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How to add space to barracks for new units?


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#1 under-mountain

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Posted 05 September 2009 - 12:57 PM

How to add space to buildings(barracks for example) for new units?

#2 Ridder Geel

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Posted 05 September 2009 - 01:01 PM

Just add the commandbutton to the barracks' commandset :p
Ridder Geel

#3 under-mountain

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Posted 05 September 2009 - 01:38 PM

OK thanks just one more question: How to make units summoned units(give them time/life)?

#4 JUS_SAURON

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Posted 05 September 2009 - 01:54 PM

OK thanks just one more question: How to make units summoned units(give them time/life)?

CODE

Behavior = LifetimeUpdate ModuleTag_HatchTrigger
MinLifetime = 300000
MaxLifetime = 300000
End

Drop this into their code so they then die after a time ...

Look at an existing Summoned units and add the necc. codes
Like SUMMONED in the 'Kind of'
and vary the Death FX ...
Faded is a plain Vanish Die
ALL - Faded is a kill Die

#5 under-mountain

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Posted 05 September 2009 - 02:14 PM

OK thanks just one more question: How to make units summoned units(give them time/life)?

CODE

Behavior = LifetimeUpdate ModuleTag_HatchTrigger
MinLifetime = 300000
MaxLifetime = 300000
End

Drop this into their code so they then die after a time ...

Look at an existing Summoned units and add the necc. codes
Like SUMMONED in the 'Kind of'
and vary the Death FX ...
Faded is a plain Vanish Die
ALL - Faded is a kill Die

thanks a lot :p

#6 under-mountain

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Posted 06 September 2009 - 12:40 PM

I've added my new units but when I upgrade my barracks their buttons disappear (I can't build them).
The codes;
CODE
CommandButton Command_ConstructEredLuinGuardHorde
Command = UNIT_BUILD
Object = EredLuinGuardHorde
Options = NEED_UPGRADE CANCELABLE
NeededUpgrade = Upgrade_DwarvenBarracksLevel2
TextLabel = CONTROLBAR:ConstructDwarvenZerkerHorde
ButtonImage = BDHallofWarriors_DwarvenGuardian
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildDwarvenZerkerHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
LacksPrerequisiteLabel = TOOLTIP:LackLevel2HallOfWarriors_SEE ;;
End



CODE
CommandSet DwarvenBarracksCommandSet
1 = Command_ConstructDwarvenAxeThrowerHorde ;;2
2 = Command_ConstructDwarvenPhalanxHorde ;;3
3 = Command_ConstructDwarvenGuardianHorde ;;4
4 = Command_ConstructEredLuinGuardHorde
5 = Command_PurchaseTechnologyDwarvenBasicTraining ;;1
6 = Command_Sell
7 = Command_UpgradeDwarvenBarracksLevel2
End




CommandSet DwarvenBarracksCommandSetLevel2
1 = Command_ConstructDwarvenAxeThrowerHorde ;;2
2 = Command_ConstructDwarvenPhalanxHorde ;;3
3 = Command_ConstructDwarvenGuardianHorde ;;4
4 = Command_ConstructEredLuinGuardHorde
5 = Command_PurchaseTechnologyDwarvenBasicTraining ;;1
6 = Command_Sell
7 = Command_UpgradeDwarvenBarracksLevel3
End




CommandSet DwarvenBarracksCommandSetLevel3
1 = Command_ConstructDwarvenAxeThrowerHorde ;;2
2 = Command_ConstructDwarvenPhalanxHorde ;;3
3 = Command_ConstructDwarvenGuardianHorde ;;4
4 = Command_ConstructEredLuinGuardHorde
5 = Command_PurchaseTechnologyDwarvenBasicTraining ;;1
6 = Command_Sell
End



#7 drogoth232

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Posted 06 September 2009 - 01:10 PM

The barracks need to be on level 2 there are too many buttons for it to upgrade. That or that something is wrong..... Try taking it out and upgrading the barracks to level 3.
Wait... what?

#8 JUS_SAURON

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Posted 06 September 2009 - 01:13 PM

For testing / debugging add a Horde already in-game
eg DwarvenAxeThrowerHorde to the NEW button

if it builds then the problem may be with the NEW
EredLuinGuardHorde
like are they in experience file etc

Edited by JUS_SAURON, 06 September 2009 - 01:14 PM.


