Jump to content


Photo

Modding Questions


  • Please log in to reply
66 replies to this topic

#61 Guest_Hittheshit_*

Guest_Hittheshit_*
  • Guests

Posted 07 November 2009 - 03:44 PM

thank you :D
good advice :blink: :D

#62 Guest_Hitthesit_*

Guest_Hitthesit_*
  • Guests

Posted 08 November 2009 - 07:25 PM

where do I have to put that behavior, i just get the message "unknown block: behavior"
and can i get that for all skills anywhere or do i have to write it on my own?^^

#63 Imdrar

Imdrar

    The Dark Apprentice

  • Members
  • 430 posts
  • Location:The Borderline of Night and Day
  • Projects:Tol-in-Gaurhoth
  •  Villain On Demand

Posted 09 November 2009 - 11:41 AM

Well, you should not put the behaviors into the same block of code as the ModelConditions and AnimationStates.

The way I did it was to add the new ModelConditionStates right below the old ones, to exclude any mistake. :xcahik_:

I put the behaviors (MonitorConditionUpgrades) a few lines above the special power behaviors, and it worked.
So if you're unsure where to insert your piece of code, just look around for similar pieces and paste it between them. :thumbsupsmiley:

Defender of the Lawful Evil


Posted Image


#64 Guest_Hittheshit_*

Guest_Hittheshit_*
  • Guests

Posted 16 November 2009 - 10:32 PM

here I am again...
Object GondorAragornEntwicklung1
	BuildCost = ARAGORN_MOD_BUILDCOST	
	BuildTime = ARAGORN_BUILDTIME
	MaxSimultaneousOfType = 1
	 ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG 
	WeaponSet
		Conditions		= None 
		Weapon			= PRIMARY	GondorAragornSwordModStreicher
	End
	WeaponSet
		Conditions		= WEAPONSET_HERO_MODE
		Weapon			= PRIMARY	GondorAragornHeroSwordMod
	End
	WeaponSet
		Conditions		= PASSENGER_TYPE_ONE 
		Weapon			= SECONDARY	GondorAragornDwarfToss
	End

	ArmorSet
		Conditions		= None
		Armor		   = EdainWarriorHeroArmor
		DamageFX		= NormalDamageFX
	End
	
	VisionRange = 250;VISION_HERO_STANDARD				
	ShroudClearingRange = 500;SHROUD_CLEAR_HERO
	MaxVisionBonusPercent = 300%
	VisionBonusTestRadius = 200
	VisionBonusPercentPerFoot = 1.0%
	
	BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE
	DisplayName = OBJECT:Henrik
	RecruitText = CONTROLBAR:GondorAragornsEntwicklungRecruit
	ReviveText	= CONTROLBAR:GondorAragornRevive
	Hotkey		= CONTROLBAR:GondorAragornsEntwicklungHotkey
	CrushableLevel = 2 ;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
;  CrusherLevel = 1
	

	CommandSet = NewGondorAragornsEntwicklung1CommandSet
	CommandPoints = GONDOR_ARAGORN_COMMAND_POINTS

;-----------------------------------------------
;Slayer
;-------------------------------------------------------
		
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SlayerEnabler
		SpecialPowerTemplate = SpecialAbilityGimliHeroMode
		TriggeredBy = Upgrade_GimliSlayerTrigger
	End
	Behavior = SpecialPowerModule ModuleTag_SlayerStarter					  
		SpecialPowerTemplate	  = SpecialAbilityGimliHeroMode
		UpdateModuleStartsAttack  = Yes
		StartsPaused = Yes
	End
	Behavior = HeroModeSpecialAbilityUpdate ModuleTag_Slayer  
		SpecialPowerTemplate	= SpecialAbilityGimliHeroMode
		UnpackingVariation		= 1
		UnpackTime			  = 0;no special animations
		PreparationTime		 = 0  ;  
		PackTime				= 0;
   ;PackSound			   =
   ;UnpackSound			 =
   ;TriggerSound			=
   ;PrepSoundLoop		   =
		AwardXPForTriggering	= 0
		
