| Map Gladiateur | |
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bowl028 Vétéran du forum
Nombre de messages : 2215 Date d'inscription : 16/02/2009
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Krylov Débutant(e)
Nombre de messages : 49 Age : 27 Location : A Imladris :D Add-On : Omaiwiii, çay obligatoire pour les mods <3 Date d'inscription : 21/07/2010
| Sujet: Re: Map Gladiateur Mar 10 Aoû - 1:36 | |
| J'adore | |
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bowl028 Vétéran du forum
Nombre de messages : 2215 Age : 28 Location : Aquitaine Add-On : Ouii Date d'inscription : 16/02/2009
| Sujet: Re: Map Gladiateur Mar 10 Aoû - 11:07 | |
| J'te remercie Krylov En fait, les unités autour de l'arène, c'est l'indice du bataillon à venir Par exemple, la première vague sont des orques et des archers orques Et J'ai mis : 1 unité Orque & 1 unité archer Orque, ce dernier se trouve derrière l'unité guerrier Orque ) Quand, la vague des Orques apparaitra, les 2 unités (Unité Guerrier Orque & Unité Archer Orque) mourront | |
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bowl028 Vétéran du forum
Nombre de messages : 2215 Age : 28 Location : Aquitaine Add-On : Ouii Date d'inscription : 16/02/2009
| Sujet: Re: Map Gladiateur Mar 10 Aoû - 12:36 | |
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Krylov Débutant(e)
Nombre de messages : 49 Age : 27 Location : A Imladris :D Add-On : Omaiwiii, çay obligatoire pour les mods <3 Date d'inscription : 21/07/2010
| Sujet: Re: Map Gladiateur Mar 10 Aoû - 12:40 | |
| J'adore, c'est magnifique ce que tu fais Continue comme ça | |
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Jolaerpitola Mappeur, moddeur incontesté
Nombre de messages : 2609 Age : 29 Add-On : oui Date d'inscription : 24/07/2008
| Sujet: Re: Map Gladiateur Mar 10 Aoû - 15:09 | |
| Cool (quoique je préfère les arènes qui ne ressemblent pas a des arènes et sans spectateurs , un pau comme la première map que tu avais faite) | |
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bowl028 Vétéran du forum
Nombre de messages : 2215 Age : 28 Location : Aquitaine Add-On : Ouii Date d'inscription : 16/02/2009
| Sujet: Re: Map Gladiateur Mar 10 Aoû - 15:12 | |
| C'est pas des spectateurs Enfin, de toute façon : ils crèvent à chaque vagues Mais j'ai un problème avec les teams, quand je dit, en condition : Si les teams V1,V2, V3, V4 & V5) sont détruites. Ça marchera pas ... Je vais essayer un autre scripts mais sa reste bizarre | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Map Gladiateur Mar 10 Aoû - 15:30 | |
| Salut à tous. Jolaerpitola, tu fais quoi pour Bowl exactement? (PS: Désolé Bowl, j'ai pas encore eu le temps de commencer tes pouvoirs mais t'inquiètes pas: quand je vais m'y mettre, ça va pas trainer ) | |
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Jolaerpitola Mappeur, moddeur incontesté
Nombre de messages : 2609 Age : 29 Add-On : oui Date d'inscription : 24/07/2008
| Sujet: Re: Map Gladiateur Mar 10 Aoû - 16:15 | |
| Et ben ..... je fais rien Je vais attendre d'être chez moi pour faire des truc.... | |
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bowl028 Vétéran du forum
Nombre de messages : 2215 Age : 28 Location : Aquitaine Add-On : Ouii Date d'inscription : 16/02/2009
| Sujet: Re: Map Gladiateur Mar 10 Aoû - 16:16 | |
| C'est pas grave jola Tu sera pas cité dans le générique | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Map Gladiateur Sam 14 Aoû - 17:55 | |
| Salut à tous, Bowl, je suis sincèrement désolé de m'être avancé un peu trop vite sur ma disponibilité, mais j'ai vraiment pas le temps de me mettre à la création de tes pouvoirs pour le moment (et comme je te l'ai dit, la plupart existe déjà, donc de nombreux membres peuvent t'aider). Il y a aussi le fait que certains de tes pouvoirs ne correspondent plus vraiment à tes héros (lancer de hache, marteau...), et je n'ai pas d'idées (j'ai surtout pas le temps d'en avoir...). Comme je t'ai proposé un coup de main, je vais te mettre en vrac 2-3 pouvoirs basiques que tu décideras d'attribuer (ou pas) à tes héros (donc à toi de faire le map.ini). J'ai fait très vite, (sans me faire d'entorse...) , donc si ça fonctionne pas, dis le moi, je pense passer dans la soirée (et je pars cette nuit). - La flèche de feu: - Spoiler:
;----------------------------------------------------------------------------------------------- Object FlècheIncendiaire ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = EXGold_AROW ParticleSysBone = MESH01 GoldArrowTrail Followbone:YES ParticleSysBone B_HEAD FlècheDeFeuSmoke FollowBone:yes ParticleSysBone B_HEAD FlècheDeFeuSmoke FollowBone:yes ParticleSysBone B_HEAD FlècheDeFeuFire FollowBone:yes ParticleSysBone B_HEAD FlècheDeFeuFire FollowBone:yes ParticleSysBone B_HEAD FlècheDeFeuFire FollowBone:yes ParticleSysBone B_HEAD FlècheDeFeuFireFollowBone:yes
End End Draw = W3DStreakDraw ModuleTag_Draw2 Length = 100 Width = 2 NumSegments = 6 ; number of segements in the streak, increase for smoother line Color = R:231 G:181 B:64 Texture = EXLightStreaks2.tga End
; *** AUDIO Parameters ***
; ***DESIGN parameters *** EditorSorting = SYSTEM
ArmorSet Armor = NoArmor End
VisionRange = 0.0
; *** ENGINEERING Parameters *** KindOf = PROJECTILE NO_COLLIDE HIDE_IF_FOGGED SCARY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 End
;Behavior = DestroyDie ModuleTag_03 ; nothing ;End
Behavior = SlowDeathBehavior ModuleTag_03 SinkDelay = 0 DestructionDelay = 250 End Behavior = BezierProjectileBehavior ModuleTag_04 ; To tweak a Bezier path DetonateCallsKill = Yes FirstHeight = 9 ; Height of Bezier control points above highest intervening terrain SecondHeight = 9 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed) GroundHitFX = FX_WoundingArrowHit CurveFlattenMinDist = 100.0 End
Behavior = FXListDie ModuleTag_07 DeathTypes = ALL DeathFX = FX_GorgorothSpireFireballDeath End
Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 0.8 End
;----------------------FXParticleSystem-----------------------------------------------
FXParticleSystem FlècheDeFeuSmoke System Priority = HIGH_OR_ABOVE Shader = ALPHA ParticleName = EXsmokeplume.tga Lifetime = 25 25 Size = 1 3 BurstCount = 2 3 End Color = DefaultColor Color1 = R:114 G:70 B:5 0 Color2 = R:51 G:53 B:60 15 End Alpha = DefaultAlpha Alpha2 = 0.1 0.3 15 Alpha3 = 0 0 25 End Update = DefaultUpdate SizeRate = 1 1 SizeRateDamping = 1 1 AngleZ = 7 0 AngularRateZ = 0.02 0.01 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.85 0.8 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = LineEmissionVolume StartPoint = X:-20 Y:60 Z:0 EndPoint = X:20 Y:-60 Z:0 End Draw = DefaultDraw End End
FXParticleSystem FlècheDeFeuFire System Priority = ALWAYS_RENDER Type = GPU_PARTICLE ParticleName = EXFireScroll2.tga Lifetime = 15 20 Size = 5 20 BurstCount = 4 4 End Color = DefaultColor Color1 = R:33 G:21 B:12 0 Color2 = R:137 G:81 B:54 3 Color3 = R:111 G:79 B:79 8 Color4 = R:0 G:0 B:0 20 ColorScale = -30 30 End Alpha = DefaultAlpha End Update = DefaultUpdate SizeRate = -0.1 0.2 SizeRateDamping = 1 1 AngleZ = -0 0 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.7 0.75 End EmissionVelocity = OrthoEmissionVelocity X = -0.8 0.8 Y = -0.8 0.8 Z = -0.8 0.8 End EmissionVolume = LineEmissionVolume StartPoint = X:70 Y:7 Z:0.5 EndPoint = X:-70 Y:-7 Z:-0.5 End Draw = GpuDraw FramesPerRow = 4 TotalFrames = 16 SpeedMultiplier = 0.5 End Wind = DefaultWind WindMotion = Circular TurbulenceAmplitude = 2 TurbulenceFrequency = 0.4 End End
;----------------------Weapon----------------------------------------
Weapon IncendiaireArrow
AttackRange = FARAMIR_WOUNDING_ARROW_RANGE LeechRangeWeapon = Yes WeaponSpeed = 321 ; dist/sec MinWeaponSpeed = 241 MaxWeaponSpeed = 481 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range FireFX = FX_DrogothPreAttackBlast;FX_FaramirWoundingArrow ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range HitPercentage = 100 ;When this weapon is used it will hit exactly 75% of the time. ScatterRadius = 0.0 ;When this weapon misses it can randomly miss by as much as this distance. DelayBetweenShots = 15000 ; time between shots, msec PreAttackDelay = 1 ; we want isntant PreAttackType = PER_POSITION FiringDuration = 1 ; Duration of the archer firing shot is 500ms. ClipSize = 1 AutoReloadsClip = Yes AutoReloadWhenIdle = 1 ClipReloadTime = Min:FARAMIR_BOW_RELOADTIME_MIN Max:FARAMIR_BOW_RELOADTIME_MAX AntiAirborneVehicle = Yes AntiAirborneMonster = Yes PreferredTargetBone = B_LLLID ; Likes to shoot things in their left eye. ProjectileNugget ; A Nugget that creates an Object and sends it to the target with a Warhead ProjectileTemplateName = FlècheIncendiaire WarheadTemplateName = IncendiaireArrowWarhead End End
;------------------------------
Weapon IncendiaireArrowWarhead
ProjectileCollidesWith = ALLIES ENEMIES NEUTRAL STRUCTURES WALLS RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR HitStoredTarget = Yes ; Always hits initial target.