#9 under-mountain

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Posted 06 September 2009 - 06:24 PM

For testing / debugging add a Horde already in-game
eg DwarvenAxeThrowerHorde to the NEW button

if it builds then the problem may be with the NEW
EredLuinGuardHorde
like are they in experience file etc

I did what you said with the guardians.It works!So something goes wrong with my horde.Here are the codes:
CODE

Object EredLuinGuard //EredLuinGuard
; *** ART Parameters ***

SelectPortrait = UPDwarvenZerkerPortrait
ButtonImage = HIEred

Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
RandomTexture = Dwarf_A.tga 0 euered_c.tga
RandomTexture = RUDwarf_B.tga 0 euered_c.tga
RandomTexture = RUDwarf_C.tga 0 euered_c.tga
RandomTexture = RUDwarf_D.tga 0 euered_c.tga
RandomTexture = RUDwarf_E.tga 0 euered_c.tga
RandomTexture = RUDwarf_F.tga 0 euered_c.tga

StaticModelLODMode = Yes //No

; specify options for static LODs
; LodOptions = LOW
; AllowMultipleModels = M_ALLOW_MULTIPLE_MODELS_LOW
; MaxRandomTextures = M_MAX_RANDOM_TEXTURES_LOW
; MaxRandomAnimations = M_MAX_RANDOM_ANIMATIONS_LOW
; MaxAnimFrameDelta = M_MAX_ANIM_FRAME_DELTA_LOW
; End
;
; LodOptions = MEDIUM
; AllowMultipleModels = M_ALLOW_MULTIPLE_MODELS_MED
; MaxRandomTextures = M_MAX_RANDOM_TEXTURES_MED
; MaxRandomAnimations = M_MAX_RANDOM_ANIMATIONS_MED
; MaxAnimFrameDelta = M_MAX_ANIM_FRAME_DELTA_MED
; End
;
; LodOptions = HIGH
; AllowMultipleModels = M_ALLOW_MULTIPLE_MODELS_HIGH
; MaxRandomTextures = M_MAX_RANDOM_TEXTURES_HIGH
; MaxRandomAnimations = M_MAX_RANDOM_ANIMATIONS_HIGH
; MaxAnimFrameDelta = M_MAX_ANIM_FRAME_DELTA_HIGH
; End
;
WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water.
;;================ MODELS =================================================================
DefaultModelConditionState
;Model = DUKhazbis_SKN //Axe warrior - not worky!
Model = DUKhazbis_SKN ExtraMesh:Yes
Skeleton = RUGimli_SKL
; WeaponLaunchBone = TERTIARY AXE02 //Axe - not worky!
End

;############################################################;Sϋlherokhh mod start
ModelConditionState = WEAPONLOCK_SECONDARY ;WEAPONSET_HERO_MODE
Model = DUKhazbis_SKN ExtraMesh:Yes
Skeleton = RUGimli_SKL
ParticleSysBone = BAT_HEAD Slayer FollowBone:Yes
; ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
End
;############################################################;Sϋlherokhh mod end

;;================== ANIMATIONS =================================================================

;;------------------ MOVING & DYING ---------------------------

;;======= DYING

AnimationState = STUNNED_FLAILING
Animation = FLYA
AnimationName = RUGimli_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.3 0.5
End
Flags = RANDOMSTART
End

AnimationState = DYING SPLATTED
Animation = LNDB
AnimationName = RUGimli_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HumanBodyGroundHit_SEE ;FX_OrcHitGround
End

AnimationState = DYING
Animation = DIEA
AnimationName = RUGimli_DIEA
AnimationMode = ONCE
End
Animation = DIEC
AnimationName = RUGimli_DIEC
AnimationMode = ONCE
End
; Animation = DIEB
; AnimationName = RUGimli_DIEB
; AnimationMode = ONCE
; End
End

AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = RUGimli_GTPA
AnimationMode = ONCE
End
End

AnimationState = STUNNED
Animation = LNDA
AnimationName = RUGimli_LNDA
AnimationMode = ONCE
End
End

AnimationState = PARALYZED
Animation
AnimationName = RUGimli_IDLA
AnimationMode = LOOP
End
End


