how you add units in the game
#1
Posted 22 January 2009 - 06:45 AM
like i want build rohan units from gondor buildings in the game
#2
Posted 22 January 2009 - 06:57 AM
and then you make them commandbuttons to make them ingame
#3
Posted 22 January 2009 - 07:31 AM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; GONDOR UNIT PRODUCTION BUTTONS ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
CommandButton Command_ConstructGondorFighterHorde
Command = UNIT_BUILD
Object = GondorFighterHorde
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructGondorFighterHorde
ButtonImage = BGBarracks_Soldiers
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildGondorFighterHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
CommandButton Command_ConstructGondorTowerShieldGuardHorde
Command = UNIT_BUILD
Object = GondorTowerShieldGuardHorde
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructGondorShieldGuardHorde
ButtonImage = BGBarracks_TowerGuard
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildGondorShieldGuardHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
CommandButton Command_ConstructGondorArcherHorde
Command = UNIT_BUILD
Object = GondorArcherHorde
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructGondorArcherHorde
ButtonImage = BGArcheryRange_Archers
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildGondorArcherHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
UnitSpecificSound = GondorArcherVoiceBuy
End
CommandButton Command_ConstructRohanArcherHorde
Command = UNIT_BUILD
Object = RohanArcherHorde
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructRohanArcherHorde
ButtonImage = BGArcheryRange_YeomanArchers
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildRohanArcherHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
UnitSpecificSound = GondorArcherVoiceBuy
CommandSet GondorArcheryCommandSet
1 = Command_ConstructGondorArcherHorde
2 = Command_ConstructGondorRangerHorde
3 = Command_ConstructRohanArcher
5 = Command_PurchaseTechnologyGondorFireArrows
6 = Command_PurchaseUpgradeGondorArcheryRangeLevel
7 = Command_Sell
End
CommandSet GondorArcheryCommandSetLevel2
1 = Command_ConstructGondorArcherHorde
2 = Command_ConstructGondorRangerHorde
3 = Command_ConstructRohanArcher
5 = Command_PurchaseTechnologyGondorFireArrows
6 = Command_PurchaseUpgradeGondorArcheryRangeLevel3
7 = Command_Sell
End
CommandSet GondorArcheryCommandSetLevel3
1 = Command_ConstructGondorArcherHorde
2 = Command_ConstructGondorRangerHorde
3 = Command_ConstructRohanArcher
5 = Command_PurchaseTechnologyGondorFireArrow
6 = Command_Sell
can you see anything wrong
Edited by sarge91, 22 January 2009 - 08:44 AM.
#4
Posted 22 January 2009 - 11:15 AM
but i need your INI.big because there is lots stuffs what need to do for making units or hordes
Edited by m@tt, 22 January 2009 - 11:34 AM.
Got rid of the huge quote
#6
Posted 22 January 2009 - 02:41 PM
#7
Posted 22 January 2009 - 10:11 PM
; aka Rohan Archer Yeoman
Object RohanArcher
; *** ART Parameters ***
UpgradeCameo1 = Upgrade_RohanFireArrows
;SelectPortrait = SP_Gondor_Swordman
SelectPortrait = UPRohan_YeomanArcher
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; ---Test entry for the time of day texture swap test---
; TimeOfDayTexture = twwater01.tga AFTERNOON 0 ROHANWARRIOR01
; RandomTexture = guarcher.tga 0
; RandomTexture = twwater01.tga 0
; RandomTexture = rbgen01.tga 0
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
; 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
ParticlesAttachedToAnimatedBones = yes
; --------- With Bow ------------
DefaultModelConditionState
Model = RUArcher_SKN
Skeleton = GUArcher_SKL
WeaponLaunchBone = PRIMARY ARROW
WeaponLaunchBone = SECONDARY ARROWNOCK ; when upgraded to flaming arrow
End
; --------- With Bow Upgrade ------------
ModelConditionState WEAPONSET_PLAYER_UPGRADE
Model = RUArcher_SKN
Skeleton = GUArcher_SKL
WeaponLaunchBone = PRIMARY ARROW
WeaponLaunchBone = SECONDARY ARROWNOCK ; when upgraded to flaming arrow
; ParticleSysBone = FireArowTip arrowFire FollowBone:Yes
; ParticleSysBone = FireArowTip arrowFire FollowBone:Yes
End
;----------- Default Idle animations -------
IdleAnimationState
StateName = STATE_Idle
Animation = IdleA
AnimationName = GUArcher_IDLA
AnimationPriority = 6
AnimationSpeedFactorRange = 0.7 1.3
End
;*** Repeat IDLA because animation priorities will not choose same animation twice so it can alternate between first two mostly.
