edit: or, is that RotWK doable? Isn't it all in the ini's?
Edited by Lauri, 11 July 2007 - 10:15 AM.
Posted 11 July 2007 - 10:19 AM
Edit -> Edit Teams
edit: or, is that RotWK doable? Isn't it all in the ini's?
Edited by Athem, 11 July 2007 - 10:32 AM.
Posted 11 July 2007 - 01:41 PM
Posted 11 July 2007 - 02:23 PM
It will work with the SkirmishAIdata.ini, you only had to put your own hero at first, or he will build as last hero, so you had to wait a long time for your hero...
HeroBuildOrder = ElvenGaladriel_RingHero PrinceImrahil GondorBoromir GondorFaramir GondorAragornMP GondorGandalf RohanTheoden RohanEowyn RohanEomer RohanFrodoBut now AI doesn't build heroes.
Edited by Athem, 11 July 2007 - 06:42 PM.
Posted 11 July 2007 - 06:51 PM
Posted 11 July 2007 - 06:54 PM
Asset.dat is OK.Did you create an asset.dat?
In which folder are the modells and skins?
Posted 12 July 2007 - 07:03 AM
Asset.dat is OK.Did you create an asset.dat?
In which folder are the modells and skins?
And other things too...
The units are only invisible
so there's a problem with your asset
Edited by Athem, 12 July 2007 - 07:03 AM.
Posted 12 July 2007 - 09:12 AM
Object PelargirSpearmen ; ***ART Parameters *** SelectPortrait = UPRohanSpearmanPortrait ButtonImage = WOR_GondorTowerGuard Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = gupelargir_skn Skeleton = GUTowerGrd_SKL End ModelConditionState WEAPONSET_PLAYER_UPGRADE Model = gupelargir_skn Skeleton = GUTowerGrd_SKL End AnimationState = THROWN_PROJECTILE Animation = FLYA AnimationName = GUTowerGrd_FLYA AnimationMode = LOOP End End AnimationState = PASSENGER FREEFALL Animation = Grabbed AnimationName = GUTowerGrd_FLLA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = Falling AnimationName = GUTowerGrd_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUTowerGrd_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End;;=======TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY ShareAnimation = Yes Animation = TerrorFromTheSky AnimationName = GUTowerGrd_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR ShareAnimation = Yes Animation = Terror AnimationName = GUTowerGrd_RUNB AnimationMode = LOOP End End;;----------------;;=======BACK UP AnimationState = MOVING BACKING_UP ShareAnimation = Yes Animation = BackingUp AnimationName = GUTowerGrd_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End;;-------------------- AnimationState = MOVING ALTERNATE_FORMATION ShareAnimation = Yes Animation = RUNA AnimationName = GUTowerGrd_PSHA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING USING_COMBO_LOCOMOTOR ShareAnimation = Yes Animation = RUNA AnimationName = GUTowerGrd_WLKA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING ShareAnimation = Yes Animation = RUNA AnimationName = GUTowerGrd_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = GUTowerGrd_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End ;ParticleSysBone = None MeleeDust End AnimationState = STUNNED_FLAILING Animation = FLYA AnimationName = GUTowerGrd_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DYING SPLATTED Animation = LNDA AnimationName = GUTowerGrd_LNDB AnimationMode = ONCE End End AnimationState = DYING Animation = DIEA AnimationName = GUTowerGrd_DIEA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = GUTowerGrd_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = LNDA AnimationName = GUTowerGrd_LNDB AnimationMode = ONCE End End TransitionState = TRANS_Plant Animation = PLTA AnimationName = GUTowerGrd_PLTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_Unplant Animation = PLTB AnimationName = GUTowerGrd_PLTB AnimationMode = ONCE AnimationSpeedFactorRange = 0.5 1.2 End End;;------------------ Hit Reaction --------------------------------------- AnimationState = HIT_REACTION Animation = HIT REACTION AnimationName = GUTowerGrd_HITA AnimationMode = ONCE End End;;------------------ EMOTIONS -------------------------------------------;;======= APPREHENSIVE AnimationState = EMOTION_ALERT