DamageNugget ; A basic Nugget that just does damage Damage = 3000 DamageScalar = 50% NONE +STRUCTURE +MordorCatapult +IsengardBallista +GondorTrebuchet +GondorTrebuchetWall ;DamageScalar = 300% NONE +MordorFellBeast +MordorWitchKingOnFellBeast +GondorGwaihir DamageScalar = 150% NONE +MordorMountainTroll +MordorCaveTroll +MordorDrummerTroll DamageScalar = 200% NONE +RohanTreeBerd +RohanEntFir +RohanEntBirch +RohanEntFir_Summoned +RohanEntBirch_Summoned Radius = 150.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DelayTime = 0 DamageType = FLAME ;BIG_ROCK DamageFXType = FLAME ;GOOD_ARROW_PIERCE DeathType = BURNED End
DamageNugget Damage = 1000 Radius = 200 ;20.0 DelayTime = 0 DamageType = FLAME ;FROST DamageFXType = FLAME ;BIG_ROCK DeathType = BURNED AcceptDamageAdd = Yes ; DamageScalar = 0% ANY +STRUCTURE ; No damage to allied structures. End
; Fan the flames... FireLogicNugget LogicType = INCREASE_FUEL_ON_EXISTING_FIRE Radius = 200 Damage = 40 MinMaxBurnRate = 20 MaxResistance = 5 End FireLogicNugget LogicType = INCREASE_BURN_RATE_ON_EXISTING_FIRE Radius = 2000 Damage = 20 End
MetaImpactNugget ; A Nugget that throws things back with force ; HeroResist = .75 ShockWaveAmount = 70.0 ShockWaveArc = 75 ShockWaveRadius = 150.0 ShockWaveTaperOff = 0.75 ShockWaveZMult = 1.000 ShockWaveSpeed = 700.0 End
EmotionWeaponNugget EmotionType = TERROR Radius = 20 Duration = 5 SpecialObjectFilter = ANY ENEMIES +MONSTER End
End
;---------------------------Module pouvoir---------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HaldirGoldenArrowUnpause SpecialPowerTemplate = SpecialAbilityFlècheIncendiaire TriggeredBy = Upgrade_HaldirGoldenArrow End Behavior = SpecialPowerModule ModuleTag_HaldirGoldenArrowSpecialPower SpecialPowerTemplate = SpecialAbilityFlècheIncendiaire StartsPaused = No UpdateModuleStartsAttack = Yes InitiateSound = HaldirVoiceGoldenArrow End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_HaldirGoldenArrowWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityFlècheIncendiaire WhichSpecialWeapon = 1 UnpackTime = 600 PreparationTime = 1 PackTime = 2000 StartAbilityRange = HALDIR_BOW_RANGE MustFinishAbility = Yes SpecialWeapon = IncendiaireArrow End Behavior = AutoAbilityBehavior ModuleTag_GoldenArrowAutoAbility SpecialAbility = SpecialAbilityFlècheIncendiaire MaxScanRange = HALDIR_BOW_RANGE Query = 1 ANY ENEMIES +HERO +MONSTER -STRUCTURE Query = 1 ANY ENEMIES +INFANTRY +CAVALRY -STRUCTURE End
;------------------------------------------------------------------------------ SpecialPower SpecialAbilityFlècheIncendiaire Enum = SPECIAL_WOUND_ARROW ReloadTime = 120000 InitiateSound = HaldirGoldenArrowShoot End
;-------------------------------------------------------------------
CommandButton Command_HaldirGoldenArrow Command = SPECIAL_POWER SpecialPower = SpecialAbilityFlècheIncendiaire Options = NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:HaldirGoldenArrow DescriptLabel = CONTROLBAR:ToolTipHaldirGoldenArrow ButtonImage = HSHaldirGoldenArrow ButtonBorderType = ACTION InPalantir = Yes AutoAbility = Yes PresetRange = HALDIR_BOW_RANGE CursorName = Bombard InvalidCursorName = GenericInvalid End
- L'oeil de Sauron qui enflamme les ennemis: - Spoiler:
Object OeilQuiBrûle
; *** ART Parameters ***
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIEyeofSauron SelectPortrait = HPSauron_Eye Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes NoRotate = Yes DefaultModelConditionState Model = MUSauronEye End End ; ***DESIGN parameters *** Side = Mordor EditorSorting = UNIT ThreatLevel = 0.0 CommandPoints = 0 ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
VisionRange = 200.0 DisplayName = OBJECT:MordorEyeOfSauron CommandSet = EmptyCommandSet
; *** AUDIO Parameters ***
EvaEnemyObjectSightedEvent = None ; Don't bother player about this object showing up over their base -- happens too much to bother SoundCreated = EyeOfSauronCreated SoundMoveStart = EyeOfSauronMoveStart VoiceSelect = EyeOfSauronMoveStart
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = SELECTABLE NO_COLLIDE AIRCRAFT UNATTACKABLE MOVE_ONLY CLICK_THROUGH HERO IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION NOT_AUTOACQUIRABLE IGNORES_SELECT_ALL Body = HighlanderBody ModuleTag_02 MaxHealth = 1.0 End
Behavior = AIUpdateInterface ModuleTag_AIUpdateInterface End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior End LocomotorSet Locomotor = EyeLocomotor Condition = SET_NORMAL Speed = 200 End Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = 60000 MaxLifetime = 60000 End ; Gives ally trrops bonus Behavior = AttributeModifierAuraUpdate ModuleTag_OrcTroopBonus StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = GenericHeroLeadership RefreshDelay = 2000 Range = 150.0 ; tuned to match size of eye, since QA complained the effect range is too far ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End Behavior = SpecialPowerModule ModuleTag_EyeStarter SpecialPowerTemplate = SpecialAbilityEyeOfSauronAntiCategory UpdateModuleStartsAttack = No AntiCategory = LEADERSHIP AttributeModifier = EyeOfSauronAntiCategory ; Used for the anti category duration only. AttributeModifierRange = 150.0 StartsPaused = No End
