.... no i guess, what is it?
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StarlessBeseech
Member Since 19 Jun 2016Offline Last Active Aug 19 2016 10:52 AM
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In Topic: Issues with the creation of a faction
27 June 2016 - 07:55 AM
In Topic: porter problem
22 June 2016 - 09:44 AM
I tryed to follow this guide http://www.middleear...ead.php?t=21880
I don't know what was wrong but now it works
my porter.ini:
;------------------------------------------------------------------------------ ; ; Men Porter.ini ; ;------------------------------------------------------------------------------ ; aka Porter Object HobbitPorter ; *** ART Parameters *** SelectPortrait = UPGondor_Porter ; ButtonImage for Porter ButtonImage = BGFortress_Porter Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ;StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = GUPorter_SKN Skeleton = GUPorter_SKL End IdleAnimationState StateName = STATE_Running Animation = IDLA AnimationName = GUPorter_IDLA AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLB ; fidget. Search animation AnimationName = GUPorter_IDLB AnimationMode = ONCE AnimationPriority = 1 End End AnimationState = DYING DEATH_1 Animation = DIEB AnimationName = GUPorter_DIEA AnimationMode = ONCE End End AnimationState = DYING DEATH_2 Animation AnimationName = GUPorter_IDLA AnimationMode = LOOP End End AnimationState = DYING Animation = DIEA AnimationName = GUPorter_DIEA AnimationMode = ONCE End End AnimationState = PARALYZED Animation AnimationName = GUPorter_IDLA AnimationMode = LOOP End End AnimationState = MOVING WANDER StateName = STATE_Running Animation = WLKA AnimationName = GUPorter_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING StateName = STATE_Running Animation = RUNNING AnimationName = GUPorter_RUNA AnimationMode = LOOP ; AnimationSpeedFactorRange = 3.8 3.8 End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = UNPACKING PACKING_TYPE_1 Animation AnimationName = GUPorter_FIRA AnimationMode = ONCE End BeginScript CurDrawablePlaySound("MenBuilderFireExtinguish") EndScript ParticleSysBone = BUCKET PorterFireWater FollowBone:YES End AnimationState = ACTIVELY_CONSTRUCTING StateName = STATE_Constructing Animation = WRKA AnimationName = GUPorter_WRKB AnimationMode = ONCE AnimationPriority = 30 AnimationSpeedFactorRange = 0.9 1.1 End Animation = WRKA ; In twice so that we can play it twice in a row. AnimationName = GUPorter_WRKB AnimationMode = ONCE AnimationPriority = 30 AnimationSpeedFactorRange = 0.9 1.1 End Animation = WRKB AnimationName = GUPorter_WRKC AnimationMode = ONCE AnimationPriority = 5 AnimationSpeedFactorRange = 0.9 1.1 End Animation = WRKB AnimationName = GUPorter_WRKC AnimationMode = ONCE AnimationPriority = 5 AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("TRANS_RunToWork") end EndScript End ;;--------------- TRANSITIONS --------------------------------------------------------------------------- TransitionState = TRANS_RunToWork Animation = ATNA AnimationName = GUPorter_WRKA AnimationMode = ONCE End End ;;----------------------------------------------------------------------------------------------------------- LeftFrontTireBone = WHEEL_L01 RightFrontTireBone = WHEEL_R01 ;LeftRearTireBone = WHEEL_L01 ;RightRearTireBone = WHEEL_R01 TireRotationMultiplier = 0.2 End #include "..\..\..\includes\StunDrawModuleMedium.inc" ; ***DESIGN parameters *** Side = Hobbit EditorSorting = UNIT ThingClass = HORDE_UNIT CommandPoints = 0 TransportSlotCount = TRANSPORTSLOTCOUNT_DOZER ArmorSet Conditions = None Armor = PorterArmor DamageFX = NormalDamageFX End BuildCost = MEN_PORTER_BUILDCOST BuildTime = MEN_PORTER_BUILDTIME VisionRange = MEN_PORTER_VISION_RANGE BountyValue = MEN_PORTER_BOUNTY_VALUE ShroudClearingRange = MEN_PORTER_SHROUD_RANGE DisplayName = OBJECT:GondorPorter CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE IsTrainable = No CommandSet = HobbitPorterCommandSet ; *** AUDIO Parameters ***; VoiceCreated = MenBuilderVoiceSalute VoiceFullyCreated = MenBuilderVoiceSalute VoiceMove = MenBuilderVoiceMove VoiceMoveToCamp = MenBuilderVoiceMove VoicePriority = 6 VoiceRetreatToCastle = MenBuilderVoiceMove VoiceSelect = MenBuilderVoiceSelectMS SoundImpact = ImpactHorse SoundMoveLoop = MenBuilderMoveLoopMS SoundMoveStart = MenBuilderMoveStart UnitSpecificSounds VoiceNoBuild = EVA:PorterCantBuild VoiceBuildResponse = MenBuilderVoiceBuild VoiceExtinguishFireAtLocation = MenBuilderVoiceMove VoiceGarrison = MenBuilderVoiceGarrison VoiceSelectIdleWorker = MenBuilderVoiceSelectMS VoiceEnterUnitElvenTransportShip = MenBuilderVoiceMove VoiceInitiateCaptureBuilding = MenBuilderVoiceMove End ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationVoxCheerSinglesLoop ;MOVING ATTACKING ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop ;MOVING ATTACKING End #include "..