Animation = IdleA
AnimationName = GUArcher_IDLA
AnimationPriority = 6
AnimationSpeedFactorRange = 0.7 1.3
End
Animation = IdleH
AnimationName = GUArcher_IDLH
AnimationPriority = 1
AnimationSpeedFactorRange = 0.7 1.3
AnimationBlendTime = 8
End
Animation = IdleI
AnimationName = GUArcher_IDLI
AnimationPriority = 1
AnimationSpeedFactorRange = 0.7 1.3
AnimationBlendTime = 8
End
Animation = IdleJ
AnimationName = GUArcher_IDLJ
AnimationPriority = 1
AnimationSpeedFactorRange = 0.7 1.3
AnimationBlendTime = 8
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
CurDrawableShowSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;----------- Flying through air -------
AnimationState = PASSENGER
Animation = FLLA
AnimationName = GUArcher_FLLA
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = THROWN_PROJECTILE
Animation = FLYA
AnimationName = GUArcher_FLYA
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = GUArcher_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.35 0.35
End
End
AnimationState = STUNNED_FLAILING
Animation = StunFlail
AnimationName = GUArcher_FLLA
AnimationMode = LOOP
End
Flags = RANDOMSTART
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;----------- Dying -------
AnimationState = DYING SPLATTED
Animation = Fire
AnimationName = GUArcher_LNDA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
EnteringStateFX = FX_SoldierHitGround
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = DYING AFLAME
Animation = Fire
AnimationName = GUArcher_MFDA
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Fire
AnimationName = GUArcher_MFDB
AnimationSpeedFactorRange = 0.9 1.1
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = DYING
Animation = Die2
AnimationName = GUArcher_DIEB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
Animation = Die3
AnimationName = GUArcher_DIED
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;------ Stunned anims -----------
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = GUArcher_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = STUNNED
Animation = StunFlail
AnimationName = GUArcher_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_SoldierHitGround
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;------- Close range melee fighting ------------
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
Animation = ATKD
AnimationName = GUArcher_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;------- New Style Archery --------------------------------------------
AnimationState = PREATTACK_A
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = GUArcher_ATKF1
AnimationMode = ONCE
; UseWeaponTiming = NoNONONOO!!! ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
AnimationBlendTime = 10
End
BeginScript
CurDrawableShowSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = FIRING_OR_RELOADING_A
StateName = STATE_Firing
Animation = LooseReloadDraw
AnimationName = GUArcher_ATKF2
AnimationMode = ONCE
; UseWeaponTiming = NoNONONOO!!! ; Left in as reminder why not to use: UseWeaponTiming does not work for archers. Do not attempt to use this!
AnimationSpeedFactorRange = 1.1 1.1 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for
AnimationBlendTime = 0 ; Blend time needs to be zero or else the arrow subobject lingers length of blend.
End
BeginScript
CurDrawableShowSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;;========= TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
Animation = TerrorFromTheSky
AnimationName = GUArcher_RUNC
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;;========= BACKING UP
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = GUArcher_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;;========= MOVING
AnimationState = MOVING ATTACKING
Animation = AMove
AnimationName = GUArcher_RUNB
AnimationMode = LOOP
Distance = 28
End
Flags = RANDOMSTART
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = MOVING WANDER
Animation = Wander1
AnimationName = GUArcher_WLKA
End
Animation = Wander2
AnimationName = GUArcher_WLKB ;20
End
Flags = RANDOMSTART
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = MOVING
Animation = Move
AnimationName = GUArcher_RUNA
AnimationMode = LOOP
Distance = 28
End
Flags = RANDOMSTART
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;-------- Persistant firing (keep bow drawn ) ------------
