateMoveWhileAttacking = KnightsDolAmrothVoiceDisengage
VoiceEnterStateRetreatToCastle = KnightsDolAmrothVoiceRetreat

UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = KnightsDolAmrothVoiceMoveShip
VoiceGarrison = KnightsDolAmrothVoiceMove
VoiceInitiateCaptureBuilding = KnightsDolAmrothVoiceCaptureBuilding
End

CrowdResponseKey = GoodMen

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Cavalry Knight
End

ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop
End

#include "..\..\..\Includes\StandardUnitEvaEvents.inc"

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_ACCL Frames: 8 30
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNA Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNB Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNC Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TNL1 Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TNR1 Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TRNL Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TRNR Frames: 0
AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_CHRB Frames: 8
AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_CHRC Frames: 15
AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_DIEA Frames: 0
;AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_DIEB Frames: 0
AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_DIEA Frames: 10 46
;AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_DIEB Frames: 11
AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_LNDA Frames: 3 11
;AnimationSound = Sound: TauntHitShieldPitchShifted Animation: RURohrm_SKL.RURohrm_TNTB Frames: 12 29
;need means for filtering for upgraded horse shields!
End


; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ARMY_SUMMARY URUK NO_FREEWILL_ENTER HEAVY_MELEE_HITTER
PathfindDiameter = 40.0

Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ROGASH_HEALTH
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End

Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_SharkuDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 6033 ;How long DeathAnim will take.
InitialSpawnFX = FX_SharkuInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_SharkuRespawn ;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 = WOR_KnightDolAmroth

;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:1000 Time:70000 Health:100% ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:1000 Time:70000 ; Added from 1.07 ; ;50% cost, 1x buildtime ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:1000 Time:70000 ; Added from 1.07
RespawnEntry = Level:4 Cost:1000 Time:70000 ; Added from 1.07
RespawnEntry = Level:5 Cost:1300 Time:140000 ; Added from 1.07 ; ;65% cost, 2x buildtime
RespawnEntry = Level:6 Cost:1300 Time:140000 ; Added from 1.07
RespawnEntry = Level:7 Cost:1300 Time:140000 ; Added from 1.07
RespawnEntry = Level:8 Cost:1600 Time:210000 ; Added from 1.07 ; ;80% cost, 3x buildtime
RespawnEntry = Level:9 Cost:1600 Time:210000 ; Added from 1.07
RespawnEntry = Level:10 Cost:1600 Time:210000 ; Added from 1.07
End

Behavior = AutoHealBehavior ModuleTag_GlorfindelHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End

LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_MOUNTED_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_MOUNTED_FAST_MEMBER_SPEED
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 ;msec
End

Behavior = SlowDeathBehavior ModuleTag_08
; Die and don't spawn horse
DeathTypes = ALL
SinkDelay = 5000
SinkRate = 1.50 ; in Dist/Sec
DestructionDelay = 17000
Sound = INITIAL SharkuDieMS
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End


;//----------------------Mounted Ability-----------------------------------------------
;Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseHorseToggle
; SpecialPowerTemplate = SpecialAbilityToggleMounted
;TriggeredBy = Upgrade_FaramirKnightRangerToggle
;End

;Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
; SpecialPowerTemplate = SpecialAbilityToggleMounted
; UpdateModuleStartsAttack = Yes
; StartsPaused = No
;End

;Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
; SpecialPowerTemplate = SpecialAbilityToggleMounted
; UnpackTime = 2000
; PreparationTime = 1
; PersistentPrepTime = 250
; PackTime = 2000
; OpacityTarget = .3 ; How see-thru to be at peak of change
; AwardXPForTriggering = 0
;End

; --------- KINGS FAVOUR -----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
SpecialPowerTemplate = SpecialAbilityKingsFavor
TriggeredBy = Upgrade_TheodenKingsFavor
End

Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
SpecialPowerTemplate = SpecialAbilityKingsFavor
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
InitiateSound = TheodenVoiceFavor
End

Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
SpecialPowerTemplate = SpecialAbilityKingsFavor
UnpackingVariation = 2
StartAbilityRange = 200.0
; LevelFX = FX_PorterDeliver
LevelFX = FX_LevelUp

Experience = 50
RadiusEffect = 150
AcceptanceFilter = KINGSFAVOR_OBJECTFILTER

UnpackTime = 3000
PreparationTime = 0
FreezeAfterTriggerDuration = 2000; Hold AI for this long after we fire.
End

; --------- ATHELAS -----------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_AragornAthelas
SpecialPowerTemplate = SpecialAbilityAragornAthelas
UpdateModuleStartsAttack = Yes
TriggerFX = FX_AragornAthelas
SetModelCondition = ModelConditionState:USER_2
SetModelConditionTime = 2.1
End

Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate
SpecialPowerTemplate = SpecialAbilityAragornAthelas
StartAbilityRange = 1.6
UnpackTime = 1 ; Nothing to touching it
PreparationTime = 3 ; touching it to grabbing it
PackTime = 2096 ; whacking it to holding it nice
AwardXPForTriggering = 0
End

Behavior = AutoAbilityBehavior ModuleTag_AthelasAutoAbility
SpecialAbility = SpecialAbilityAragornAthelas
MaxScanRange = 150
Query = 1 NONE +HERO ALLIES
End

;------------ KNIGHTS HORSE LORD PASSIVE LEADERSHIP ABILITY ------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_TheodenKingsFavor
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = No;If no, requires upgrade to turn on.
BonusName = KnightsLeadership ; GenericHeroLeadership
TriggeredBy = Upgrade_TheodenKingsFavor
RefreshDelay = 2000
Range = 200
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End


;///////////////////
; AISpecialPowers
;///////////////////

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle ; RotWK
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive ; RotWK
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround ; RotWK
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End


Behavior = AISpecialPowerUpdate SpecialPowerTheodenGiveXPAoE
CommandButtonName = Command_SpecialAbilityKingsFavor
SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
SpecialPowerRadius = 30.0
End

Behavior = AISpecialPowerUpdate SpecialPowerAragornAthelas
CommandButtonName = Command_SpecialAbilityAthelas
SpecialPowerAIType = AI_SPECIAL_POWER_SELFAOEHEALHEROS
SpecialPowerRadius = 30.0
End


Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 25
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
ShadowSizeX = 19
ShadowSizeY = 19
ShadowTexture = ShadowI
End
[/codebox]

help me please

Edited by Athem, 05 March 2007 - 02:53 PM.

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#8 Athem

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Posted 05 March 2007 - 04:54 PM

the imrahil goes... but now i have problem with his fake leadership
please help me....
this is imrahil.ini
; --------- Leadership -----------------------------------------------------------------   Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LeadershipTrigger             SpecialPowerTemplate = SpecialAbilityFakeLeadership                        TriggeredBy = Upgrade_PrinceImrahilLeadership                                End                                                                   Behavior = SpecialPowerModule ModuleTag_LeadershipUpdate                   SpecialPowerTemplate      = SpecialAbilityFakeLeadership                 UpdateModuleStartsAttack  = No                                        StartsPaused = Yes                                                End                                                                       Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership                    StartsActive    = No ;If no, requires upgrade to turn on.                    BonusName        = GenericHeroLeadershipForYou                            TriggeredBy        = Upgrade_PrinceImrahilLeadership                                RefreshDelay    = 2000                                                     Range            = 200                                                ObjectFilter    = ANY +CAVALRY                              End

atributemodifier.ini
ModifierList PriceImrahilLeadership
Category					= SPELL		  ; Change from 1.07  ; LEADERSHIP
	Modifier					 = SPEED 137%
	Modifier					= EXPERIENCE 200%  ; Change from 1.07  ; 200%
	Modifier					= DAMAGE_MULT 150%  ; Change from 1.07  ; 150%		
	Duration					= 3000
	FX							= FX_GenericLeadership
	ReplaceInCategoryIfLongest	= Yes
	IgnoreIfAnticategoryActive	= Yes
End

specialpower.ini
SpecialPower SpecialAbilityFakeLeadership						
  Enum				= SPECIAL_FAKE_LEADERSHIP_BUTTON		
  ReloadTime		  = 1; in milliseconds						
End

commandbutton.ini
CommandButton Command_PrinceImrahilLeadershipButton				
  Command				 = SPECIAL_POWER						 
  SpecialPower			= SpecialAbilityFakeLeadership				
  Options				  = NONPRESSABLE						
  TextLabel			   = CONTROLBAR:PrinceImrahilLeadership					
  ButtonImage			 = SFaramirLeadership		   
  RadiusCursorType		= TrainingRadiusCursor						
  ButtonBorderType		= ACTION								
  DescriptLabel		   = CONTROLBAR:ToolTipPrinceImrahilLeadership		
  InPalantir		  = Yes										
  Radial			  = No									   
End

upgrade.ini
Upgrade Upgrade_PrinceImrahilLeadership									
  Type				= OBJECT									
End	

commandset.ini
3 = Command_PriceImrahilFakeLeadershipButton

the game write that problem is in commanbuton.ini line 17155
the line is:
CommandButton Command_PrinceImrahilLeadershipButton

Edited by Athem, 05 March 2007 - 04:55 PM.