EMOTION_AFRAID ShareAnimation = Yes Animation = Apprehensive AnimationName = GUTowerGrd_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End;;======= AFRAID AnimationState = EMOTION_AFRAID ShareAnimation = Yes Animation = FERA AnimationName = GUTowerGrd_FERA AnimationMode = LOOP End Animation = FERB AnimationName = GUTowerGrd_FERB AnimationMode = LOOP End End;;======= TAUNTING AnimationState = EMOTION_TAUNTING ALTERNATE_FORMATION Animation = TNTA AnimationName = GUTowerGrd_TNTA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = Taunting AnimationName = GUTowerGrd_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = GUTowerGrd_TNTB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End;;======= POINTING AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = GUTowerGrd_PNTA AnimationMode = LOOP End Flags = RANDOMSTART End;;======= CELEBRATING AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = GUTowerGrd_CHRA AnimationMode = LOOP End End;;-------------- ALERT STATE ------------------------------------------------------------ AnimationState = EMOTION_ALERT Animation = CHRA AnimationName = GUTowerGrd_IDLA AnimationMode = LOOP End End ;;-------------- SELECTED & IDLE --------------------------------------------------------;;======== SELECTED AnimationState = SELECTED ALTERNATE_FORMATION ShareAnimation = Yes StateName = STATE_SelectedAlternateFormation Animation = IDLB AnimationName = GUTowerGrd_IDLB AnimationMode = LOOP End End AnimationState = SELECTED StateName = STATE_Selected ShareAnimation = Yes Animation = ATNB AnimationName = GUTowerGrd_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end EndScript End;;======== IDLE AnimationState = ALTERNATE_FORMATION StateName = STATE_SelectedAlternateFormation ShareAnimation = Yes Animation = IDLB AnimationName = GUTowerGrd_IDLB AnimationMode = LOOP End End IdleAnimationState StateName = STATE_Idle Animation = IDLA AnimationName = GUTowerGrd_IDLA AnimationMode = ONCE AnimationBlendTime = 15 AnimationSpeedFactorRange = 0.8 1.2 End Animation = IDLA AnimationName = GUTowerGrd_IDLA AnimationMode = ONCE_BACKWARDS AnimationBlendTime = 9 AnimationSpeedFactorRange = 0.8 1.2 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end EndScript End End #include "..\..\..\includes\StunDrawModuleSmall.inc" // ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = HORDE_UNIT CommandPoints = 3 BountyValue = GONDOR_SPEARMEN_BOUNTY_VALUE TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT WeaponSet Conditions = None Weapon = PRIMARY GondorTowerShieldGuardSword 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_SPEARMEN_VISION_RANGE ShroudClearingRange = SHROUD_CLEAR_STANDARD VisionSide = 35% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 2.0% DisplayName = OBJECT:PelargirSpearmen CrushableLevel = 1 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrushRevengeWeapon = SuperInfantryCrushRevenge CommandSet = PelargirSpearmenCommandSet ; CrowdResponseKey = GoodMen // *** AUDIO Parameters ***// ;VoiceAmbushed = GondorSoldierVoiceAmbushed OBSOLETE VOICE VoiceAttack = GondorSoldierVoiceAttack VoiceAttackCharge = GondorSoldierVoiceAttackCharge VoiceAttackMachine = GondorSoldierVoiceAttack VoiceAttackStructure = GondorSoldierVoiceAttackBuilding VoiceEnterStateAttack = GondorSoldierVoiceEnterStateAttack VoiceEnterStateAttackCharge = GondorSoldierVoiceEnterStateAttackCharge VoiceEnterStateAttackMachine = GondorSoldierVoiceEnterStateAttackBuilding VoiceEnterStateAttackStructure = GondorSoldierVoiceEnterStateAttackBuilding VoiceCreated = GondorSoldierVoiceSalute VoiceFullyCreated = GondorSoldierVoiceSalute //GondorSoldierVoiceCreated VoiceGuard = GondorSoldierVoiceMove VoiceMove = GondorSoldierVoiceMove VoiceMoveToCamp = GondorSoldierVoiceMoveCamp VoiceMoveWhileAttacking = GondorSoldierVoiceDisengage //TEMP_GondorSoldierVoiceMoveWhileAttacking_TEMP VoicePriority = 49 VoiceRetreatToCastle = GondorSoldierVoiceRetreat VoiceSelect = GondorSoldierVoiceSelectMS VoiceSelectBattle = GondorSoldierVoiceSelectBattle VoiceEnterStateMove = GondorSoldierVoiceEnterStateMove VoiceEnterStateMoveToCamp = GondorSoldierVoiceEnterStateMoveCamp VoiceEnterStateMoveWhileAttacking = GondorSoldierVoiceEnterStateDisengage VoiceEnterStateRetreatToCastle = GondorSoldierVoiceEnterStateRetreat SoundImpact = ImpactHorse UnitSpecificSounds VoiceGarrison = GondorSoldierVoiceGarrison VoiceDesperateAttack = GondorSoldierVoiceDesperateCharge VoiceAttackUnitWebbedHumanoidWithGondorFighterInside = GondorSoldierVoiceAttackWebbedSoldier VoiceAttackUnitWebbedHumanoidWithGondorArcherInside = GondorSoldierVoiceAttackWebbedSoldier VoiceEnterUnitElvenTransportShip = GondorSoldierVoiceMove VoiceInitiateCaptureBuilding = GondorSoldierVoiceMove End #include "..\..\..\includes\StandardUnitEvaEvents.inc" ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop End // Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Man Man_Male Unit Infantry End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallGeneric1 Animation:RUPsnt_1_SKL.RUPsnt_1_DIEA Frames:45 AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUPsnt_1_SKL.RUPsnt_1_DIEB Frames:44 AnimationSound = Sound:BodyFallGeneric1 Animation:RUPsnt_1_SKL.RUPsnt_1_LNDA Frames:4 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 = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = GondorFighterFunctions AttackPriority = AttackPriority_Spearman BurningDeathTime =BURNINGDEATH_DURATION_INFANTRY End LocomotorSet Locomotor = HumanLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_SLOW_MEMBER_SPEED End LocomotorSet Locomotor = HumanWanderLocomotor Condition = SET_WANDER Speed = NORMAL_FOOT_SLOW_MEMBER_SPEED 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 ; ALL SinkDelay = 3000 SinkRate = 0.60 ; in Dist/Sec DestructionDelay = 10000000 Sound = INITIAL PeasantMaleVoiceDie End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED SinkDelay = 3000 SinkRate = 0.60 // in Dist/Sec DestructionDelay = 8000 End Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag TriggeredBy = Upgrade_GondorForgedBlades 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 = gupelargir.tga 0 gupelargir_ha.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End Behavior = SubObjectsUpgrade ForgedBlade_Upgrade TriggeredBy = Upgrade_GondorForgedBlades ShowSubObjects = Forged_Blade 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. 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 = 16 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 16 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80% GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2333 ; level 1 (light damage) hit reaction animations in ms HitReactionLifeTimer2 = 2333 ; level 2 (medium damage) hit reaction animations in ms HitReactionLifeTimer3 = 2333 ; level 3 (heavy damage) hit reaction animations in ms HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 19 ; ShadowSizeY = 19 ; ShadowTexture = ShadowI ;End
;-------------------------------------------Object PelargirSpearmenHorde // This is required for garrisoned objects - please put in all objects. SelectPortrait = UPGondor_TowerGuard ButtonImage = WOR_GondorTowerGuard Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = 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:HordePelargirSpearmen DisplayNameStrategic = CONTROLBAR:LW_Unit_PelargirSpearmenHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_PelargirSpearmenHorde WeaponSet Conditions = None Weapon = PRIMARY TowerGuardHordeRangefinder 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_BUILDCOST BuildTime = GONDOR_TOWERGUARD_BUILDTIME VisionRange = GONDOR_TOWERGUARD_HORDE_VISION_RANGE ShroudClearingRange = GONDOR_TOWERGUARD_HORDE_SHROUD_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CommandPoints = 45 CommandSet = PelargirSpearmenHordeCommandSet ; 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 = 2 //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_SIGHT 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 