AnimationState = CONTINUOUS_FIRE_MEAN
StateName = STATE_Firing
Animation = HangFrameWhileCoasting
AnimationName = GUArcher_ATKF2
AnimationMode = MANUAL
End
BeginScript
CurDrawableShowSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
AnimationState = CONTINUOUS_FIRE_SLOW
StateName = STATE_Idle
Animation = PutAwayArrow
AnimationName = GUArcher_ATKF3
AnimationMode = ONCE
End
BeginScript
CurDrawableShowSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;------------ HIT REACTION -----------------------------------------------------
AnimationState = HIT_REACTION
Animation = Hit_Level_1_a
AnimationName = GUArcher_HITA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;--------------------- EMOTIONS -----------------------------
;;======= TERROR
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = GUArcher_FERA
AnimationMode = LOOP
End
Animation = FERB
AnimationName = GUArcher_FERB
AnimationMode = LOOP
End
Animation = FERC
AnimationName = GUArcher_FERC
AnimationMode = LOOP
End
Animation = FERD
AnimationName = GUArcher_FERD
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;;======= CELEBRATING
AnimationState = EMOTION_CELEBRATING
Animation = CHRB
AnimationName = GUArcher_CHRB
AnimationMode = Once
AnimationBlendTime = 15
AnimationPriority = 2
End
Animation = SLTA
AnimationName = GUArcher_SLTA
AnimationMode = Once
AnimationBlendTime = 15
AnimationPriority = 2
End
Animation = CHRA
AnimationName = GUArcher_CHRA
AnimationMode = Once
AnimationBlendTime = 15
AnimationPriority = 1;Use least often of cheers (Eugene)
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;;======== TAUNTING
AnimationState = EMOTION_TAUNTING
Animation = Taunting2
AnimationName = GUArcher_IDLE
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = Taunting3
AnimationName = GUArcher_IDLF
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = Taunting4
AnimationName = GUArcher_IDLG
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;;======== POINTING
AnimationState = EMOTION_POINTING
ShareAnimation = Yes
Animation = pointing
AnimationName = GUArcher_PNTA
AnimationPriority = 2
AnimationSpeedFactorRange = 0.9 1.1
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;;======== ALERT
AnimationState = EMOTION_ALERT
Animation = Ready
AnimationName = GUArcher_IDLA
AnimationMode = LOOP
AnimationPriority = 3
AnimationBlendTime = 15
End
Animation = Ready
AnimationName = GUArcher_IDLA
AnimationMode = LOOP
AnimationPriority = 3
AnimationBlendTime = 15
End
Animation = Point
AnimationName = GUArcher_PNTA
AnimationMode = LOOP
AnimationPriority = 1
AnimationBlendTime = 15
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
; Turn off fire arrow visuals -- will be redone like Peasant drafting.
;;----------------- FIRE ARROW UPGRADE --------------------------------------------
AnimationState = USER_4 ;Fire arrow upgrade
Animation = IdleB
AnimationName = GUArcher_IDLB
AnimationPriority = 2 ;10
AnimationSpeedFactorRange = 0.7 1.3
End
Animation = IdleC
AnimationName = GUArcher_IDLC
AnimationPriority = 1 ;5
AnimationSpeedFactorRange = 0.7 1.3
End
Animation = IdleD
AnimationName = GUArcher_IDLD
AnimationPriority = 1 ;5
AnimationSpeedFactorRange = 0.7 1.3
End
BeginScript
CurDrawableShowSubObject("ArrowNock")
CurDrawableShowSubObject("FireArowTip")
CurDrawableHideSubObject("arrow")
EndScript
StateName = Bow
End
;;----------------- SELECTED --------------------------------------------
AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNB
AnimationName = GUArcher_ATNB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = IDLA
AnimationName = GUArcher_IDLA
AnimationPriority = 10
AnimationSpeedFactorRange = 0.7 1.3
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle"
then
CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected")
end
if CurDrawableModelcondition("ATTACKING")
then
return "IDLA"
else
return "ATNB"
end
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
;;----------------- Transitions ------------------------------------------------------
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = GUArcher_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATNC
AnimationName = GUArcher_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 2.0 ;Kind of a slow animation
End
BeginScript
CurDrawableHideSubObject("arrow") ;Circumvents blend issues when the arrow is being shown...