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#9 Juissi

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Posted 05 March 2007 - 06:29 PM

Well first of all in commandset you have "Command_PriceImrahilFakeLeadershipButton" but your command button is "Command_PrinceImrahilLeadershipButton"
And maybe you should post the whole command button part not just the line 17155 :xcahik_:

#10 Athem

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Posted 05 March 2007 - 06:46 PM

i have it.... YES :xcahik_: and there was another problem :dry:

and now last questions: how can i make that my mod work on network plays???
because I and my frien haven that same mod but on network can not we play
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#11 IthronAiwendil

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Posted 05 March 2007 - 07:27 PM

You can play online if you exactly the same mod files.

#12 Bart

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Posted 05 March 2007 - 07:33 PM

it should work, but you must both have the mod
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Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."

#13 Athem

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Posted 06 March 2007 - 07:38 AM

but we have that same mod... and that doesn't go......... why?
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#14 Bart

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Posted 06 March 2007 - 10:05 AM

does it give any message or something? you have to be more descriptive of your problems, or we can't ever help you ;)
bartvh | Join me, make your signature small!
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."

#15 Athem

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Posted 06 March 2007 - 10:26 AM

the game has write that i have another gamedata.......
but we have that same mod..... ;)

and the leadership doesn't work , the game go and imrahil is there....
but the fake leadership dont work... she is in the palantir but he make nothing..... the cavalry becomes not the bonuses

Edited by Athem, 06 March 2007 - 10:41 AM.

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#16 Bart

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Posted 06 March 2007 - 10:48 AM

do you have the same game patch?
bartvh | Join me, make your signature small!
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."

#17 Athem

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Posted 06 March 2007 - 10:51 AM

yes we have games from the same dvd (my game) but we have not tha same cd-keys...................

why work the leadership not?
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#18 Bart

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Posted 06 March 2007 - 11:24 AM

yes, but do you have the same patch?
bartvh | Join me, make your signature small!
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."

#19 Athem

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Posted 06 March 2007 - 11:36 AM

yes...... we have all same...(only cd-keys no)
i have one questions... is here a tutorial(or guide) how to converts CaH to make new units???

Edited by Athem, 06 March 2007 - 11:39 AM.

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#20 Athem

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Posted 07 March 2007 - 07:46 AM

need help with:

[codebox] --------------------------------imrahil.ini-------------------------



//--------------------------------------------------------------------------
// Imrahil SUMMON SPECIAL POWER Level 4
//--------------------------------------------------------------------------

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_NormalSummonAllies_Level4
SpecialPowerTemplate = SpecialAbilityNormalSummonAllies_Level4
TriggeredBy = Upgrade_NormalSummonAllies_Level4
End

Behavior = OCLSpecialPower ModuleTag_NormalSummonAllies_Level4
SpecialPowerTemplate = SpecialAbilityNormalSummonAllies_Level4
OCL = OCL_CreateAHeroHotWSpawnAllies_Level4
TriggerFX = FX_DunedainSummon
CreateLocation = CREATE_AT_LOCATION
StartsPaused = Yes
SetModelCondition = ModelConditionState:USER_1
SetModelConditionTime = 8.1
End



------------------------------upgrade.ini--------------------------------





Upgrade Upgrade_NormalSummonAllies_Level4
Type = OBJECT
End


--------------------------specialpowers.ini------------------------------------------------

//------------------------------------------------------------------------------
SpecialPower SpecialAbilityNormalSummonAllies_Level4
Enum = SPECIAL_SUMMON_ALLIES
ReloadTime = 48000 // in milliseconds
PublicTimer = No
RadiusCursorRadius = 50.0
InitiateAtLocationSound = CaH_CallReinforcementsGoodMS
Flags = LIMIT_DISTANCE NO_FORBIDDEN_OBJECTS
MaxCastRange = 800
ForbiddenObjectFilter = NO_SUMMON_ALLIES_NEAR_THESE
ForbiddenObjectRange = 50.0
End





--------------------------experiencelevels.ini----------------------------------------------

Upgrade Upgrade_NormalSummonAllies_Level4






------------------------commandbutton.ini----------------------------------------



//------------------- IMRAHIL (Create A Hero) ----------------------------
//--------------------------------------------------------------
CommandButton Command_Normal_SummonAllies_Level4
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityNormalSummonAllies_Level4
TextLabel = CONTROLBAR:HotWSummonAllies_Level4
ButtonImage = CAHSummonAllies
Options = NEED_TARGET_POS CONTEXTMODE_COMMAND
RadiusCursorType = SummonOathBreakersRadiusCursor
CursorName = Bombard
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipHotWSummonAllies_Level4
InPalantir = Yes
// UnitSpecificSound = AragornVoiceSummonOathbreakers
// AutoAbility = Yes //
// TriggerWhenReady = Yes //
End



-----------------------------------commandset.ini--------------------------------


5 = Command_Normal_SummonAllies_Level4[/codebox]

the game crash.....
the game write that problem is something with OCL definition
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