And redoing the asset didn't work. It weirdly didn't increase in size either...
#22
Posted 26 February 2013 - 09:43 PM
And... Oh great
While fiddling with the asset, the assetcachebuilder has now decided to downsize my asset from 56 to 35kb. I had a back up, but as of then, it now only makes 35kb assets, from what I had before (Near enough). All the new Compiledtextures come up pink, while the textures and w3d stuff are fine. Any ideas? Or I'm stuffed
#23
Posted 26 February 2013 - 09:57 PM
Do you run it directly via assetcachebuilder?
Don't. Make a .bat file, and code this in:
@move art\textures art\textures_pdiddy @move art\compiledtextures art\textures @assetcachebuilder.exe @move art\textures art\compiledtextures @move art\textures_pdiddy art\textures
Then run that one.
The 4th Age version 0.8 has been released: Link
#25
Posted 27 February 2013 - 11:05 AM
Well, moving it for you is exactly what the above script does. I never have to worry. If I ever get pink stuff in-game, I delete the asset.dat and run the program again.
And if you have and .big files in the same folder, you might get trouble. I usually do. So remove them before you make the asset.dat.
The 4th Age version 0.8 has been released: Link
#26
Posted 11 March 2013 - 02:06 PM
Right. Stupidity Time. 1.5 years ago, I managed to code this in, when I knew zilch about coding. Guess what? I've forgotten how I did it, and spent hours trying yesterday. And even better, it was not transferred over to this computer. So... the problem...
Trying to make the thrallmaster, in an Umbar faction, summon Haradrim Lancers and Archers, while keeping the thrall master in the default position. I looked around, and couldn't really find anything on the subject. Any ideas?
Edited by Bofur, 11 March 2013 - 02:07 PM.
#27
Posted 14 March 2013 - 08:23 AM
Thrall master.. from what i see its fairly easy:
//Summon Orc Warriors Behavior = DoCommandUpgrade ModuleTag_UpgradeOrcWarriors TriggeredBy = Upgrade_ThrallMasterOrcWarriors GetUpgradeCommandButtonName = Command_SpecialAbilityAngmarThrallMasterSummonOrc End Behavior = SpecialPowerModule ModuleTag_SummoOrcsStarter SpecialPowerTemplate = SpecialAbilityAngmarThrallMasterSummonOrc UpdateModuleStartsAttack = Yes StartsPaused = No TriggerFX = FX_ThrallSummon End Behavior = SummonReplacementSpecialAbilityUpdate ModuleTag_SummonOrcs SpecialPowerTemplate = SpecialAbilityAngmarThrallMasterSummonOrc UnpackTime = 1000 ; Drawing the horn PreparationTime = 1000 ; Blowing PersistentPrepTime = 0 ; nothing PackTime = 0 ; nothing AwardXPForTriggering = 0 MountedTemplate = AngmarOrcWarriors IgnoreFacingCheck = Yes MustFinishAbility = Yes End
So you need to create an mounted horde which is the MountedTemplate, in this case AngmarOrcWarriors.
The thrallmaster will be replaced by this horde... So... simple as that if you know how to make a horde
I'd say look at the horde, copy paste and edit some code, and it should work
#30
Posted 15 May 2013 - 08:44 PM
Fairly much like that yes, and changing the apt's so that they are the bfme 1 ones
At least, thats the theory, now if the bfme 1 apts are compatible with bfme 2 thats the question
Edited by Ridder Geel, 15 May 2013 - 08:44 PM.
#32
Posted 10 June 2013 - 11:22 AM
I believe in none of the folders, so simply in the "root" directory (where art, data & the rest is)
#33
Posted 13 June 2013 - 11:03 AM
Ah, thank you.
I've hit another problem, my Carn Dûm Knights are not using their death anims, but stop and fade out.