		HeroAttributeModifier = Slayer
		HeroEffectDuration = 10000
	End



;--------------------------------------------------------------------
; Elbenmantel
;--------------------------------------------------------------------

  ;// Elven Cloak
   ;// non-innate InvisibilityUpdate for activation through ToggleHiddenSpecialAbilityUpdate.
   ;// For it to work it must be the first InvisibilityUpdate in the object. 
	Behavior = InvisibilityUpdate ModuleTag_ElvenCloak
		InvisibilityNugget
			InvisibilityType	= STEALTH
			ForbiddenConditions	= MOVING FIRING_ANY TAKING_DAMAGE
			BecomeStealthedFX	   = FX_ElvenCloakOn
			ExitStealthFX		   = FX_ElvenCloakOff
			Options			= UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH
		End
		StartsActive			= No
		UpdatePeriod			= 2000
	End
	
   ;// improved camo that always permits camouflage near trees (regardless of moving or firing)
   ;//
	Behavior	 = InvisibilityUpdate ModuleTag_ElvenCamouflage
		InvisibilityNugget
			InvisibilityType	= CAMOUFLAGE
			DetectionRange		= CAMOUFLAGE_RADIUS
			ForbiddenConditions	= MOVING FIRING_ANY
			Options				= ALLOW_NEAR_TREES
		End
		UpdatePeriod			= 2000
		StartsActive			= Yes
		UnitSpecificSoundNameToUseAsVoiceMoveToStealthyArea = VoiceMoveToTrees
		UnitSpecificSoundNameToUseAsVoiceEnterStateMoveToStealthyArea = VoiceEnterStateMoveToTrees
	End

	Behavior = SpecialPowerModule ModuleTag_ElfCloakStarter
		SpecialPowerTemplate	  = SpecialAbilityElfCloak
		UpdateModuleStartsAttack  = Yes
		StartsPaused			  = No
	End
	Behavior = ToggleHiddenSpecialAbilityUpdate ModuleTag_ElfCloakUpdate   
		SpecialPowerTemplate = SpecialAbilityElfCloak
	End



;--------------------------------------------------------------------
; Schwertmeister
;--------------------------------------------------------------------

	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
		SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
		TriggeredBy = Upgrade_Level_2
		ObeyRechageOnTrigger	= Yes
	End

	  Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter			   ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
		SpecialPowerTemplate	= SpecialAbilityAragornBladeMaster
		StartsPaused			= Yes
	End

	Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate  ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
		SpecialPowerTemplate	= SpecialAbilityAragornBladeMaster
		HeroAttributeModifier	= AragornBladeMasterMod;AragornBladeMaster
		HeroEffectDuration		= 40000; this should sync with the auto ability delay re-fire time in commandButtons.ini
		UnpackTime			  = 1; insant unpack
		TriggerSound			= AragornBladeMaster
	End

	Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
		HitReactionLifeTimer1 = 100; level 1 (light  damage)  hit reaction animations in ms
		HitReactionLifeTimer2 = 1000; level 2 (medium damage)  hit reaction animations in ms
		HitReactionLifeTimer3 = 1993; level 3 (heavy  damage)  hit reaction animations in ms

		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






;-----------------------------------------------------
; Pfeilhagel der Galadhrim
;-----------------------------------------------------

	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArrowVolleyEvilEnabler
		SpecialPowerTemplate		  = SpecialAbilityMenLongShot
		TriggeredBy				   = Upgrade_Level_4
		ObeyRechageOnTrigger		  = Yes
	End

	Behavior = OCLSpecialPower ModuleTag_ArrowVolleyEvil
		SpecialPowerTemplate		  = SpecialAbilityMenLongShot
		OCL						   = OCL_LongShotAbility
		CreateLocation				= CREATE_AT_LOCATION
		UpdateModuleStartsAttack	  = No
	End