EndScript
End
End
; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 3
CommandSet = RohanArcherCommandSet
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY RohanArcherBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = CLOSE_RANGE CONTESTING_BUILDING
Weapon = PRIMARY RohanArcherBowMelee
End
ArmorSet
Conditions = None
Armor = ArcherArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = ArcherHeavyArmor
DamageFX = NormalDamageFX
End
BountyValue = ROHAN_YEOMAN_BOUNTY_VALUE
VisionRange = ROHAN_YEOMAN_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
DisplayName = OBJECT:RohanArcher
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = RangedInfantryCrushRevenge
; *** AUDIO Parameters ***;
;VoiceAmbushed = YeomanArcherVoiceAmbushed OBSOLETE VOICE
VoiceAttack = YeomanArcherVoiceAttack
VoiceAttackAir = YeomanArcherVoiceAttack
VoiceAttackCharge = YeomanArcherVoiceAttackCharge
VoiceAttackStructure = YeomanArcherVoiceAttackBuilding
VoiceAttackMachine = YeomanArcherVoiceAttack
VoiceCreated = YeomanArcherVoiceSalute
VoiceFullyCreated = YeomanArcherVoiceSalute
VoiceMove = YeomanArcherVoiceMove
VoiceMoveToCamp = YeomanArcherVoiceMoveCamp
VoiceMoveWhileAttacking = YeomanArcherVoiceDisengage
VoiceRetreatToCastle = YeomanArcherVoiceRetreat
VoicePriority = 45
VoiceSelect = YeomanArcherVoiceSelectMS
VoiceSelectBattle = YeomanArcherVoiceSelectBattle
VoiceEnterStateAttack = YeomanArcherVoiceEnterStateAttack
VoiceEnterStateAttackCharge = YeomanArcherVoiceEnterStateAttackCharge
VoiceEnterStateAttackStructure = YeomanArcherVoiceEnterStateAttackBuilding
VoiceEnterStateAttackMachine = YeomanArcherVoiceEnterStateAttackBuilding
VoiceEnterStateMove = YeomanArcherVoiceEnterStateMove
VoiceEnterStateMoveToCamp = YeomanArcherVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = YeomanArcherVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = YeomanArcherVoiceEnterStateRetreat
VoiceGuard = YeomanArcherVoiceMove
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceGarrison = YeomanArcherVoiceGarrison
End
#include "..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_DIEB Frames:19
AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_DIED Frames:53
AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_LNDA Frames:1
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUArcher_SKL.GUArcher_LNDA Frames:14
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARCHER GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT ;GRAB_AND_KILL
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ROHAN_YEOMAN_HEALTH ;BALANCE Archer Health
MaxHealthDamaged = ROHAN_YEOMAN_HEALTH_DAMAGED
;RecoveryTime = ROHAN_YEOMAN_HEALTH_RECOVERY_TIME
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
AILuaEventsList = RohanArcherFunctions
AttackPriority = AttackPriority_Archer
End
Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_RohanHeavyArmorForArchers
ArmorSetFlag = PLAYER_UPGRADE
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = AimWeaponBehavior AimWeaponModuleTag
AimLowThreshold = -0.15
AimHighThreshold = 0.15
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.600 ; in Dist/Sec
DestructionDelay = 12000
Sound = INITIAL YeomanArcherVoiceDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
; RohanArcher
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_07 ; 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 = 24 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
; Fire arrow upgrade
Behavior = WeaponSetUpgrade ModuleTag_08
TriggeredBy = Upgrade_RohanFireArrows
; Turn off fire arrow visuals -- will be redone like Peasant drafting.
;CustomAnimAndDuration = AnimState:USER_4 AnimTime:0 TriggerTime:0 ;set flag forever
End
;--------------------------------------------------------------------------
;
; Sub object upgrades.
;
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_RohanHeavyArmorNew
UpgradeTexture = RUArcher.tga 0 RUArcherHA.tga
UpgradeTexture = RUArcher_M.tga 0 RUArcherHA.tga
ShowSubObjects = ARMOR
RecolorHouse = Yes
ExcludeSubobjects = FireArowTip
End
Behavior = SubObjectsUpgrade FireArrows_Upgrade
TriggeredBy = Upgrade_RohanFireArrowsNew
ShowSubObjects = FireArowTip ArrowNock ; yes, it's a typo.
