Hi i have add a new horde in the uruk pit but when i buy it 10 uruks spawn but there are not in a horde there are alone . Thanks for help !
( Sorry for my bad english )
Posted 13 September 2014 - 04:05 PM
Hi i have add a new horde in the uruk pit but when i buy it 10 uruks spawn but there are not in a horde there are alone . Thanks for help !
( Sorry for my bad english )
Posted 14 September 2014 - 11:46 AM
Posted 14 September 2014 - 11:55 AM
Thanks for the help . I don't know what is the horde behavior but i think it's in the isengardhorde.ini
;-------------------------------------------------------------------------------
Object IsengardUrukScoutHorde
; This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_UrukCrossbowmen
SelectPortrait = UPIsenguard_UrukCrossbow
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 ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkIUArc
End
End
Side = Isengard
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeIsengardCrossbow
DisplayNameStrategic = CONTROLBAR:LW_Unit_IsengardUrukCrossbowHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_IsengardUrukCrossbowHorde
WeaponSet
Conditions = None
Weapon = PRIMARY GondorRangerMissileHordeRangefinder
Weapon = TERTIARY GondorRangerMissileHordeRangefinderBombard
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End
BuildCost = RJ_ISENGARD_URUKCROSSBOW_BUILDCOST
BuildTime = RJ_ISENGARD_URUKCROSSBOW_BUILDTIME
VisionRange = RJ_ISENGARD_URUKCROSSBOW_HORDE_VISION_RANGE
ShroudClearingRange = RJ_ISENGARD_URUKCROSSBOW_SHROUD_RANGE1
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 0.5%
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
UseCrushAttack = No ;Archer hordes cannot crush or Bombard will not work
CommandPoints = 30
CommandSet = IsengardUrukCrossbowHordeCommandSet
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = RJ_TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY ARCHER HORDE CAN_USE_SIEGE_TOWER ARMY_SUMMARY URUK LARGE_RECTANGLE_PATHFIND;UNATTACKABLE
ThreatLevel = RJ_ISENGARD_URUKCROSSBOW_HORDE_THREAT
ThreatBreakdown IsengardUrukCrossbowHorde_DetailedThreat
AIKindOf = ARCHER
End
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = ArcherHorde
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
CanAttackWhileContained = Yes ; Can fire out of garrisoned building
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Archer
End
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = IsengardUrukScout 10
Slots = 10
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:1 Y:1
MeleeBehavior = Amoeba
End
; Banner Carrier info
BannerCarriersAllowed = IsengardBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:IsengardUrukCrossbow Pos:X:70.0 Y:0.0 ; (DEFAULT) position of banner carrier
; Positions for 5
RankInfo = RankNumber:1 UnitType:IsengardUrukCrossbow Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20
RankInfo = RankNumber:2 UnitType:IsengardUrukCrossbow Position:X:30 Y:10 Leader 1 0 Position:X:30 Y:-10 Leader 1 1 Position:X:30 Y:30 Leader 1 2 Position:X:30 Y:-30
RankInfo = RankNumber:3 UnitType:IsengardUrukCrossbow Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2
RanksToReleaseWhenAttacking = 1 2 3
; Normal Formations
ComboHorde = Target:IsengardFighterHorde Result:IsengardFighterCrossbowComboHorde InitiateVoice:UrukCrossbowmanVoiceJoinAnybody
ComboHorde = Target:IsengardPikemanHorde Result:IsengardPikemenCrossbowComboHorde InitiateVoice:UrukCrossbowmanVoiceJoinAnybody
ComboHorde = Target:IsengardUrukCrossbowHorde Result:IsengardUrukCrossbowDoubleComboHorde InitiateVoice:UrukCrossbowmanVoiceJoinAnybody
; Alternate Formations
ComboHorde = Target:IsengardFighterHordeBlock Result:IsengardFighterCrossbowComboHorde InitiateVoice:UrukCrossbowmanVoiceJoinAnybody
ComboHorde = Target:IsengardPikemanHordePorcupine Result:IsengardPikemenCrossbowComboHorde InitiateVoice:UrukCrossbowmanVoiceJoinAnybody
MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.
; Example of Eva event for horde death
;EvaEventLastMemberDeath = ArchersDie ; Play this Eva event when the last member dies
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = RJ_INFANTRY_TAUNT_POINT_RADIUS ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = RJ_EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = RJ_EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = RJ_EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = RJ_ARCHER_FEAR_SCAN_RADIUS ;250
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base_Evil
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
End
LocomotorSet
Locomotor = NormalRangedHordeLocomotor
Condition = SET_NORMAL
Speed = RJ_NORMAL_ISENGARD_INFANTRY_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_IsengardBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_IsengardFireArrows
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_IsengardHeavyArmor
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE -TheDroppedRing
ScanRange = 200
ScanIntervalSeconds = 0.5
End
#include "..\..\..\includes\CaptureBuilding.inc"
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate IsengardUrukCrossbowHordeCaptureBuildingAI
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 = 40.0
GeometryMinorRadius = 40.0
GeometryHeight = 20.0
GeometryIsSmall = No
// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Archer
AutoResolveCombatChain = AutoResolve_ArcherCombatChain
AutoResolveBody = AutoResolve_IsengardUrukCrossbowHordeBody
AutoResolveArmor
RequiredUpgrades = Upgrade_IsengardHeavyArmor
Armor = AutoResolve_IsengardUrukCrossbowHeavyArmor
End
AutoResolveArmor
ExcludedUpgrades = Upgrade_IsengardHeavyArmor
Armor = AutoResolve_IsengardUrukCrossbowArmor
End
AutoResolveWeapon
RequiredUpgrades = Upgrade_IsengardFireArrows
Weapon = AutoResolve_IsengardUrukCrossbowUpgradedWeapon
End
AutoResolveWeapon
ExcludedUpgrades = Upgrade_IsengardFireArrows
Weapon = AutoResolve_IsengardUrukCrossbowWeapon
End
WorldMapArmoryUpgradesAllowed = Upgrade_IsengardBasicTraining Upgrade_IsengardFireArrows Upgrade_IsengardHeavyArmor
Edited by Kalys, 14 September 2014 - 06:42 PM.
Posted 14 September 2014 - 11:02 PM
Edited by Ridder Geel, 14 September 2014 - 11:03 PM.
Posted 15 September 2014 - 06:40 AM
Posted 15 September 2014 - 03:58 PM
Thanks you for your precious help It works !
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