Here's the code for the Model and Anims:
;;====================== MODELS ================================================================ ;-----Spear----- DefaultModelConditionState Model = kucarnrid_skn End ;;================== ANIMATIONS ================================================================= ;--------------------------------------------- ;-----------------Spear Anims----------------- ;--------------------------------------------- IdleAnimationState StateName = Idle Animation = IdleB AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") elseif Prev == "State_PuttingBowAway" then CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Idle") end EndScript End AnimationState = PASSENGER Animation = grabbed AnimationName = RURohrm_SKL.RURohrm_GBDA AnimationMode = LOOP End End ; --- stunned anims AnimationState = FREEFALL Animation = free fall AnimationName = RURohrm_SKL.RURohrm_FLYB AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = STUNNED_FLAILING Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DYING BURNINGDEATH Animation AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End End ; This is the no-spawn-horse type of death AnimationState = DYING DEATH_1 SPLATTED Animation = splatted AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End AnimationState = DYING DEATH_1 Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE End End AnimationState = DYING DEATH_2 Animation = FadeOut AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = ONCE End End AnimationState = BURNINGDEATH Animation AnimationName = RURohrm_SKL.RURohrm_MFDA AnimationMode = LOOP Distance = 90 End End AnimationState = STUNNED_STANDING_UP Animation = StandUp AnimationName = RURohrm_SKL.RURohrm_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = Land AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE End End AnimationState = PARALYZED Animation AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = LOOP End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = TrotAndFire AnimationName = RURohrm_SKL.RURohrm_ATRB AnimationMode = LOOP Distance = 70; 35 End Flags = RANDOMSTART End ;;======= BACKING UP AnimationState = MOVING BACKING_UP Animation = BACKING UP AnimationName = RURohrm_SKL.RURohrm_BAKA AnimationMode = LOOP End End AnimationState = TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TNL1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = TURN_RIGHT_HIGH_SPEED Animation = TurnRight AnimationName = RURohrm_SKL.RURohrm_TNR1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING WANDER Animation = WLKA AnimationName = RURohrm_SKL.RURohrm_WLKA AnimationMode = LOOP End End AnimationState = MOVING TURN_LEFT Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TRNL AnimationMode = LOOP End End AnimationState = MOVING TURN_RIGHT Animation = TurnRight AnimationName = RURohrm_SKL.RURohrm_TRNR AnimationMode = LOOP End End AnimationState = MOVING ENGAGED Animation = Moving_Engaged AnimationName = RURohrm_SKL.RURohrm_RUNC AnimationMode = LOOP End Flags = RANDOMSTART End ; AnimationState = MOVING WALKING ; Animation = Walk1 ; AnimationName = RURohrm_SKL.RURohrm_WLKB ; AnimationMode = LOOP ; Distance = 25 ; End ; End AnimationState = MOVING ACCELERATE Animation = Accelerate AnimationName = RURohrm_SKL.RURohrm_ACCL AnimationMode = ONCE ; was LOOP End End AnimationState = DECELERATE Animation = Decelerate AnimationName = RURohrm_SKL.RURohrm_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.55 0.55 End End AnimationState = MOVING Animation = RunA AnimationName = RURohrm_SKL.RURohrm_RUNA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART End ;--------------------------------------------------------------------------------------------------------- ; Standard attack with spear. AnimationState = FIRING_OR_PREATTACK_A Animation = AttackA1 AnimationName = RURohrm_SKL.RURohrm_ATKA AnimationMode = ONCE End End ;--------------------------------------------------------------------------------------------------------- ;;--------------------- EMOTIONS ---------------------------------------------------------------------------------- ;;===== TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY Animation = TerrorFromTheSky AnimationName = RURohrm_SKL.RURohrm_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR Animation = TerrorFromTheSky AnimationName = RURohrm_SKL.RURohrm_RUNB AnimationMode = LOOP End End ;;======= APPREHENSIVE AnimationState = EMOTION_ALERT EMOTION_AFRAID Animation = Apprehensive AnimationName = RURohrm_SKL.RURohrm_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End ;;======= AFRAID AnimationState = EMOTION_AFRAID Animation = FERA AnimationName = RURohrm_SKL.RURohrm_FERA AnimationMode = LOOP End ;Animation = FERB ; AnimationName = RURohrm_SKL.RURohrm_FERB ; AnimationMode = LOOP ;End End ;;======= CELEBRATING AnimationState = EMOTION_CELEBRATING Animation = CheerA AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = ONCE End Animation = CheerB AnimationName = RURohrm_SKL.RURohrm_CHRB AnimationMode = ONCE End Animation = CheerC AnimationName = RURohrm_SKL.RURohrm_CHRC AnimationMode = ONCE End Animation = CheerD AnimationName = RURohrm_SKL.RURohrm_CHRD AnimationMode = ONCE End Animation = Salute AnimationName = RURohrm_SKL.RURohrm_SLTA AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ;;======= TAUNTING AnimationState = EMOTION_TAUNTING Animation = Taunting AnimationName = RURohrm_SKL.RURohrm_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = RURohrm_SKL.RURohrm_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ;;======= POINTING AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = RURohrm_SKL.RURohrm_PNTA AnimationMode = LOOP End End ;;======== ALERT AnimationState = EMOTION_ALERT Animation = IDLA AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationMode = LOOP End End AnimationState = RAISING_FLAG Animation = CheerA AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerB AnimationName = RURohrm_SKL.RURohrm_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerC AnimationName = RURohrm_SKL.RURohrm_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerD AnimationName = RURohrm_SKL.RURohrm_CHRD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = Salute AnimationName = RURohrm_SKL.RURohrm_SLTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End ;;-------------------- SELECTED --------------------------------------------------------------- AnimationState = SELECTED StateName = State_Selected ; SimilarRestart = Yes Animation = AtAttention AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") elseif Prev == "State_PuttingBowAway" then CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Selected") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 End End TransitionState = TRANS_BowAway_To_Selected Animation AnimationName = RURohrm_SKL.RURohrm_WPNB AnimationMode = ONCE End End TransitionState = TRANS_Selected_to_Idle Animation = ATNC AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.6 1.0 End Flags = START_FRAME_LAST End TransitionState = TRANS_BowAway_To_Idle Animation AnimationName = RURohrm_SKL.RURohrm_WPNB AnimationMode = ONCE End End
Edited by Bofur, 13 June 2013 - 11:04 AM.
#34
Posted 13 June 2013 - 11:11 AM
Post the rest of the code as well, its most likely in the Death behavior or such
#35
Posted 13 June 2013 - 11:26 AM
'ere:
Object CarnDumCavalry ; *** ART Parameters *** ; NOTE: If you are updating any of the art parameters, you should really check ; GondorCavalryRiderless in FactionSubObject.ini and see if it needs to be updated SelectPortrait = UPCarndumknight Draw = W3DHordeModelDraw ModuleTag_01 OkToChangeModelColor = Yes WadingParticleSys = EntRipples StaticModelLODMode = Yes ; 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 ;;====================== MODELS ================================================================ ;-----Spear----- DefaultModelConditionState Model = kucarnrid_skn End ;;================== ANIMATIONS ================================================================= ;--------------------------------------------- ;-----------------Spear Anims----------------- ;--------------------------------------------- IdleAnimationState StateName = Idle Animation = IdleB AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") elseif