GondorTowerShieldGuardHorde_DetailedThreat AIKindOf = PIKEMAN End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = StancesBehavior ModuleTag_StancesBehavior 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 = PelargirSpearmen 15 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:PelargirSpearmen 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:PelargirSpearmen 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:PelargirSpearmen 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 Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior 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 = UncontrollableFear_Base AddEmotion = FearIdle_Base AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = OVERRIDE Taunt_Base End AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base AddEmotion = HeroCheerIdle_Base AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base End Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End LocomotorSet Locomotor = NormalMeleeHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_SLOW_HORDE_SPEED End Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_GondorBasicTraining LevelsToGain = 1 LevelCap = 2 End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality TriggeredBy = Upgrade_GondorForgedBlades End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_GondorHeavyArmor End ///////////////////// // AISpecialPowers ///////////////////// Behavior = AISpecialPowerUpdate GondorTowerShieldGuardHordeCaptureBuildingAI CommandButtonName = Command_CaptureBuilding SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING End 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 Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 45.0 GeometryHeight = 20.0 GeometryIsSmall = No
CommandButton Command_ConstructPelargirSpearmenHorde Command = UNIT_BUILD Object = PelargirSpearmenHorde Options = CANCELABLE TextLabel = CONTROLBAR:ConstructPelargirSpearmenHorde ButtonImage = BGBarracks_TowerGuard ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipPelargirSpearmenHorde Radial = Yes InPalantir = Yes ShowProductionCount = Yes End
CommandSet PelargirSpearmenCommandSet 1 = Command_ToggleStance 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGroundEndCommandSet PelargirSpearmenHordeCommandSet 1 = Command_ToggleStance 2 = Command_PurchaseUpgradeGondorForgedBlades 3 = Command_PurchaseUpgradeGondorHeavyArmor 4 = Command_PurchaseUpgradeGondorBasicTraining 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGroundEnd
Posted 12 July 2007 - 11:42 AM
it's got nothing to with the codes (unless it isn't called gupelargir_skn )
It has to be with the asset.dat
do you do this to the points? If not, your probably doing it wrong
Posted 16 July 2007 - 03:52 PM
Edited by Athem, 16 July 2007 - 03:53 PM.
Posted 17 July 2007 - 07:27 AM
Is that one of EA's model, or was it edited in some form or way?
ArmyMemberDefinition ElvenEnt_Bregalad Unit = RohanBregalad;siege weapon PercentageOfArmyPhase1 = 5.0 PercentageOfArmyPhase2 = 5.0 PercentageOfArmyPhase3 = 10.0 End
Behavior = AISpecialPowerUpdate SpecialAbilityBregaladEntRageAI CommandButtonName = Command_RohanBregaladEntRage SpecialPowerAIType = AI_SPELLBOOK_CALLTHEHORDE End
Edited by Athem, 17 July 2007 - 09:36 AM.
Posted 18 July 2007 - 03:37 PM
Posted 18 July 2007 - 07:14 PM
What?! This is really strange... did you happen to mess around with the ex textures at all?New problem again. That fire arrows problem is now Forged Blades problem too. Now forged blades of Elves and Rohirrim is lila. But why? I havent change the model and inis of them.
Posted 19 July 2007 - 05:46 AM
What?! This is really strange... did you happen to mess around with the ex textures at all?New problem again. That fire arrows problem is now Forged Blades problem too. Now forged blades of Elves and Rohirrim is lila. But why? I havent change the model and inis of them.
Posted 19 July 2007 - 01:06 PM
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