Behavior = AttributeModifierAuraUpdate ModuleTag_FearMe StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = EyeOfSauronFear RefreshDelay = 1000 Range = 150.0 ObjectFilter = ANY +INFANTRY +CAVALRY TargetEnemy = Yes MaxActiveRank = 1 ;Only affects level 1 rank units End
Behavior = FireWeaponUpdate ModuleOeildeSauron FireWeaponNugget WeaponName = OeildeSauronWeapon Offset = X:0 Y:0 Z:0 FireDelay = 0 OneShot = No End End ; Detects other stealth units Behavior = StealthDetectorUpdate StealthDetectorUpdateModuleTag DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) CancelOneRingEffect = Yes ; forces uses of one-ring to pop out of it End
Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL End
Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes
Shadow = SHADOW_ADDITIVE_DECAL_DYNAMIC ShadowSizeX = 400; ShadowSizeY = 400; ShadowTexture = MUSauronEye;
ShadowOpacityStart = 0 ShadowOpacityFadeInTime = 1000 ShadowOpacityPeak = 255 ShadowOpacityFadeOutTime = 1000 ShadowOpacityEnd = 0
ShadowOverrideLODVisibility = yes End
;--------------objectcreationlist----------------- ; Oeil de Sauron qui enflamme les Ennemis ObjectCreationList OCL_OeilDeSauron CreateObject ObjectNames = OeilQuiBrûle Count = 1 FadeIn = Yes FadeTime = 2000 End End
;---------------------Weapon------------------------ Weapon OeildeSauronWeapon RadiusDamageAffects = ENEMIES NEUTRALS
//Turn the troll effectively to stone AttributeModifierNugget AttributeModifier = SunFlareTrollToStone Radius = SPELL_SUNFLARE_EFFECT_RADIUS SpecialObjectFilter = ANY +MordorAttackTroll +MordorDrummerTroll +MordorMountainTroll +MordorCaveTroll +GoblinCaveTroll +GoblinCaveTroll_FromTrollLair +CaveTroll_Slaved End
// A basic Nugget that just does damage DamageNugget Damage = 50 Radius = 80 DelayTime = 0 DamageType = FLAME DamageFXType = FLAME DeathType = BURNED End End
;------------------Pouvoir--------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_OeildeSauron SpecialPowerTemplate = SpecialAbilityOeildeSauron TriggeredBy = Upgrade_ObjectLevel2 End
Behavior = OCLSpecialPower ModuleTag_OCLEyeOfSauron SpecialPowerTemplate = SpecialAbilityOeildeSauron OCL = OCL_OeilDeSauron CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes
End
;-----------------SpecialPower--------------------------- SpecialPower SpecialAbilityOeildeSauron Enum = SPECIAL_SPELL_BOOK_EYE_OF_SAURON Flags = WATER_OK RESPECT_RECHARGE_TIME_DISCOUNT ReloadTime = SPELL_RECHARGE_TIME_TIER_1 ; in milliseconds RadiusCursorRadius = 75.0 InitiateAtLocationSound = EyeOfSauronCreated End
;------------------commandbutton--------------------------- CommandButton Command_SpellBookEyeofSauron Command = SPELL_BOOK SpecialPower = SpecialAbilityOeildeSauron ButtonImage = SBEvil_EyeofSauron Options = NEED_TARGET_POS TextLabel = CONTROLBAR:EyeofSauron ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipEyeofSauron RadiusCursorType = EyeOfSauronRadiusCursor End
- Une eruption solaire basée sur le pouvoir de Cdd en vidéo (avec plus d'effets...): - Spoiler:
Object SunflareSunbeamRat ;// *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = NONE ParticleSysBone = None ParticuleRayonSolaireMortelRat ParticleSysBone = None SunFlareGlowRat ParticleSysBone = None SunFlareProxyRat End End
;// *** AUDIO Parameters ***
;// ***DESIGN parameters *** EditorSorting = SYSTEM ArmorSet Armor = NoArmor End VisionRange = 0.0
;// *** ENGINEERING Parameters *** KindOf = IMMOBILE UNATTACKABLE INERT SCARY
Body = ActiveBody ModuleTag_01 MaxHealth = 99999.0 End
;// the following two modules control death fade -- uses alpha for now Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = SPELL_SUNFLARE_DURATION ;// min lifetime in msec MaxLifetime = SPELL_SUNFLARE_DURATION ;// max lifetime in msec End
Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = EruptionSolaireRatWeapon FireDelay = 10000 OneShot = Yes ;// Alternative is to fire as often as the reload time of this weapon allows End End
Behavior = AIUpdateInterface ModuleTag_03 AILuaEventsList = SunbeamFunctions End
Geometry = CYLINDER GeometryMajorRadius = 50.0 GeometryMinorRadius = 50.0 GeometryHeight = 100.0 GeometryIsSmall = No End
;;;;;;;;;;;;;;;;;;;;;;; Object AspiRat Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = none ParticleSysBone = None ParticuleFumeeAspirationrat ParticleSysBone = None ParticulePointsAspirationrat ParticleSysBone = None ParticuleMontantesrat1 ParticleSysBone = None ParticuleMontantesrat ParticleSysBone = None ParticuleLumiererat1 ParticleSysBone = None ParticuleLumiererat2 ParticleSysBone = None ParticuleLumiereSolrat ParticleSysBone = None ParticuleLumiereSolrat1 ParticleSysBone = None ParticuleEffetSolrat End End
EditorSorting = SYSTEM KindOf = IMMOBILE UNATTACKABLE INERT SCARY ;;NO_COLLIDE IMMOBILE UNATTACKABLE INERT ;ForceLuaRegistration = Yes ; I have no AI, but I want to send a fear message so please register me.
; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 9500 MaxLifetime = 9500 End
Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = AspirationRatWeapon FireDelay = 0 OneShot = No ; Alternative is to fire as often as the reload time of this weapon allows End End
; Behavior = SlowDeathBehavior ModuleTag_05 ; DeathTypes = ALL ; FadeTime = 4000 ; FadeDelay = 1000 ; End
Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End
;-----------------------fxparticlesystem----------------------------
FXParticleSystem ParticuleFumeeAspirationrat System Priority = VERY_LOW_OR_ABOVE Shader = ALPHA ParticleName = EXWater04.tga ;EXsnowcloud02.tga Lifetime = 50 50 SystemLifetime = 4 Size = 2 2 BurstCount = 6 6 BurstDelay = 2 2 InitialDelay = 0 0 End Color = DefaultColor Color1 = R:255 G:253 B:168 150 ;R:255 G:240 B:255 0 ;R:150 G:150 B:150 0 End Alpha = DefaultAlpha Alpha1 = 0.2 0.3 0 Alpha2 = -2 0 100 End Update = DefaultUpdate SizeRate = 2 15 SizeRateDamping = 0.8 0.8 AngleZ = 0 7 AngularRateZ = -0.1 -0.1 AngularDamping = 0.92 0.94 ; Rotation = ROTATE_V AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 1.05 1.05 End EmissionVelocity = OutwardEmissionVelocity Speed = -1 -1 End EmissionVolume = CylinderEmissionVolume IsHollow = Yes Radius = 200 RadiusRate = -1 End Draw = DefaultDraw End End
FXParticleSystem ParticulePointsAspirationrat System Priority = HIGH_OR_ABOVE ParticleName = EXWater04.tga ;EXLnzFlar2.tga Lifetime = 200 200 SystemLifetime = 5 SortLevel = 1 Size = 3 3;5 5 BurstDelay = 1 1 BurstCount = 3 3 IsParticleUpTowardsEmitter = Yes End Color = DefaultColor Color2 = R:255 G:253 B:168 150 ;R:255 G:240 B:255 0 ;R:240 G:211 B:153 10 End Update = DefaultUpdate SizeRateDamping = 1 1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.992 0.992 End EmissionVelocity = OutwardEmissionVelocity Speed = -2 -2 End EmissionVolume = CylinderEmissionVolume IsHollow = Yes Radius = 200 Length = 3 End Draw = DefaultDraw End End
FXParticleSystem ParticuleMontantesrat1 System Priority = HIGH_OR_ABOVE ParticleName = EXEmbersLight.tga Lifetime = 30 30 SortLevel = 1 Size = 25 35 BurstDelay = 1 1 BurstCount = 1 1 IsEmitAboveGroundOnly = Yes End Color = DefaultColor Color2 = R:255 G:251 B:179 0 Color3 = R:255 G:253 B:168 150 End Alpha = DefaultAlpha Alpha2 = 0.25 0.5 20 Alpha3 = -0.25 0 150 End Update = DefaultUpdate SizeRateDamping = 0.85 0.9 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.7 0.8 DriftVelocity = X:0 Y:0 Z:0.2 End EmissionVelocity = OrthoEmissionVelocity Z = 3 3 End EmissionVolume = PointEmissionVolume End Draw = DefaultDraw End End
FXParticleSystem ParticuleMontantesrat System Priority = ALWAYS_RENDER ParticleName = EXLeadershipReceive.tga PerParticleAttachedSystem = ParticuleMontantesrat1 Lifetime = 60 60 SystemLifetime = 600 SortLevel = 2 Size = 50 50 BurstDelay = 1 1 BurstCount = 2 4 InitialDelay = 200 200 IsEmitAboveGroundOnly = Yes End Color = DefaultColor Color2 = R:255 G:253 B:168 150 End Alpha = DefaultAlpha Alpha2 = 0.25 0.5 20 Alpha3 = -0.25 0 150 End Update = DefaultUpdate SizeRate = -10 -5 SizeRateDamping = 0.85 0.9 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.9 0.9 DriftVelocity = X:0 Y:0 Z:3 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume IsHollow = Yes Radius = 35 End Draw = DefaultDraw End End
FXParticleSystem ParticuleLumiererat2 System Priority = ALWAYS_RENDER ParticleName = EXLnzFlar1.tga Lifetime = 85 85 SystemLifetime = 1000 SortLevel = 1 Size = 1 1 BurstDelay = 1000 1000 BurstCount = 3 3 InitialDelay = 190 190 End Color = DefaultColor Color2 = R:240 G:211 B:153 10 End Update = DefaultUpdate SizeRate = 0.7 0.7 SizeRateDamping = 1.01 1.01 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics End EmissionVelocity = OrthoEmissionVelocity End EmissionVolume = CylinderEmissionVolume Offset = X:0 Y:0 Z:9 End Draw = DefaultDraw End End
FXParticleSystem ParticuleLumiererat1 System Priority = ALWAYS_RENDER ParticleName = EXLnzFlar1.tga Lifetime = 50 50 SystemLifetime = 1000 SortLevel = 1 Size = 90 90 BurstDelay = 1000 1000 BurstCount = 3 3 InitialDelay = 270 270 End Color = DefaultColor Color2 = R:240 G:211 B:153 10 End Update = DefaultUpdate SizeRate = 1 1 SizeRateDamping = 0.1 0.1 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume Offset = X:0 Y:0 Z:9 End Draw = DefaultDraw End End
FXParticleSystem ParticuleLumiereSolrat1 System Priority = ALWAYS_RENDER ParticleName = EXLnzFlar1.tga Lifetime = 85 85 SystemLifetime = 1000 SortLevel = 1 Size = 1 1 BurstDelay = 1000 1000 BurstCount = 1 1 InitialDelay = 190 190 IsGroundAligned = Yes End Color = DefaultColor Color2 = R:240 G:211 B:153 10 End Update = DefaultUpdate SizeRate = 0.7 0.7 SizeRateDamping = 1.01 1.01 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume Offset = X:0 Y:0 Z:1 End Draw = DefaultDraw End End
FXParticleSystem ParticuleLumiereSolrat System Priority = ALWAYS_RENDER ParticleName = EXLnzFlar1.tga Lifetime = 50 50 SystemLifetime = 400 SortLevel = 1 Size = 90 90 BurstDelay = 1000 1000 BurstCount = 1 1 InitialDelay = 270 270 IsGroundAligned = Yes End Color = DefaultColor Color2 = R:240 G:211 B:153 10 End Update = DefaultUpdate SizeRate = 1 1 SizeRateDamping = 0.1 0.1 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume Offset = X:0 Y:0 Z:1 End Draw = DefaultDraw End End
FXParticleSystem ParticuleEffetSolrat System Priority = ALWAYS_RENDER ParticleName = EXblast.tga Lifetime = 30 30 SystemLifetime = 600 SortLevel = 1 Size = 100 100 BurstDelay = 5 9 BurstCount = 1 2 InitialDelay = 200 200 IsGroundAligned = Yes End Color = DefaultColor Color2 = R:240 G:211 B:153 10 End Update = DefaultUpdate SizeRate = 0.7 0.7 SizeRateDamping = 1.01 1.01 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume Offset = X:0 Y:0 Z:1 End Draw = DefaultDraw End End
FXParticleSystem ParticuleRayonSolaireMortelRat System Priority = ALWAYS_RENDER Shader = W3D_EMISSIVE Type = DRAWABLE ParticleName = ExRays.w3d Lifetime = 20 20 SystemLifetime = 3500 SortLevel = 1 Size = 1 1 BurstDelay = 600 600 BurstCount = 2 2 InitialDelay = 312 312 End Color = DefaultColor Color1 = R:240 G:211 B:153 10 End Alpha = DefaultAlpha Alpha2 = 1 1 1 End Update = RenderObjectUpdate StartSizeX = 1 1 StartSizeY = 1 1 StartSizeZ = 1 1 AngleZ = 0 7 AngularRateZ = -0.025 0.025 AngularDamping = 1 1 Rotation = ROTATE_Z End Physics = DefaultPhysics End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = LineEmissionVolume End Draw = RenderObjectDraw End End
FXParticleSystem OndeDeChocEruptionRat System Priority = ALWAYS_RENDER ParticleName = EXRing01.tga Lifetime = 50 50 SystemLifetime = 5 SortLevel = 1 Size = 1 1 BurstCount = 1 1 IsGroundAligned = Yes End Color = DefaultColor Color1 = R:255 G:255 B:255 50 Color2 = R:0 G:0 B:0 150 ColorScale = -40 40 End Update = DefaultUpdate SizeRate = 40 40 SizeRateDamping = 1 1 AngleZ = -1 1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.8 0.8 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = PointEmissionVolume End Draw = DefaultDraw End End