Prev == "State_PuttingBowAway" then CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Idle") end EndScript End AnimationState = PASSENGER Animation = grabbed AnimationName = RURohrm_SKL.RURohrm_GBDA AnimationMode = LOOP End End ; --- stunned anims AnimationState = FREEFALL Animation = free fall AnimationName = RURohrm_SKL.RURohrm_FLYB AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = STUNNED_FLAILING Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DYING BURNINGDEATH Animation AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End End ; This is the no-spawn-horse type of death AnimationState = DYING DEATH_1 SPLATTED Animation = splatted AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End AnimationState = DYING DEATH_1 Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE End End AnimationState = DYING DEATH_2 Animation = FadeOut AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = ONCE End End AnimationState = BURNINGDEATH Animation AnimationName = RURohrm_SKL.RURohrm_MFDA AnimationMode = LOOP Distance = 90 End End AnimationState = STUNNED_STANDING_UP Animation = StandUp AnimationName = RURohrm_SKL.RURohrm_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = Land AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE End End AnimationState = PARALYZED Animation AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = LOOP End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = TrotAndFire AnimationName = RURohrm_SKL.RURohrm_ATRB AnimationMode = LOOP Distance = 70; 35 End Flags = RANDOMSTART End ;;======= BACKING UP AnimationState = MOVING BACKING_UP Animation = BACKING UP AnimationName = RURohrm_SKL.RURohrm_BAKA AnimationMode = LOOP End End AnimationState = TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TNL1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = TURN_RIGHT_HIGH_SPEED Animation = TurnRight AnimationName = RURohrm_SKL.RURohrm_TNR1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING WANDER Animation = WLKA AnimationName = RURohrm_SKL.RURohrm_WLKA AnimationMode = LOOP End End AnimationState = MOVING TURN_LEFT Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TRNL AnimationMode = LOOP End End AnimationState = MOVING TURN_RIGHT Animation = TurnRight AnimationName = RURohrm_SKL.RURohrm_TRNR AnimationMode = LOOP End End AnimationState = MOVING ENGAGED Animation = Moving_Engaged AnimationName = RURohrm_SKL.RURohrm_RUNC AnimationMode = LOOP End Flags = RANDOMSTART End ; AnimationState = MOVING WALKING ; Animation = Walk1 ; AnimationName = RURohrm_SKL.RURohrm_WLKB ; AnimationMode = LOOP ; Distance = 25 ; End ; End AnimationState = MOVING ACCELERATE Animation = Accelerate AnimationName = RURohrm_SKL.RURohrm_ACCL AnimationMode = ONCE ; was LOOP End End AnimationState = DECELERATE Animation = Decelerate AnimationName = RURohrm_SKL.RURohrm_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.55 0.55 End End AnimationState = MOVING Animation = RunA AnimationName = RURohrm_SKL.RURohrm_RUNA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART End ;--------------------------------------------------------------------------------------------------------- ; Standard attack with spear. AnimationState = FIRING_OR_PREATTACK_A Animation = AttackA1 AnimationName = RURohrm_SKL.RURohrm_ATKA AnimationMode = ONCE End End ;--------------------------------------------------------------------------------------------------------- ;;--------------------- EMOTIONS ---------------------------------------------------------------------------------- ;;===== TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY Animation = TerrorFromTheSky AnimationName = RURohrm_SKL.RURohrm_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR Animation = TerrorFromTheSky AnimationName = RURohrm_SKL.RURohrm_RUNB AnimationMode = LOOP End End ;;======= APPREHENSIVE AnimationState = EMOTION_ALERT EMOTION_AFRAID Animation = Apprehensive AnimationName = RURohrm_SKL.RURohrm_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End ;;======= AFRAID AnimationState = EMOTION_AFRAID Animation = FERA AnimationName = RURohrm_SKL.RURohrm_FERA