;;======= MOVING


AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = RUGimli_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End


AnimationState = MOVING ATTACKING
Animation = RUNB
AnimationName = RUGimli_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOVING CHARGING
ShareAnimation = Yes;
Animation = RUNB
AnimationName = RUGimli_RUNB
AnimationMode = LOOP
Distance = 30
;AnimationSpeedFactorRange = 0.5 0.5
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOVING
Animation = RUNA
AnimationName = RUGimli_RUNA
AnimationMode = LOOP
Distance = 30
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End


;;------------------ ATTACKING -------------------------------

; AXE THROW
; AnimationState = FIRING_OR_PREATTACK_C ; SPECIAL_WEAPON_ONE ;FIRING_OR_PREATTACK_C
; Animation = SPCA
; AnimationName = RUGimli_SPCA
; AnimationMode = ONCE
; // UseWeaponTiming = Yes
; End
; FrameForPristineBonePositions = 42;44
; // ParticleSysBone = None MeleeDust
; BeginScript
; CurDrawableShowSubObject("AXE02")
; Prev = CurDrawablePrevAnimationState()
; if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_EndDwarfToss") end
; EndScript
; End

AnimationState = FIRING_OR_PREATTACK_A WEAPONLOCK_SECONDARY ;WEAPONSET_HERO_MODE
Animation = ATKD
AnimationName = RUGimli_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
End

;ParticleSysBone None MeleeDust
End

AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = RUGimli_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = RUGimli_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKC
AnimationName = RUGimli_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End

;ParticleSysBone None MeleeDust
End



;;-------------------- HIT REACTIONS --------------------------

AnimationState = HIT_REACTION
Animation = Hit_Level_1_a
AnimationName = RUGimli_HITA
AnimationMode = ONCE
End
End

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

;;====== LEVELED
AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = RUGimli_CHRB
AnimationMode = ONCE
End
End

;;====== CELEBRATING
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = RUGimli_CHRA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

;;====== TAUNTING
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = RUGimli_TNTA
AnimationMode = ONCE
End
Animation = TNTB
AnimationName = RUGimli_TNTB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_ALERT
Animation = Ready
AnimationName = RUGimli_IDLA
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
CurDrawableHideSubObject("AXE02")
; Prev = CurDrawablePrevAnimationState()
; if Prev == "BORED" then CurDrawableSetTransitionAnimState("Transition_BoredToReady") end
; if Prev == "SELECTED" then CurDrawableSetTransitionAnimState("Transition_SelectedToReady") end
if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end
EndScript

End

AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = RUGimli_CHRA
AnimationMode = LOOP
End
End

;;------------------- SELECTED STATES -------------------------

AnimationState = SELECTED
StateName = AtAttentionIdle
SimilarRestart = Yes
Animation = ATNB
AnimationName = RUGimli_ATNB
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("AXE02")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end
EndScript
End

;;--------------- IDLE STATES ---------------------------------

IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = RUGimli_IDLB
AnimationMode = ONCE
AnimationPriority = 30
End
Animation = IDLF
AnimationName = RUGimli_IDLF
AnimationMode = ONCE
AnimationPriority = 5
End
Animation = IDLD
AnimationName = RUGimli_IDLD
AnimationMode = ONCE
AnimationPriority = 4
End
Animation = IDLG
AnimationName = RUGimli_IDLG
AnimationMode = ONCE
AnimationPriority = 2
End
Animation = IDLH
AnimationName = RUGimli_IDLH
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = IDLC
AnimationName = RUGimli_IDLC
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = IDLE
AnimationName = RUGimli_IDLE
AnimationMode = ONCE
AnimationPriority = 1
End

BeginScript
CurDrawableHideSubObject("AXE02")
Prev = CurDrawablePrevAnimationState()
if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_EndDwarfToss") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end
EndScript
End


;---Transitions-------------------------------------

TransitionState = TRANS_EndDwarfToss
Animation = TOS4
AnimationName = RUGimli_TOS4
AnimationMode = ONCE
End
End

TransitionState = TRANS_SelectedToIdle
Animation = ATNC
AnimationName = RUGimli_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
End

TransitionState = TRANS_Select
Animation = ATNA
AnimationName = RUGimli_ATNA
AnimationMode = ONCE
End
End