HideSubObjects = arrow
End
;--------------------------------------------------------------------------
; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Human Unit Infantry Rohan_Archer
End
; Behavior = DualWeaponBehavior ModuleTag_09
; SwitchWeaponOnCloseRangeDistance = 40
; End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1993 ; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1993 ; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
; aka WorkerRohan, Peasant, Laborer
Object RohanWorker
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
DefaultModelConditionState
Model = GUWorker_SKN
Skeleton = GUWorker_SKL
End
IdleAnimationState
Animation = IDLA
AnimationName = GUWorker_IDLA
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_1
Animation
AnimationName = GUWorker_DIEA
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_2
Animation
AnimationName = GUWorker_IDLA
AnimationMode = LOOP
End
End
AnimationState = MOVING
Animation = WLKA
AnimationName = GUWorker_WLKA
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.4 1.4
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = ACTIVELY_CONSTRUCTING DEPLOYED ; building from too far to smack his hammer
Animation = Stand
AnimationName = GUWorker_IDLA
AnimationMode = LOOP
End
End
AnimationState = ACTIVELY_CONSTRUCTING
Animation = WRKA
AnimationName = GUWorker_WRKA
AnimationMode = ONCE
AnimationPriority = 30
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKA
AnimationName = GUWorker_WRKA
AnimationMode = ONCE
AnimationPriority = 30
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKA2
AnimationName = GUWorker_WRKA
AnimationMode = ONCE
AnimationPriority = 5
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKB
AnimationName = GUWorker_WRKB
AnimationMode = ONCE
AnimationPriority = 5
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
End
; ***DESIGN parameters ***
Side = Obsolete
EditorSorting = UNIT
ThreatLevel = 1.0
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = NormalDamageFX
End
VisionRange = 120.0
DisplayName = OBJECT:RohanWorker
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = BasicInfantryCrushRevenge
CommandPoints = 0
; CommandSet = GondorWorkerCommandSet
; *** AUDIO Parameters ***;
VoiceMove = NoSound
VoicePriority = 12
VoiceSelect = NoSound
SoundImpact = ImpactHorse
;UnitSpecificSounds
; VoiceGarrison = NoSound
; VoiceEnter = NoSound
; VoiceEnterHostile = NoSound
; VoiceGetHealed = NoSound
;End
; Example of how to get unit-died Eva event
;EvaEventDieOwner = WorkerDie ;Eva event to trigger on unit's death.
; Example of hopw to get unit-damaged Eva event
;EvaEventDamagedOwner = WorkerDamaged ;Eva event to trigger when unit is damaged
#include "..\Includes\StandardUnitEvaEvents.inc"
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT DOZER GRAB_AND_DROP SWARM_DOZER
Body = ActiveBody ModuleTag_02
MaxHealth = 999999 ;BALANCE Townsman Health huge so they can't be killed.
MaxHealthDamaged = 999999
;RecoveryTime = 5000
End
Behavior = WorkerAIUpdate ModuleTag_10
RepairHealthPercentPerSecond = 0.3% ; % of max health to repair each second
BoredTime = 1000 ; in milliseconds
BoredRange = 120 ; when bored, we look this far away to do something
AttackPriority = AttackPriority_Infantry
SpecialContactPoints = Repair
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -FADED
DeathFlags = DEATH_1
SinkDelay = 2000
SinkRate = 1.20 ; in Dist/Sec
DestructionDelay = 6000
End
Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
DeathTypes = NONE +FADED
DeathFlags = DEATH_2
FadeDelay = 500
FadeTime = 3500
DestructionDelay = 4500
End
Behavior = SquishCollide ModuleTag_06
;nothing
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
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: GondorMasonHammering Animation:GUWorker_SKL.GUWorker_WRKA Frames: 4
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End
ChildObject RohanWorkerNoSelect RohanWorker
KindOf = PRELOAD CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER DOZER SWARM_DOZER NOT_AUTOACQUIRABLE MOVE_FOR_NOONE
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
End
do u mean this and do i put this
C:\Program Files\Electronic Arts\The Battle for Middle-earth II\data\ini\object\goodfaction\units\men\rohanarcher.ini
#8
Posted 22 January 2009 - 10:32 PM
http://www.the3rdage...item-92?addview - a tutorial on the -mod command
#9
Posted 23 January 2009 - 12:04 AM
here my ini file
http://www.sendspace.com/file/b1f1rz
Edited by m@tt, 23 January 2009 - 12:23 AM.
fixed url
#10
Posted 23 January 2009 - 06:48 AM
Maybe you could post a snapshot of the Error?
#11
Posted 23 January 2009 - 09:08 PM
#12
Posted 23 January 2009 - 09:16 PM
Forgot to tell you
Change:
#include "..\Includes\StandardUnitEvaEvents.inc"to
#include "..\..\..\Includes\StandardUnitEvaEvents.inc"
#13
Posted 23 January 2009 - 10:25 PM
#14
Posted 23 January 2009 - 10:41 PM
And yes you put your Rohan archer in the correct place
#15
Posted 24 January 2009 - 12:29 AM
#16
Posted 24 January 2009 - 10:15 AM
#18
Posted 25 January 2009 - 09:40 PM
Edited by sarge91, 25 January 2009 - 09:42 PM.
#19
Posted 25 January 2009 - 09:57 PM
(When I say 'try adding it' I don't mean just stick 'Upgrade_RohanHeavyArmorNew' into it somewhere because that won't work - you need to do it properly)
Edited by TokyoBlade, 25 January 2009 - 09:57 PM.
#20
Posted 25 January 2009 - 10:17 PM
RohanHeavyArmor
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