\..\..\Includes\StandardUnitEvaEvents.inc" EvaEventDamagedOwner = PorterUnderAttack ;Eva event to trigger when unit is damaged ; Moved to FX_PorterDie so that we avoid annoucing FADED deaths ;EvaEventDieOwner = PorterDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE DOZER CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT PORTER IGNORES_SELECT_ALL NONCOM //SelectionPriority = SELECTION_PRIORITY_PORTER Body = ActiveBody ModuleTag_02 MaxHealth = MEN_PORTER_HEALTH MaxHealthDamaged = MEN_PORTER_HEALTH_DAMAGED RecoveryTime = MEN_PORTER_HEALTH_RECOVERY_TIME End Behavior = DozerAIUpdate ModuleTag_03 AILuaEventsList = InfantryFunctions RepairHealthPercentPerSecond = 2% ; % of max health to repair each second BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something AutoAcquireEnemiesWhenIdle = No ; no mine-disarming in the design at the moment SpecialContactPoints = Repair End LocomotorSet Locomotor = PorterLocomotor Condition = SET_NORMAL Speed = NORMAL_INGAME_PORTER_SPEED End LocomotorSet Locomotor = PorterLocomotor Condition = SET_WANDER Speed = NORMAL_INGAME_PORTER_SPEED End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_1 DeathTypes = ALL -CRUSHED -EXPLODED -KNOCKBACK -DETONATED -SPLATTED -FADED -SLAUGHTERED SinkDelay = 3000 SinkRate = 1.40 ; in Dist/Sec DestructionDelay = 13000 Sound = INITIAL MenBuilderVoiceDie ;PorterGenericVoiceDie FX = INITIAL FX_PorterDie End Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_2 DeathTypes = NONE +CRUSHED +EXPLODED +KNOCKBACK +DETONATED +SPLATTED SinkDelay = 3000 SinkRate = 1.40 ; in Dist/Sec DestructionDelay = 13000 DeathFlags = DEATH_1 FX = INITIAL FX_PorterDieExplosion Sound = INITIAL MenBuilderVoiceDie ;PorterGenericVoiceDie End Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath DeathTypes = NONE +FADED DeathFlags = DEATH_2 FadeDelay = 500 FadeTime = 3500 DestructionDelay = 4000 End ; Send porter back into fortress, don't announce or scream Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_Decommissioned DeathTypes = NONE +SLAUGHTERED SinkDelay = 1000 SinkRate = 1.40 ; in Dist/Sec DestructionDelay = 5000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown. ; FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain SecondHeight = 24 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes CrushStyle = Yes ; I don't detonate, I just hit DieOnImpact = Yes BounceCount = 1 ; When I hit the ground, I'll arc again BounceDistance = 40 ; this far BounceFirstHeight = 16 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 16 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80% GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End ;-------------------------------------------------------------------- ; Emotion Tracker for the Terror state ;-------------------------------------------------------------------- Behavior = EmotionTrackerUpdate Module_EmotionTracker AfraidOf = NONE +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil;Must be SCARY kindof as well. AlwaysAfraidOf = NONE +MordorWitchKing +MordorWitchKingOnFellBeast +MordorBalrog +RohanOathbreaker FearScanDistance = 250 AddEmotion = BraceForBeingCrushed_Base AddEmotion = Terror_Base End #include "..\..\..\Includes\PorterExtinguishFire.inc" ;-------------------------------------------------------------------- ; Don't make it any bigger or try making it a box or this unit will not make it up onto walls to deliver it's goods. Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 16.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 27; ShadowSizeY = 27; ShadowTexture = ShadowI; End ;-------------------------------------------------------------------- ChildObject HobbitPorterNoSelect HobbitPorter KindOf = PRELOAD CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER DOZER SWARM_DOZER NOT_AUTOACQUIRABLE MOVE_FOR_NOONE ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE End
In Topic: porter problem
21 June 2016 - 08:15 PM
i've just tryed, it doesn't work
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