TransitionState = TRANS_AboutToHitGround_To_Idle
Animation = SplashAtEndOfJump
AnimationName = RUGimli_LEPC
AnimationMode = ONCE
;AnimationBlendTime = 0
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
End

End



;Draw module just for the HeroSelection
; Draw = W3DScriptedModelDraw Icon
; ModelConditionState = NONE
; Model = Icon02
; End
; End

;;================== END ANIMATIONS =================================================================

#include "..\..\..\includes\StunDrawModuleSmall.inc"


;// ***DESIGN parameters ***
Side = Dwarves
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 8 ; originally 4
BountyValue = M_DWARVEN_ZERKER_BOUNTY_VALUE
ShockwaveResistance = M_SHOCKWAVE_RESISTANCE_WEAK

;EmotionRange = 240 ;// Make sure this value is greater than the fear distribution range.

TransportSlotCount = M_TRANSPORTSLOTCOUNT_UNIT
Scale = 0.95 //They were too big compared to other dwarves!

;;; WEAPON SETS ;;;
WeaponSet
Conditions = None

Weapon = PRIMARY DwarvenZerkerAxe_SEE ;Modified by Sϋlherokhh (was DwarvenZerkerAxe)
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI

Weapon = SECONDARY DwarvenZerkerSuperAxe_SEE ;Modified by Sϋlherokhh (was DwarvenZerkerAxe)

; Weapon = TERTIARY DwarvenZealotBoomAxeThrown_SEE ;Modified by Sϋlherokhh (was DwarvenZealotBoomAxeThrown)
; AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ;FROM_AI

; ShareWeaponReloadTime = Yes

End

;############################################################;Sϋlherokhh mod start
WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY DwarvenZerkerSuperAxe_SEE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; Weapon = TERTIARY DwarvenZealotBoomAxeThrown
; AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT FROM_AI ;Modified by Sϋlherokhh (added FROM_AI)
; ShareWeaponReloadTime = Yes
End
;############################################################;Sϋlherokhh mod end


;;; ARMOR SETS ;;;
ArmorSet
Conditions = None
Armor = DwarvenGuardianHeavyArmor //HeroMiniFootArmor
DamageFX = NormalDamageFX
End

VisionRange = M_VISION_STANDARD_MELEE_HORDEMEMBER ;M_DWARVEN_ZERKER_VISION_RANGE ;------------ Modified by Sϋlherokhh (was M_DWARVEN_GUARDIAN_VISION_RANGE)
VisionSide = 35%
VisionRear = 25%
; VisionBonusPercentPerFoot = 2.0%
; MaxVisionBonusPercent = 300%
; VisionBonusTestRadius = 200
ShroudClearingRange = M_SHROUD_CLEAR_STANDARD

DisplayName = OBJECT:DwarvenZerker
CrushableLevel = 0 //3 ;//What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1
CrushWeapon = GuardianCrush

CrushOnlyWhileCharging = yes ;// the guardian is only supposed to crush during his special charge ability

MinCrushVelocityPercent = 50% ;// Has to be moving at least xx% of full speed
CrushDecelerationPercent = 90% ;// Lose xx% max velocity when crushing -- thus they only crush 1 row of infantry
CrushKnockback = 40 ;// how hard we knock back crushed units.
CrushZFactor = 1.5 ;// How much we knock upwards.

CrushRevengeWeapon = BasicInfantryCrushRevenge

CommandSet = DwarvenZerkerCommandSet_SEE ;DwarvenZerkerCommandSet


;//--- AUDIO Parameters ---

VoiceAttack = DwarfZerkVoiceAttackMS ;DwarfZerkVoiceAttack
VoiceAttackCharge = DwarfZerkVoiceAttackCharge
VoiceAttackMachine = DwarfZerkVoiceAttack
VoiceAttackStructure = DwarfZerkVoiceAttackBuilding
VoiceCreated = DwarfZerkVoiceSalute
VoiceFullyCreated = DwarfZerkVoiceSalute
VoiceGuard = DwarfZerkVoiceMoveMS ;DwarfZerkVoiceMove
VoiceMove = DwarfZerkVoiceMoveMS ;DwarfZerkVoiceMove
VoiceMoveToCamp = DwarfZerkVoiceMoveCamp
VoiceMoveWhileAttacking = DwarfZerkVoiceDisengage
VoicePriority = 47
VoiceRetreatToCastle = DwarfZerkVoiceRetreat
VoiceSelect = DwarfZerkVoiceSelectMS ;DwarfZerkVoiceSelect
VoiceSelectBattle = DwarfZerkVoiceSelectBattle

