thank you
good advice
Modding Questions
Started by Black Dragon, Sep 25 2009 03:48 PM
66 replies to this topic
#61 Guest_Hittheshit_*
Posted 07 November 2009 - 03:44 PM
#62 Guest_Hitthesit_*
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?^^
and can i get that for all skills anywhere or do i have to write it on my own?^^
#63
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.
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.
The way I did it was to add the new ModelConditionStates right below the old ones, to exclude any mistake.
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.
Defender of the Lawful Evil
#64 Guest_Hittheshit_*
Posted 16 November 2009 - 10:32 PM
here I am again...
He tells me about an error of "behavior" in "object"
what to do?
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?
#65
Posted 16 November 2009 - 10:50 PM
...what behavior? There are so many
Ridder Geel
#66
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
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_*
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
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