FXParticleSystem OndeDeChocEruptionPoussiereRat System Priority = VERY_LOW_OR_ABOVE Shader = ALPHA ParticleName = EXsnowcloud02.tga Lifetime = 100 100 SystemLifetime = 5 Size = 1 2 BurstCount = 40 50 InitialDelay = 2 2 End Color = DefaultColor Color1 = R:240 G:211 B:153 10 End Alpha = DefaultAlpha Alpha1 = 0.2 0.3 0 Alpha2 = -2 0 100 End Update = DefaultUpdate SizeRate = 2 15 SizeRateDamping = 0.8 0.8 AngleZ = 0 7 AngularRateZ = -0.1 -0.1 AngularDamping = 0.92 0.94 Rotation = ROTATE_V AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.92 0.94 DriftVelocity = X:0 Y:0 Z:0.1 End EmissionVelocity = OutwardEmissionVelocity Speed = 13 20 End EmissionVolume = CylinderEmissionVolume Radius = 12 End Draw = DefaultDraw End End
FXParticleSystem SunFlareGlowRat System Priority = ALWAYS_RENDER ParticleName = EXLnzFlar1.tga Lifetime = 1200 1200 SystemLifetime = 88 Size = 50 50 BurstDelay = 2 2 BurstCount = 1 1 IsGroundAligned = Yes End Color = DefaultColor Color2 = R:240 G:211 B:153 10 Color3 = R:0 G:0 B:0 150 End Update = DefaultUpdate SizeRate = 1 1 SizeRateDamping = 1 1 AngleZ = 0 7 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics Gravity = 0.08 VelocityDamping = 0.8 0.85 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = LineEmissionVolume StartPoint = X:0 Y:0 Z:5 EndPoint = X:0 Y:0 Z:5 End Draw = DefaultDraw End End
FXParticleSystem SunFlareProxyRat System Priority = VERY_LOW_OR_ABOVE ParticleName = EXLeadershipReceive.tga PerParticleAttachedSystem = SunFlareProxySlave Lifetime = 400 400 SystemLifetime = 88 SortLevel = 1 Size = 50 50 BurstDelay = 1 1 BurstCount = 4 6 IsEmitAboveGroundOnly = Yes End Color = DefaultColor Color2 = R:13 G:6 B:2 20 End Alpha = DefaultAlpha Alpha2 = 0.25 0.5 20 Alpha3 = -0.25 0 150 End Update = DefaultUpdate SizeRate = -10 -5 SizeRateDamping = 0.85 0.9 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.9 0.9 DriftVelocity = X:0 Y:0 Z:3 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume IsHollow = Yes Radius = 25 End Draw = DefaultDraw End End
;----------------objectcreationlist-------------------
ObjectCreationList OCL_EruptionElfique CreateObject ObjectNames = AspiRat Count = 1 End CreateObject ObjectNames = SunflareSunbeamRat Count = 1 End End
;----------------------weapon-----------------------------
Weapon AspirationRatWeapon RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES FireFX = FX_AspirationRat DelayBetweenShots = 70 MetaImpactNugget InvertShockWave = Yes HeroResist = 1 ShockWaveAmount = 10 ShockWaveArc = 360 ShockWaveRadius = 200 ShockWaveTaperOff = 0.01 ShockWaveZMult = 0.001 ShockWaveSpeed = 1000.0 AffectHordes = Yes CyclonicFactor = 0.5 ; SpecialObjectFilter = CHILL_WIND_TYPE_SPELL_OBJECT_FILTER End AttributeModifierNugget AttributeModifier = AspireFacilement Radius = 200 SpecialObjectFilter = ALL -TROLL End End
Weapon EruptionSolaireRatWeapon FireFX = FX_EruptionCanasson RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR
AttributeModifierNugget AttributeModifier = TrollPierre Radius = 150 SpecialObjectFilter = NONE +TROLL -HERO End DamageNugget ; A basic Nugget that just does damage Damage = 1000 Radius = 200.0 DamageType = FLAME ;MAGIC DamageFXType = FLAME ;MAGIC DeathType = BURNED ;EXPLODED DamageSpeed = 500 ; 1000.0 End
MetaImpactNugget ; A Nugget that throws things back with force
ShockWaveAmount = 75.0 ShockWaveRadius = 400.0 ShockWaveTaperOff = 1.0 ShockWaveZMult = 1.000 ShockWaveSpeed = 1000.0 End
DamageNugget Damage = 4000 ;5000 Radius = 100 DelayTime = 0 DamageType = FLAME DamageFXType = FLAME ;ELECTRIC DeathType = BURNED End End
;----------------------attributemodifier---------------------
ModifierList TrollPierre Category = WEAPON Modifier = ARMOR 10000% Modifier = SPEED 0% Modifier = RESIST_KNOCKBACK 100% Duration = 20000 ClearModelCondition = MOVING ModelCondition = STONED End
ModifierList AspireFacilement Category = WEAPON Modifier = RESIST_KNOCKBACK -10000% Duration = 2000 End
;------------------------fxlist--------------------------------
FXList FX_AspirationRat ParticleSystem Name = ParticuleFumeeAspirationrat Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = ParticulePointsAspirationrat Offset = X:0.0 Y:0.0 Z:8.0 End End
FXList FX_EruptionCanasson ParticleSystem Name = OndeDeChocEruptionRat Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = OndeDeChocEruptionPoussiereRat Offset = X:0.0 Y:0.0 Z:0.0 End
Sound Name = GandalfBlastWeapon End Sound Name = BalrogSummonPart2 End CameraShakerVolume Radius = 700 Duration_Seconds = 0.5 Amplitude_Degrees = 20 End End
FXList FX_EruptionSolaireInvoc CameraShakerVolume Radius = 700 Duration_Seconds = 9.0 Amplitude_Degrees = 1.0 End End ;-------------------Pouvoir---------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EruptionElfique1 SpecialPowerTemplate = SpecialAbilityEruptionElfique TriggeredBy = Upgrade_ObjectLevel10 End
Behavior = OCLSpecialPower ModuleTag_EruptionElfique2 SpecialPowerTemplate = SpecialAbilityEruptionElfique OCL = OCL_EruptionElfique CreateLocation = USE_OWNER_OBJECT StartsPaused = No TriggerFX = FX_EruptionSolaireInvoc AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER +HERO ENEMIES AttributeModifierWeatherBased = Yes ChangeWeather = SUNNY
End
;--------------------------specialpower---------------------------
SpecialPower SpecialAbilityEruptionElfique Enum = SPECIAL_GENERAL_TARGETLESS RadiusCursorRadius = 40 ReloadTime = 300000 Flags = LIMIT_DISTANCE WATER_OK RESPECT_RECHARGE_TIME_DISCOUNT MaxCastRange = 350 InitiateAtLocationSound = SpellSunflareMS End
;----------------------------commandbutton----------------------------
CommandButton Command_CreateAHero_Starlight Command = SPECIAL_POWER SpecialPower = SpecialAbilityEruptionElfique Options = NEED_TARGET_POS TextLabel = CONTROLBAR:CAH_Starlight RadiusCursorType = SunflareRadiusCursor DescriptLabel = CONTROLBAR:ToolTipCAH_Starlight ButtonImage = HSGlorfindelStarlight InPalantir = Yes AutoAbility = No UnitSpecificSound = CaH_Starlight End
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Map Gladiateur Sam 14 Aoû - 17:55 | |
| - Une invulnérabilité bleue qui permet de se frayer un chemin: - Spoiler:
;---------------------Pouvoir--------------------------- Behavior = UnpauseSpecialPowerUpgrade Invulnerability01 SpecialPowerTemplate = SpecialAbilityInvulnerabilityCiryandil TriggeredBy = Upgrade_ObjectLevel4 End
Behavior = SpecialPowerModule Invulnerability02 SpecialPowerTemplate = SpecialAbilityInvulnerabilityCiryandil StartsPaused = Yes End
Behavior = HeroModeSpecialAbilityUpdate Invulnerability03 SpecialPowerTemplate = SpecialAbilityInvulnerabilityCiryandil HeroAttributeModifier = BonusInvulnerabilityCiryandil HeroEffectDuration = 48000 UnpackTime = 100 TriggerSound = BuildingRohanStableHammerHorseShoe End
Behavior = FireWeaponUpdate Invulnerability04 FireWeaponNugget WeaponName = InvulnerabilityCiryandil Offset = X:0 Y:0 Z:0 FireDelay = 0 OneShot = No End