	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate   
		SpecialPowerTemplate		  = SpecialAbilityMenLongShot
		PackTime					  = 5000									// returning to flap
		MustFinishAbility			 = Yes
		SpecialWeapon				 = MenLongShotWeapon
		NeedLivingTargets			 = No
	   ;TriggerSound				  = RangerVoiceLongShot
		ApproachRequiresLOS		   = No
	End 




;--------------------------------------------------------------------
; Königskraut
;--------------------------------------------------------------------

	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornAthelas2
		SpecialPowerTemplate = SpecialAbilityAragornAthelas
		TriggeredBy			 = Upgrade_Level_3
		ObeyRechageOnTrigger	= Yes
	End	

	Behavior = SpecialPowerModule ModuleTag_AragornAthelas
		SpecialPowerTemplate	= SpecialAbilityAragornAthelas
		UpdateModuleStartsAttack  = Yes
		TriggerFX				= FX_AragornAthelas
		SetModelCondition		= ModelConditionState:USER_2
		SetModelConditionTime	= 2.1
		StartsPaused			 = Yes
	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

   ; Athelas needs to be first because the special power just turns on the first one it finds.  No time to fix it better.
	Behavior = AutoHealBehavior ModuleTag_AthelasHealing
		StartsActive			  = Yes   ; Active, as in no upgrade required
		ButtonTriggered		   = Yes   ; But doesn't actually run on its own.
		HealingAmount			 = 1750
		Radius					= 150
		HealOnlyOthers			= No
		SingleBurst			   = Yes
		UnitHealPulseFX		   = FX_AragornAthelas
		KindOf					= HERO
	End



   ;///////////////////
   ; AISpecialPowers
   ;///////////////////
	
	Behavior = AISpecialPowerUpdate AragornBladeMasterAI
		CommandButtonName = Command_SpecialAbilityAragornBladeMaster3
		SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
	End
	
	Behavior = AISpecialPowerUpdate AragornElendilAI
		CommandButtonName = Command_SpecialAbilityElendil
		SpecialPowerAIType = AI_SPECIAL_POWER_ELENDIL
		SpecialPowerRadius = 200;
	End
	
	Behavior = AISpecialPowerUpdate SpecialPowerAragornAthelas
		CommandButtonName = Command_SpecialAbilityAthelasElessar
		SpecialPowerAIType = AI_SPECIAL_POWER_SELFAOEHEALHEROS
		SpecialPowerRadius = 30.0
	End


	Geometry = CYLINDER
	GeometryMajorRadius = 8.0
	GeometryMinorRadius = 8.0
	GeometryHeight = 19.2
	GeometryIsSmall = Yes
	Shadow = SHADOW_DECAL
	ShadowSizeX = 20;
	ShadowSizeY = 20;
	ShadowTexture = ShadowI;
End



CommandSet NewGondorAragornsEntwicklung1CommandSet
	1	= Command_ToggleStance
	2	= Command_SpecialAbilityAragornAthelas
	3	= Command_SpecialAbilityBladeMaster
	4 	= Command_SpecialAbilitySlayer
	5 	= Command_SpecialAbilityMenLongShot
	6 	= Command_SpecialAbilityElfCloak
	12 	= Command_CaptureBuilding
	13 	= Command_AttackMove
	14 	= Command_Stop
	16  = Command_SetStanceBattle
	17  = Command_SetStanceAggressive
	18  = Command_SetStanceHoldGround
End


He tells me about an error of "behavior" in "object"
what to do? :p

#65 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 16 November 2009 - 10:50 PM

...what behavior? :p There are so many :)
Ridder Geel

#66 JUS_SAURON

JUS_SAURON

    El Shaddai

  • Members
  • 1,581 posts
  • Location:Trinidad
  • Projects: BFME2 MOD - Power Of The Ring
  •   INI Coder

Posted 16 November 2009 - 11:29 PM

did you add all at once ??
usually its best to add one at a time until you find the glitch
is this ini folder coding or
map.ini coding

#67 Guest_Hittheshit_*

Guest_Hittheshit_*
  • Guests

Posted 17 November 2009 - 02:29 PM

this is map.ini, i copied most from the ini.big and add my new ones, but in my map they don´t work




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users