AnimationMode = LOOP End ;Animation = FERB ; AnimationName = RURohrm_SKL.RURohrm_FERB ; AnimationMode = LOOP ;End End ;;======= CELEBRATING AnimationState = EMOTION_CELEBRATING Animation = CheerA AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = ONCE End Animation = CheerB AnimationName = RURohrm_SKL.RURohrm_CHRB AnimationMode = ONCE End Animation = CheerC AnimationName = RURohrm_SKL.RURohrm_CHRC AnimationMode = ONCE End Animation = CheerD AnimationName = RURohrm_SKL.RURohrm_CHRD AnimationMode = ONCE End Animation = Salute AnimationName = RURohrm_SKL.RURohrm_SLTA AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ;;======= TAUNTING AnimationState = EMOTION_TAUNTING Animation = Taunting AnimationName = RURohrm_SKL.RURohrm_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = RURohrm_SKL.RURohrm_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ;;======= POINTING AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = RURohrm_SKL.RURohrm_PNTA AnimationMode = LOOP End End ;;======== ALERT AnimationState = EMOTION_ALERT Animation = IDLA AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationMode = LOOP End End AnimationState = RAISING_FLAG Animation = CheerA AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerB AnimationName = RURohrm_SKL.RURohrm_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerC AnimationName = RURohrm_SKL.RURohrm_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerD AnimationName = RURohrm_SKL.RURohrm_CHRD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = Salute AnimationName = RURohrm_SKL.RURohrm_SLTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End ;;-------------------- SELECTED --------------------------------------------------------------- AnimationState = SELECTED StateName = State_Selected ; SimilarRestart = Yes Animation = AtAttention AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") elseif Prev == "State_PuttingBowAway" then CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Selected") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 End End TransitionState = TRANS_BowAway_To_Selected Animation AnimationName = RURohrm_SKL.RURohrm_WPNB AnimationMode = ONCE End End TransitionState = TRANS_Selected_to_Idle Animation = ATNC AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.6 1.0 End Flags = START_FRAME_LAST End TransitionState = TRANS_BowAway_To_Idle Animation AnimationName = RURohrm_SKL.RURohrm_WPNB AnimationMode = ONCE End End End Draw = W3DScriptedModelDraw DustEffects DefaultModelConditionState Model = None End IdleAnimationState End AnimationState = MOVING WADING ParticleSysBone = None FootstepSlash End AnimationState = MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING DECELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING End End ; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing ; GondorCavalryRiderless in FactionSubObject.ini #include "..\..\..\includes\StunDrawModuleMedium.inc" ; ***DESIGN parameters *** Side = Angmar EditorSorting = UNIT ThreatLevel = 2.0 TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT BountyValue = GONDOR_KNIGHTSOFDOL_BOUNTY_VALUE ArmorSet Conditions = None Armor = HeroMiniMountedArmor ;CavalryArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = HeroMiniMountedArmor ;CavalryHorseShieldArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE_2 Armor = HeroMiniMountedArmor ;CavalryHeavyArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE_2 PLAYER_UPGRADE Armor = HeroMiniMountedArmor ;CavalryHorseShieldAndHeavyArmor DamageFX = NormalDamageFX End WeaponSet Conditions = None Weapon = PRIMARY CarnCavalrySword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY CarnCavalrySwordUpgraded AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End VisionRange = GONDOR_KNIGHT_VISION_RANGE ShroudClearingRange = SHROUD_CLEAR_STANDARD VisionSide = 35% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 2.0% DisplayName = OBJECT:CarnDumKnights CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 1 CrushWeapon = KnightCrush MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed. CrushDecelerationPercent = 100 ; Lose 80 