HeroModeTrigger = Yes End
Draw = W3DScriptedModelDraw Invulnerability05 DefaultModelConditionState Model = None End
ModelConditionState = USER_8 Model = None ParticleSysBone = None Ciryandil_Invulnerability FollowBone:Yes ParticleSysBone = None Ciryandil_Invulnerability60 FollowBone:Yes ParticleSysBone = None CiryandilInvulnerable FollowBone:Yes End End
;----------------------specialpower------------------------------ ;Invulnerability Ciryandil
SpecialPower SpecialAbilityInvulnerabilityCiryandil Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 70000 End
;-----------------------Weapon------------------------------ Weapon InvulnerabilityCiryandil LeechRangeWeapon = Yes AttackRange = 999999.0 MeleeWeapon = No DelayBetweenShots = 10 PreAttackDelay = 0 PreAttackType = PER_SHOT FiringDuration = 0 FireFX = FX_CiryandilInvulnerability RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR
DamageNugget Damage = 80 Radius = 8.0 DelayTime = 0 DamageType = CRUSH DeathType = CRUSHED FlankingBonus = 300% End
MetaImpactNugget ; A Nugget that throws things back with force HeroResist = 0.75 ShockWaveAmount = 50 ShockWaveRadius = 15.0 ShockWaveTaperOff = 0.9 ShockWaveZMult = 0.80 End
End
;----------------------------fxlist--------------------------------- FXList FX_CiryandilInvulnerability ParticleSystem Name = Ciryandil_Invulnerability AttachToObject = Yes End
ParticleSystem Name = CiryandilInvulnerable AttachToObject = Yes End End
;-----------------------------fxparticlesystem----------------------
FXParticleSystem Ciryandil_Invulnerability System Priority = VERY_LOW_OR_ABOVE ParticleName = EXBarb.tga Lifetime = 20 20 SystemLifetime = 5 SortLevel = 1 BurstCount = 10 10 IsEmitAboveGroundOnly = Yes End Color = DefaultColor Color2 = R:0 G:66 B:164 5 Color3 = R:0 G:0 B:0 20 End Alpha = DefaultAlpha Alpha1 = 1 1 0 End Update = DefaultUpdate SizeRate = 5 6 SizeRateDamping = 0.7 0.9 AngleZ = -7 7 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.8 0.9 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume Offset = X:0 Y:0 Z:15 End Draw = DefaultDraw End End
FXParticleSystem Ciryandil_Invulnerability60 System Priority = VERY_LOW_OR_ABOVE ParticleName = EXBarb.tga Lifetime = 20 20 SystemLifetime = 900 SortLevel = 1 BurstCount = 9 9 IsEmitAboveGroundOnly = Yes End Color = DefaultColor Color2 = R:0 G:66 B:164 5 Color3 = R:0 G:0 B:0 20 End Alpha = DefaultAlpha Alpha1 = 1 1 0 End Update = DefaultUpdate SizeRate = 5 6 SizeRateDamping = 0.7 0.9 AngleZ = -7 7 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.8 0.9 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume Offset = X:0 Y:0 Z:15 End Draw = DefaultDraw End End
FXParticleSystem CiryandilInvulnerable System Priority = ALWAYS_RENDER ParticleName = EXLnzFlar4.tga Lifetime = 20 20 SystemLifetime = 20 SortLevel = 1 Size = 5 8 BurstCount = 2 2 End Color = DefaultColor Color2 = R:255 G:255 B:255 0 Color3 = R:0 G:0 B:0 20 End Alpha = DefaultAlpha End Update = DefaultUpdate SizeRate = 0.5 0.5 SizeRateDamping = 1 1 AngleZ = -7 7 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics Gravity = 0.051 End EmissionVelocity = OrthoEmissionVelocity X = -0.01 0.01 Y = -0.01 0.01 End EmissionVolume = CylinderEmissionVolume IsHollow = Yes Radius = 5 Length = 15 End Draw = DefaultDraw End End
;-------------------attributemodifier-------------------------
ModifierList BonusInvulnerabilityCiryandil Category = SPELL Modifier = DAMAGE_MULT 150% Modifier = RESIST_KNOCKBACK 100% Modifier = INVULNERABLE 0% FORCE CRUSH SLASH PIERCE SIEGE STRUCTURAL FLAME HEALING WATER PENALTY FALLING TOPPLING REFLECTED PASSENGER MAGIC CHOP HERO SPECIALIST URUK HERO_RANGED FLY_INTO LOGICAL_FIRE CAVALRY CAVALRY_RANGED POISON Duration = 48000 ModelCondition = USER_8 End
;------------------CommandButton-------------------------------
CommandButton Command_CreateAHero_Invulnerability_Level3 Command = SPECIAL_POWER SpecialPower = SpecialAbilityInvulnerabilityCiryandil TextLabel = CONTROLBAR:Invulnerability_Level3 ButtonImage = CAHInvulnerability RadiusCursorType = TrainingRadiusCursor ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipInvulnerability_Level3 InPalantir = Yes AutoAbility = Yes PresetRange = 50.0 UnitSpecificSound = CaH_Invulnerability End
- Une pluie de météorites avec un tremblement de terre: - Spoiler:
; -------------------------objectcreationlist----------------------------------------- ; Earthquake and ObjectCreationList OCL_Destruc CreateObject ObjectNames = SpellBookEarthquake End CreateObject ; comment these in for new style. ObjectNames = SpellBookEarthquakePiece Count = 1 Offset = X:0 Y:0 Z:0 Disposition = ON_GROUND_ALIGNED End CreateObject ObjectNames = SpellBookEarthquakePiece Count = 1 Offset = X:100 Y:0 Z:0 Disposition = ON_GROUND_ALIGNED End CreateObject ObjectNames = SpellBookEarthquakePiece Count = 1 Offset = X:-100 Y:-50 Z:0 Disposition = ON_GROUND_ALIGNED End CreateObject ObjectNames = SpellBookEarthquakePiece Count = 1 Offset = X:-100 Y:50 Z:0 Disposition = ON_GROUND_ALIGNED End CreateObject ObjectNames = SpellBookEarthquakePiece Count = 1 Offset = X:20 Y:-100 Z:0 Disposition = ON_GROUND_ALIGNED End
CreateObject ObjectNames = SpellBookEarthquakePiece Count = 1 Offset = X:20 Y:100 Z:0 Disposition = ON_GROUND_ALIGNED End
CreateObject ObjectNames = SpellBookBombardSeed Count = CREATE_A_HERO_BOMBARD_COUNT_L3 SpreadFormation = Yes MinDistanceAFormation = 10.0 MinDistanceBFormation = CREATE_A_HERO_BOMBARD_RADIUS_L3 MaxDistanceFormation = CREATE_A_HERO_BOMBARD_RADIUS_L3 End End
;----------------------Pouvoir--------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_Earthquake1 SpecialPowerTemplate = Destruction TriggeredBy = Upgrade_ObjectLevel3 End
Behavior = OCLSpecialPower ModuleTag_Earthquake2 SpecialPowerTemplate = Destruction OCL = OCL_Destruc CreateLocation = USE_OWNER_OBJECT StartsPaused = Yes AttributeModifierWeatherBased = Yes ChangeWeather = RAINY End
;--------------------------SpecialPower--------------------------------------------------- SpecialPower Destruction Enum = SPECIAL_GENERAL_TARGETLESS RadiusCursorRadius = 30 ReloadTime = SPELL_RECHARGE_TIME_TIER_4 ; in milliseconds InitiateAtLocationSound = SpellEarthquakeMS ViewObjectDuration = 10000 ViewObjectRange = 200 Flags = RESPECT_RECHARGE_TIME_DISCOUNT LIMIT_DISTANCE MaxCastRange = 800 End
;-----------------------------Commandbutton----------------------- CommandButton Command_CreateAHero_Bombard_Level3 Command = SPECIAL_POWER SpecialPower = Destruction Options = NEED_TARGET_POS TextLabel = CONTROLBAR:CAH_Bombard_Level3 ButtonImage = SBGood_Bombard ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCAH_Bombard_Level3 RadiusCursorType = RainOfFireRadiusCursor CursorName = AttackObj InvalidCursorName = GenericInvalid InPalantir = Yes End
- Un rayon de Lumière violet: - Spoiler:
;----------------Pouvoir--------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnablerLightBlast_L3 SpecialPowerTemplate = SpecialAbilityLightBlast_L3 TriggeredBy = Upgrade_CreateAHeroLightBlast_Level3 End Behavior = SpecialPowerModule ModuleTag_LightBlastPower_L3 SpecialPowerTemplate = SpecialAbilityLightBlast_L3 UpdateModuleStartsAttack = Yes StartsPaused = No ;InitiateSound = GandalfVoiceAttackIstariLight //this plays when he targets, not when he fires End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LightBlastPower_L3_Update SpecialPowerTemplate = SpecialAbilityLightBlast_L3 SkipContinue = Yes UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 2000 PackTime = 500 AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_LIGHTBLAST_CAST_RANGE // Note: This has to be smaller than the weapon range or it'll never succeed ApproachRequiresLOS = Yes SpecialWeapon = SaroumaneLightBlastWeapon MustFinishAbility = Yes WhichSpecialWeapon = 3 BusyForDuration = 2500 End
;-------------------weapon---------------------------------- Weapon SaroumaneLightBlastWeapon AttackRange = CREATE_A_HERO_PHASER_RANGE //600 LeechRangeWeapon = Yes WeaponSpeed = 801 // dist/sec HitPercentage = 100 // When this weapon is used it will hit exactly 100% of the time. DelayBetweenShots = 4500 // time between shots, msec FireFX = FX_SarumanRayonViolet // CASEY TODO New FX for this power FiringDuration = 1 AntiAirborneVehicle = Yes AntiAirborneMonster = Yes AcceptableAimDelta = 15
RadiusDamageAffects = ENEMIES NOT_SIMILAR
DamageNugget // A basic Nugget that just does damage Damage = 2500 DamageScalar = 200% NONE +MordorWitchKingOnFellBeast +GondorGwaihir DamageScalar = 180% NONE +MordorFellBeast Radius = 20.6 DelayTime = 200 //The target is dying before the laser appears in the new laser tweak, so try to kill when the laser turns on DamageType = MAGIC DamageFXType = FLAME DeathType = NORMAL End MetaImpactNugget // A Nugget that throws things back with force // HeroResist = 0.75 ShockWaveAmount = 50.0 ShockWaveRadius = 20.6 ShockWaveTaperOff = 0.5 DelayTime = 200 //The target is dying before the laser appears in the new laser tweak, so try to kill when the laser turns on End End
;-------------------fxlist------------------------------
FXList FX_SarumanRayonViolet Sound Name = CaH_LightBlast End ParticleSystem Name = SaroumaneIstariLightRays Offset = X:0.0 Y:0.0 Z:20.0 OrientToObject = Yes SetTargetMatrix = Yes End End
;-------------------------fxparticlesystem---------------
FXParticleSystem SaroumaneIstariLightRays System Priority = ALWAYS_RENDER Shader = W3D_EMISSIVE Type = DRAWABLE ParticleName = EXLightShafts01.W3D Lifetime = 100 100 SystemLifetime = 7 SortLevel = 1 Size = 0.5 1.2 BurstDelay = 2 2 BurstCount = 1 1 End Color = DefaultColor Color1 = R:149 G:89 B:197 0 End Alpha = DefaultAlpha Alpha1 = 0.08 0.08 0 Alpha2 = 0 0 100 End Update = RenderObjectUpdate StartSizeX = 0.1 0.1 StartSizeY = 1 1 StartSizeZ = 0.1 0.1 SizeRateX = 0.05 0.05 SizeRateZ = 0.05 0.05 SizeDampingX = 0.95 0.95 SizeDampingY = 1 1 SizeDampingZ = 0.95 0.95 AngleZ = 1.45 1.45 AngularRateZ = -0.003 0.003 AngularDamping = 0.99 0.99 Rotation = ROTATE_Z End Physics = DefaultPhysics VelocityDamping = 1 1 End EmissionVelocity = OrthoEmissionVelocity End EmissionVolume = PointEmissionVolume End Draw = RenderObjectDraw End End
;-----------------CommandButton--------------------
CommandButton Command_CreateAHero_LightBlast_L3 Command = SPECIAL_POWER SpecialPower = SpecialAbilityLightBlast_L3 Options = NEED_TARGET_ENEMY_OBJECT // CONTEXTMODE_COMMAND TextLabel = CAH:Command_CreateAHero_Lightblast_L3_Name ButtonImage = CAHBlastofLight CursorName = Bombard InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipLightBlast_Level3 AutoAbility = Yes InPalantir = Yes End
- La Tornade avec les éclairs de Galadriel: - Spoiler:
;---------------------Pouvoir-----------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModulTag_TornadeEclairs SpecialPowerTemplate = SpecialTornadeEclairs TriggeredBy = Upgrade_ElrondTornado End Behavior = OCLSpecialPower ModuleTag_OCLTornadeEclairs SpecialPowerTemplate = SpecialTornadeEclairs OCL = TornadeEclairs CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 CanAttackWhileContained = Yes End
; -------------------objectcreationlist----------------------
; Tornade éclairs ObjectCreationList TornadeEclairs CreateObject ObjectNames = GaladrielTornado02 Count = 1 FadeIn = Yes FadeTime = 6000 UseJustBuiltFlag = Yes JustBuiltDuration = 2000 End End
;---------------------------SpecialPower--------------------
SpecialPower SpecialTornadeEclairs Enum = SPECIAL_SPAWN_TORNADO ReloadTime = 300000 ; in milliseconds RadiusCursorRadius = 70.0 InitiateAtLocationSound = TornadoSpawnMS ViewObjectRange = 400 // how far from hero the spell can be cast End
;---------------------------Commandbutton--------------------
CommandButton Command_SpecialPowerSpawnWhirlwind Command = SPECIAL_POWER SpecialPower = SpecialTornadeEclairs ButtonImage = HSGaladriel_NaturesWrath Options = NEED_TARGET_POS TextLabel = CONTROLBAR:ElrondWhirlwind ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipElrondWhirlwind RadiusCursorType = NaturesWrathRadiusCursor InPalantir = Yes End
- Le pouvoir tireur d'élite qui tire les flèches très vite (et qui existe déjà): - Spoiler:
;------------------------pouvoir----------------------
WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY DamrodBowDeadlySniper AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DeadlySniperEnabler SpecialPowerTemplate = SpecialAbilityDamrodHeroMode TriggeredBy = Upgrade_DamrodDeadlySniper End Behavior = SpecialPowerModule ModuleTag_DeadlySniperStarter SpecialPowerTemplate = SpecialAbilityDamrodHeroMode UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_DeadlySniper SpecialPowerTemplate = SpecialAbilityDamrodHeroMode UnpackingVariation = 1
UnpackTime = 1 ;instant unpack PreparationTime = 0 ; PackTime = 0 ;
AwardXPForTriggering = 0 ;HeroAttributeModifier = DamrodDeadlySniper HeroEffectDuration = 28000 StopUnitBeforeActivating = Yes End
;------------------------------------------------------------------------------ SpecialPower SpecialAbilityDamrodHeroMode Enum = SPECIAL_HERO_MODE ReloadTime = 30000 End
;--------------------commandbutton--------------------------
CommandButton Command_SpecialAbilityDamrodDeadlySniper Command = SPECIAL_POWER SpecialPower = SpecialAbilityDamrodHeroMode TextLabel = CONTROLBAR:SpecialPowerDeadlySniper ButtonImage = HSLegolasArrowWind ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipSpecialPowerDeadlySniper InPalantir = Yes DisableOnModelCondition = WEAPONSET_TOGGLE_1 ; disable if currently using swords End
;-----------------------Weapon------------------------------
Weapon DamrodBowDeadlySniper AttackRange = DAMROD_DEADLYSHOT_RANGE WeaponSpeed = 561 ; dist/sec MinWeaponSpeed = 481 MaxWeaponSpeed = 641 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range FireFX = FX_RohanArcherBowWeapon HitPercentage = 100 ;When this weapon is used it will hit exactly all of the time.