VoiceEnterStateAttack = DwarfZerkVoiceEnterStateAttack
VoiceEnterStateAttackCharge = DwarfZerkVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = DwarfZerkVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = DwarfZerkVoiceEnterStateAttackBuilding
VoiceEnterStateMove = DwarfZerkVoiceEnterStateMove
VoiceEnterStateMoveToCamp = DwarfZerkVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = DwarfZerkVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = DwarfZerkVoiceEnterStateRetreat

SoundImpact = ImpactHorse

UnitSpecificSounds
VoiceGarrison = DwarfZerkVoiceMoveGarr
VoiceEnterUnitElvenTransportShip = DwarfZerkVoiceMoveShip
VoiceInitiateCaptureBuilding = DwarfZerkVoiceCaptureBuilding
VoiceEnterStateInitiateCaptureBuilding = DwarfZerkVoiceEnterStateCaptureBuilding
End

#include "..\..\..\includes\StandardUnitEvaEvents.inc"

CrowdResponseKey = Dwarf

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Dwarf Dwarf_Male Dwarf_Guardian
End

ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxTauntSinglesLoop
End


ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
; AnimationSound = Sound: TauntHumanHitShield Animation:GUMAArms_SKL.GUManMocap_IDLC Frames: 17 27
AnimationSound = Sound:BodyFallOrc Animation:EUDWARFGUA_SKL.EUDWARFGUA_LNDA Frames:4
; AnimationSound = Sound:AxeDropSoundHere! Animation:EUDWARFGUA_SKL.EUDWARFGUA_DIEA Frames:8 ;axe falls
AnimationSound = Sound:BodyFallGeneric2 Animation:EUDWARFGUA_SKL.EUDWARFGUA_DIEA Frames:45
; AnimationSound = Sound:AxeDropSoundHere! Animation:EUDWARFGUA_SKL.EUDWARFGUA_DIEB Frames:8 ;axe falls
AnimationSound = Sound:BodyFallGeneric2 Animation:EUDWARFGUA_SKL.EUDWARFGUA_DIEB Frames:28
AnimationSound = Sound:BodyFallGeneric2 Animation:EUDWARFGUA_SKL.EUDWARFGUA_DIEC Frames:45
End

; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SCORE THROWN_OBJECT ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK PATH_THROUGH_EACH_OTHER GRAB_AND_DROP

Body = ActiveBody ModuleTag_02
CheerRadius = M_EMOTION_CHEER_RADIUS
MaxHealth = M_DWARVEN_ZERKER_HEALTH
MaxHealthDamaged = M_DWARVEN_ZERKER_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = DwarvenGuardianFunctions
MinCowerTime = 3000
MaxCowerTime = 5000
AttackPriority = AttackPriority_Cavalry
BurningDeathTime = M_BURNINGDEATH_DURATION_INFANTRY
End

LocomotorSet
Locomotor = HumanSpecialChargeLocomotor
Condition = SET_NORMAL
Speed = M_NORMAL_GOOD_INFANTRY_MEMBER_SPEED //NORMAL_FOOT_VERYFAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = M_BURNINGDEATH_WANDERSPEED_INFANTRY
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStunnedTimeLow = 1400 ;msec
ShockStunnedTimeHigh = 2400 ;msec
ShockStandingTime = 666 ;msec
End

Behavior = FlammableUpdate ModuleTag_BurningDeathPromotor
AflameDuration = M_TROOP_AFLAME_DURATION // If I catch fire, I'll burn for this long...
AflameDamageAmount = M_TROOP_AFLAME_DAMAGE_AMOUNT // taking this much damage...
AflameDamageDelay = M_TROOP_AFLAME_DAMAGE_DELAY // this often.
FlameDamageLimit = M_TROOP_FLAME_DAMAGE_LIMIT
FlameDamageExpiration = M_TROOP_FLAME_DAMAGE_EXPIRATION
End