percent of max velocity when crushing. RamPower = 30; RamZMult = 0.5; CommandPoints = 20 CommandSet = AngmarKnightCommandSet ; *** AUDIO Parameters ***; VoiceAttack = DkDunVoiceAttack VoiceAttackCharge = DkDunVoiceAttackCharge VoiceAttackMachine = DkDunVoiceAttack VoiceAttackStructure = DkDunVoiceAttackBuilding VoiceEnterStateAttack = DkDunVoiceAttack VoiceEnterStateAttackCharge = DkDunVoiceAttackCharge VoiceEnterStateAttackMachine = DkDunVoiceAttack VoiceEnterStateAttackStructure = DkDunVoiceAttackBuilding VoiceCreated = DkDunVoiceSalute VoiceFullyCreated = DkDunVoiceSalute //GondorSoldierVoiceCreated VoiceGuard = DkDunVoiceMove VoiceMove = DkDunVoiceMove VoiceMoveToCamp = DkDunVoiceMove VoiceMoveWhileAttacking = DkDunVoiceDisengage //TEMP_GondorSoldierVoiceMoveWhileAttacking_TEMP VoicePriority = 49 VoiceRetreatToCastle = DkDunVoiceDisengage VoiceSelect = DkDunVoiceSelect VoiceSelectBattle = DkDunVoiceSelectBattle VoiceEnterStateMove = DkDunVoiceMove VoiceEnterStateMoveToCamp = DkDunVoiceMoveCamp VoiceEnterStateMoveWhileAttacking = DkDunVoiceDisengage VoiceEnterStateRetreatToCastle = DkDunVoiceDisengage SoundMoveStart = GondorHorseMoveStart SoundImpact = ImpactHorse ;GondorKnightVoiceFearCower ;GondorKnightVoiceFearDisperse ;GondorKnightVoiceFearPoint ;GondorKnightVoiceFearRegroup ;GondorKnightVoiceJoinAnybody ;GondorKnightVoiceLineFormation ;GondorKnightVoiceWedgeFormation CrowdResponseKey = GoodMen UnitSpecificSounds ; VoiceGarrison = GondorKnightVoiceGarrison VoiceEnterUnitElvenTransportShip = GondorKnightVoiceMove VoiceInitiateCaptureBuilding = GondorKnightVoiceMove End CrowdResponseKey = Horse #include "..\..\..\includes\StandardUnitEvaEvents.inc" ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_ACCL Frames:8 30 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_RUNA Frames:0 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_RUNB Frames:0 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_TNL1 Frames:0 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_TNR1 Frames:0 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_TRNL Frames:0 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_TRNR Frames:0 AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_DIEA Frames:0 ;AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_DIEB Frames:0 AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_DIEC Frames:0 ;AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_DIED Frames:0 AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_IDLC Frames:9 AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_TNTB Frames:9 AnimationSound = Sound:BodyFallGeneric1 Animation:GUCavalry_SKL.GUCavalry_DIEA Frames:10 46 AnimationSound = Sound:BodyFallGeneric1 Animation:GUCavalry_SKL.GUCavalry_DIEC Frames:20 43 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUCavalry_SKL.GUCavalry_DIEC Frames:70 AnimationSound = Sound:BodyFallGeneric1 Animation:GUCavalry_SKL.GUCavalry_LNDA Frames:3 11 AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_LNDA Frames:0 End Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system Key = Humanoid_Male Man Man_Male Unit Cavalry Knight End ; *** ENGINEERING Parameters *** RadarPriority = UNIT ThingClass = CAVALRY_UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE GRAB_AND_DROP Body = ActiveBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = GONDOR_KNIGHT_HEALTH MaxHealthDamaged = GONDOR_KNIGHT_HEALTH_DAMAGED RecoveryTime = GONDOR_KNIGHT_HEALTH_RECOVERY_TIME BurningDeathBehavior = Yes BurningDeathFX = FX_CavalryBurningFlame End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = GondorCavalryFunctions AttackPriority = AttackPriority_Cavalry BurningDeathTime = BURNINGDEATH_DURATION_CAVALRY End ;;; Pillage ;;; Behavior = PillageModule ModuleTag_Test1 PillageAmount = WILDMAN_PILLAGE_AMOUNT NumDamageEventsPerPillage = WILDMAN_PILLAGE_NUM_DAMAGES PillageFilter = WILDMAN_PILLAGE_FILTER End Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag TriggeredBy = Upgrade_AngmarDarkIronBlades End Behavior = ArmorUpgrade ArmorUpgradeModuleTag TriggeredBy = Upgrade_AngmarDarkIronArmor ArmorSetFlag = PLAYER_UPGRADE End //------------------------------------------------------------------------- // // Sub object upgrading. // Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_AngmarDarkIronArmor RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End Behavior = SubObjectsUpgrade ForgedBlade_Upgrade TriggeredBy = Upgrade_AngmarDarkIronBlades ShowSubObjects = Forged_Blade End //------------------------------------------------------------------------- LocomotorSet Locomotor = NormalHorseHordeMemberLocomotor Condition = SET_NORMAL Speed = NORMAL_MOUNTED_FAST_MEMBER_SPEED End LocomotorSet Locomotor = NormalHorseHordeMemberLocomotor Condition = SET_CONTAINED Speed = NORMAL_MOUNTED_FAST_MEMBER_SPEED End LocomotorSet Locomotor = NormalHorseHordeMemberLocomotor Condition = SET_COMBO Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED End LocomotorSet Locomotor = BurningDeathLocomotorCavalry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_CAVALRY End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533 ;msec End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End Behavior = SlowDeathBehavior ModuleTag_08 ; Die and don't spawn horse DeathTypes = ALL -FADED SinkDelay = 3000 SinkRate = 0.80 ; in Dist/Sec DestructionDelay = 12000 ;ProbabilityModifier = 33 Sound = INITIAL HumanVoiceDie End Behavior = SlowDeathBehavior ModuleTag_FadeDeath ; Die and don't spawn horse DeathTypes = NONE +FADED SinkDelay = 3000 SinkRate = 0.80 ; in Dist/Sec DestructionDelay = 12000 ;ProbabilityModifier = 33 Sound = INITIAL SpellGenericUnsummonFasterMS End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer2 = 2000 ; level 2 (medium damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer3 = 2000 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec) 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 Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_DECAL ShadowSizeX = 30; ShadowSizeY = 21; ShadowTexture = ShadowI; ; Do I need to change GondorCavalryRiderless? End
#37
Posted 17 June 2013 - 06:11 PM
Id say throw the geometry there, just in case Also are those units in a horde?
#39
Posted 21 June 2013 - 10:53 PM
Geometry should be in the same basic place as the apt, but then in a folder like it is in the .big file with the original apt files
Yea sure post the horde code, there might be something triggering the wrong death
or try simply removing this part:
Behavior = SlowDeathBehavior ModuleTag_FadeDeath ; Die and don't spawn horse DeathTypes = NONE +FADED SinkDelay = 3000 SinkRate = 0.80 ; in Dist/Sec DestructionDelay = 12000 ;ProbabilityModifier = 33 Sound = INITIAL SpellGenericUnsummonFasterMS End
#40
Posted 24 July 2013 - 07:13 PM
////////////////////////////////////////////////////////////////////////////////// Object CarnDumKnightHorde // This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_WolfRider SelectPortrait = KUThrallMasterPortrait 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 //InvisHrdeTmp5x1 End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeMarkGUKni End End Side = Angmar EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:HordeCarnDumKnight DisplayNameStrategic = CONTROLBAR:LW_Unit_CarnDumKnightHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_CarnDumKnightHorde WeaponSet Conditions = None Weapon = PRIMARY NormalMeleeHordeRangefinder End CommandSet = AngmarKnightHordeCommandSet // *** AUDIO Parameters ***// // Note: Don't put voice parameters here -- they will be ignored. Voice play requests // are always passed through to members #include "..\..\..