Behavior = SquishCollide ModuleTag_06
;//nothing
End

Behavior = HordeMemberCollide ModuleTag_HMC
;//nothing
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED -NORMAL
SinkDelay = 3000
SinkRate = 0.90 ; in Dist/Sec
DestructionDelay = 15000
Sound = INITIAL DwarfZerkVoiceDie
End

Behavior = SlowDeathBehavior ModuleTag_07
;// Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.60 ; in Dist/Sec
DestructionDelay = 10000
End

Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FadeDelay = 0
FadeTime = 5000
DestructionDelay = 5000
DeathFlags = DEATH_2
; FX = INITIAL FX_UnSummonElvenAllies
Sound = INITIAL SpellGenericUnsummonMS
End

#include "..\..\..\..\includes\GiantBirdDroppingHumanBody_SEE.inc"


;############################################################;Sϋlherokhh mod start
;----------- Complete overhaul of Slayer and Axe Throw -------------------

;//--- NEW DWARVEN CHARGE ABILITY ---
Behavior = SpecialPowerModule ModuleTag_ChargeStarter
SpecialPowerTemplate = SpecialAbilityDwarvenCharge
UpdateModuleStartsAttack = Yes
InitiateSound = DwarfGuardianBullRushMS
End
#include "..\..\..\includes\DwarvenChargeUpdate.inc"

;---------------------------------- ZERKERGANG aka Slayer ---------------------------------------------------
; Behavior = SpecialPowerModule ModuleTag_ZerkergangStarter
; SpecialPowerTemplate = SpecialAbilityZerkergang_SEE
; UpdateModuleStartsAttack = Yes
; StartsPaused = No ;Yes
; End

; Behavior = WeaponModeSpecialPowerUpdate ModuleTag_ZerkergangPowerUpdate
; SpecialPowerTemplate = SpecialAbilityZerkergang_SEE
; AttributeModifier = ZerkerSlayer_SEE
; Duration = 20000 ; Needs to match SpecialAbilityGimliHeroMode
; // TriggerSound = DwarfZealotBoomZerkergangMS_SEE
; End


;---------------------------------- BoomAxe ---------------------------------------------------


; Behavior = SpecialPowerModule ModuleTag_ZealotBoomAxeStarter
; SpecialPowerTemplate = SpecialAbilityZealotBoomAxe
; // UpdateModuleStartsAttack = Yes
; // InitiateSound = DwarfZealotBoomZerkergangMS_SEE ;Modified by Sϋlherokhh (was missing)
; End

; Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_ZealotBoomAxeWeaponFireUpdate
; SpecialPowerTemplate = SpecialAbilityZealotBoomAxe

; // this has to be longer than the weapon firing time on the members or
; // else the horde will fire its regular weapon and blow away the members' ai.
; WhichSpecialWeapon = 1
; PackTime = 2500
; StartAbilityRange = 200
; SpecialWeapon = DwarvenZealotBoomAxeRangeFinder
; ApproachUntilMembersInRange = Yes
; //TriggerSound = DwarfZerkVoiceLeap
; End

Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

;############################################################;Sϋlherokhh mod end


Behavior = AutoHealBehavior ModuleTag_AutoHealing
StartsActive = Yes
HealingAmount = 50
HealingDelay = 5000
StartHealingDelay = 5000
HealOnlyIfNotInCombat = Yes
End

Behavior = AttributeModifierUpgrade ModuleTag_AMU
AttributeModifier = FearlessForever
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality1
End

; Behavior = AISpecialPowerUpdate GimliZerkergangAI
; CommandButtonName = Command_SpecialAbilityZerkergang_SEE ;Modified by Sϋlherokhh (was Command_SpecialAbilityZerkergang)
; SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
; End

; Behavior = AISpecialPowerUpdate ZealotAxeThrowAI
; CommandButtonName = Command_ZealotAxeThrow_SEE ;Modified by Sϋlherokhh (was Command_ZealotAxeThrow)
; SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
; End

Geometry = CYLINDER
GeometryMajorRadius = 5.6
GeometryMinorRadius = 5.6
GeometryHeight = 16.0
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End


NOTE:I copied this ini from an already existing ini
(I am editing a mod.But I will not release it as mine or without permission).

Edited by under-mountain, 06 September 2009 - 07:26 PM.



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