\includes\StandardHordeEvaEvents.inc" BuildCost = 800 BuildTime = GONDOR_KNIGHT_BUILDTIME VisionRange = GONDOR_KNIGHT_HORDE_VISION_RANGE VisionSide = 35% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 5.0% ShroudClearingRange = GONDOR_KNIGHT_HORDE_SHROUD_RANGE CommandPoints = 80 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 = 1 MinCrushVelocityPercent = 50% // Has to be moving at at least 25% of full speed. CrushDecelerationPercent = 50 // Lose 10 percent (100/5 horde members) of max velocity when crushing. CrushKnockback = 40 // how hard we knock back crushed units. CrushZFactor = 1.0 // How much we knock upwards. TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAVALRY HORDE MELEE_HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND//UNATTACKABLE Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End ThreatLevel = GONDOR_KNIGHT_HORDE_THREAT ThreatBreakdown GondorKnightHorde_DetailedThreat AIKindOf = CAVALRY End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = CavalryHorde End Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 MaxCowerTime = 5000 MinCowerTime = 3000 AILuaEventsList = CavalryFunctions AttackPriority = AttackPriority_Cavalry End Behavior = HorseHordeContain ModuleTag_HordeContain FrontAngle = 270 FlankedDelay = 2000 ObjectStatusOfContained = InitialPayload = CarnDumCavalry 10 Slots = 10 PassengerFilter = NONE +CAVALRY ShowPips = No ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!) RandomOffset=X:0 Y:0 MeleeBehavior = Amoeba End // Banner Carrier info BannerCarriersAllowed = NONE // types of units that are allowed as banner carriers RankInfo = RankNumber:1 UnitType:CarnDumCavalry Position:X:0 Y:0 Position:X:0 Y:20 Position:X:0 Y:-20 Position:X:0 Y:40 Position:X:0 Y:-40 RankInfo = RankNumber:2 UnitType:CarnDumCavalry 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 RanksToReleaseWhenAttacking = 1 2 MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking. BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up BackUpMinDistance = 1 //The minimum number of cells to backup BackUpMaxDistance = 3 //The maximum number of cells to backup BackupPercentage = 80% //The amount of chance that a unit will back up. End Behavior = HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan ScanWidth = 70.0 ; A little less than the width of the horde (which is 2 * 40 = 80) End 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 = BraceForBeingCrushed_Base AddEmotion = UncontrollableFear_Base AddEmotion = FearIdle_Base AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base AddEmotion = HeroCheerIdle_Base AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base AddEmotion = CheerForAboutToCrush_Base End LocomotorSet Locomotor = NormalCavalryHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_MOUNTED_FAST_HORDE_SPEED End Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End ;;; Pillage ;;; Behavior = SpecialPowerModule ModuleTag_PillageStandin SpecialPowerTemplate = SpecialAbilityWildmanPillage StartsPaused = No UpdateModuleStartsAttack = No End Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_AngmarBasicTraining LevelsToGain = 1 LevelCap = 2 End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality TriggeredBy = Upgrade_AngmarDarkIronBlades End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_AngmarDarkIronArmor End Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End ///////////////////// // AISpecialPowers ///////////////////// Behavior = AISpecialPowerUpdate AngmarKnightHordeCaptureBuildingAI 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 = 40.0 GeometryHeight = 20.0 GeometryIsSmall = No // *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Cavalry AutoResolveCombatChain = AutoResolve_CavalryCombatChain AutoResolveBody = AutoResolve_GondorKnightHordeBody AutoResolveArmor RequiredUpgrades = Upgrade_AngmarDarkIronArmor Armor = AutoResolve_GondorKnightHeavyArmor End AutoResolveArmor ExcludedUpgrades = Upgrade_AngmarDarkIronArmor Armor = AutoResolve_GondorKnightArmor End AutoResolveWeapon RequiredUpgrades = Upgrade_AngmarDarkIronBlades Weapon = AutoResolve_GondorKnightUpgradedWeapon End AutoResolveWeapon ExcludedUpgrades = Upgrade_AngmarDarkIronBlades Weapon = AutoResolve_GondorKnightWeapon End WorldMapArmoryUpgradesAllowed = Upgrade_AngmarBasicTraining Upgrade_AngmarDarkIronBlades Upgrade_AngmarDarkIronArmor EndAlso, Ive changed the Warg riders to use wild upgrades, they all work fine, except the basictraining. The banner carrier button says "This unit cannot receive this upgrade" when I hover over the purchase button on the unit after purchasing it from the treasure trove.
Edited by Bofur, 24 July 2013 - 07:17 PM.
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