ProjectileNugget ; Default arrow ProjectileTemplateName = LegolasBowArrowStormProjectile WarheadTemplateName = LegolasBowArrowStormWarhead End End
- Tu peux aussi changer le weapon de certains pouvoirs, ce qui donne un autre effet sympa, par exemple: - Spoiler:
(le nom du weapon est à mettre dans le module du pouvoir à la ligne "SpecialWeapon = " )
Boule de feu de Saroumane:
;------------------------------------------------------------------------------ Weapon IstariFireball ;BALANCE Saruman LeechRangeWeapon = Yes AttackRange = 300 ; set this in his special power WeaponSpeed = 150 ; dist/sec MinWeaponSpeed = 100 MaxWeaponSpeed = 200 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range HitPercentage = 100 ;When this weapon is used it will hit exactly 100% of the time. ScatterRadius = 0.0 ;When this weapon misses it can randomly miss by as much as this distance. DelayBetweenShots = 5000 ; time between shots, msec PreAttackDelay = 1 ; 1467 is the prep time for archer. PreAttackRandomAmount = 0 ; amount of additional preattack variance for archer type attacks only PreAttackType = PER_SHOT ; Do the delay each time we attack a new target FiringDuration = 1 ; Duration of the archer firing shot is 500ms. IsAimingWeapon = Yes AcceptableAimDelta = 15 AntiAirborneVehicle = Yes AntiAirborneMonster = Yes FireFX = FX_SarumanFireball DamageType = FLAME ProjectileNugget ; Default arrow ProjectileTemplateName = SarumanFireballProjectile WarheadTemplateName = IstariFireballWarhead End End
;---------------------------- Weapon IstariFireballWarhead ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR MINES ; ALLIES FireLogicNugget ;@@@ fire logic testing LogicType = INCREASE_BURN_RATE Radius = 150 Damage = 100 End
DamageNugget ; A basic Nugget that just does damage Damage = 3000 Radius = 150 DelayTime = 0 DamageType = FLAME DamageFXType = BIG_ROCK DeathType = BURNED DamageScalar = 150% NONE +MordorFellBeast +MordorWitchKingOnFellBeast +GondorGwaihir DamageScalar = 5000% NONE +MINE ; Make sure we one shot kill mines, without risking wasting some poor hero with a torch End
DamageNugget ; to make the fireball more mighty against enemy heroes Damage = 2500 Radius = 150 DelayTime = 0 DamageType = MAGIC DamageFXType = BIG_ROCK DeathType = BURNED DamageScalar = 500% NONE +HERO -MordorFellBeast -MordorWitchKingOnFellBeast -GondorGwaihir End
DamageNugget ; A basic Nugget that just does damage Damage = 2000 Radius = 150 DelayTime = 0 DamageType = MAGIC DamageFXType = BIG_ROCK DeathType = EXPLODED DamageScalar = 300% NONE +MordorFellBeast +MordorWitchKingOnFellBeast +GondorGwaihir End
MetaImpactNugget ; A Nugget that throws things back with force ; HeroResist = 0.99 ShockWaveAmount = 80.00 ShockWaveRadius = 150 ShockWaveTaperOff = 0.75 ShockWaveZMult = 2.20 End End
Flèche de Faramir:
;--------------------------------------------------------------------------------------- Weapon FaramirNouveauWoundArrow AttackRange = FARAMIR_WOUNDING_ARROW_RANGE LeechRangeWeapon = Yes WeaponSpeed = 321 ; dist/sec MinWeaponSpeed = 241 MaxWeaponSpeed = 481 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range FireFX = FX_FaramirWoundingArrow ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range HitPercentage = 100 ;When this weapon is used it will hit exactly 75% of the time. ScatterRadius = 0.0 ;When this weapon misses it can randomly miss by as much as this distance. DelayBetweenShots = 15000 ; time between shots, msec PreAttackDelay = 1 ; we want isntant PreAttackType = PER_POSITION FiringDuration = 1 ; Duration of the archer firing shot is 500ms. ClipSize = 1 AutoReloadsClip = Yes AutoReloadWhenIdle = 1 ClipReloadTime = Min:FARAMIR_BOW_RELOADTIME_MIN Max:FARAMIR_BOW_RELOADTIME_MAX AntiAirborneVehicle = Yes AntiAirborneMonster = Yes PreferredTargetBone = B_LLLID ; Likes to shoot things in their left eye. ProjectileNugget ; A Nugget that creates an Object and sends it to the target with a Warhead ProjectileTemplateName = FaramirSpecialArrow WarheadTemplateName = FaramirNouveauWoundArrowWarhead End End
;---------------------------------
Weapon FaramirNouveauWoundArrowWarhead
ProjectileCollidesWith = ALLIES ENEMIES NEUTRAL STRUCTURES WALLS RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR HitStoredTarget = Yes ; Always hits initial target.
DamageNugget ; A basic Nugget that just does damage Damage = 3000 ;DamageScalar = 10% NONE +STRUCTURE +MordorCatapult +IsengardBallista +GondorTrebuchet +GondorTrebuchetWall DamageScalar = 300% NONE +MordorFellBeast +MordorWitchKingOnFellBeast +GondorGwaihir DamageScalar = 150% NONE +MordorMountainTroll +MordorCaveTroll +MordorDrummerTroll DamageScalar = 200% NONE +RohanTreeBerd +RohanEntFir +RohanEntBirch +RohanEntFir_Summoned +RohanEntBirch_Summoned DamageArc = 75 Radius = 30.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DelayTime = 0 DamageType = MAGIC DamageFXType = ELECTRIC DeathType = EXPLODED End
DamageNugget Damage = 2000 Radius = 30 ;20.0 DelayTime = 0 DamageType = MAGIC DamageFXType = ELECTRIC DeathType = BURNED AcceptDamageAdd = Yes ; DamageScalar = 0% ANY +STRUCTURE ; No damage to allied structures. End
MetaImpactNugget ; A Nugget that throws things back with force ; HeroResist = .75 ShockWaveAmount = 70.0 ShockWaveArc = 75 ShockWaveRadius = 80.0 ShockWaveTaperOff = 0.75 ShockWaveZMult = 1.000 ShockWaveSpeed = 700.0 End
EmotionWeaponNugget EmotionType = TERROR Radius = 0 Duration = 5 SpecialObjectFilter = ANY ENEMIES +MONSTER End End
- Une capacité passive qui empoisonne les ennemis: - Spoiler:
;-------------Dans l'object------------------------------ Behavior = FireWeaponUpdate ModuleTag_DreadVisagePoison FireWeaponNugget WeaponName = PoisonRadiusWeapon Offset = X:0 Y:0 Z:0 FireDelay = 0 OneShot = No End End
;---------------------------Weapon------------------------------------
Weapon PoisonRadiusWeapon ; Shot out every DelayBetweenShots RadiusDamageAffects = ENEMIES NOT_SIMILAR LeechRangeWeapon = Yes AttackRange = 40.0 MeleeWeapon = No DelayBetweenShots = 200 ; time between shots, msec PreAttackDelay = 0 ;PreAttackDelay+FiringDuration = UseWeaponTiming = Yes duration PreAttackType = PER_SHOT FiringDuration = 0
DamageNugget ; A basic Nugget that just does damage Damage = 0.5 ; A whole lot of damage. DamageScalar = 0% NONE +STRUCTURE +MordorBalrog +AngmarShadeWolf Radius = CHILL_SOUL_EFFECT_RADIUS DelayTime = 10 DamageType = POISON DamageFXType = POISON DeathType = CRUSHED ForbiddenUpgradeNames = Upgrade_GandalfWordOfPower End DamageNugget ; A basic Nugget that just does damage Damage = 0.5 ; A whole lot of damage. DamageScalar = 0% NONE +STRUCTURE +MordorBalrog +AngmarShadeWolf Radius = CHILL_SOUL_EFFECT_RADIUS DelayTime = 10 DamageType = POISON DamageFXType = POISON DeathType = CRUSHED RequiredUpgradeNames = Upgrade_GandalfWordOfPower End AttributeModifierNugget AttributeModifier = PoisonModifier DamageFXType = SWORD_SLASH ;used to cross with their DamageFX listing to determine what effect to play End
End
;--------------------------attributemodifier-------------------------- ModifierList PoisonModifier Category = DEBUFF Modifier = SPEED 50% ; originally 70% which contradicted the tooltip 50% Duration = CHILL_SOUL_DURATION FX = FX_PoisonArrowDeath ReplaceInCategoryIfLongest = Yes End
Il y a aussi le bouclier bulle et l'athélas avec les effets verts de Cdd ICI (en milieu de page). PS: C'est vraiment pas terrible et je me suis pas fatigué... mais c'est pour le principe. Cdd va bientôt rentrer et de ce fait, il va pouvoir t'aider concrètement en de donnant un vrai coup de main (et pas un coup de phalange, comme moi... ). | |
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bowl028 Vétéran du forum
Nombre de messages : 2215 Age : 28 Location : Aquitaine Add-On : Ouii Date d'inscription : 16/02/2009
| Sujet: Re: Map Gladiateur Sam 14 Aoû - 17:58 | |
| Oh merci Wolf On va attendre le retour de cdd pour mettre tout ça au clair | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Map Gladiateur Sam 14 Aoû - 18:08 | |
| - Citation :
- Oh merci Wolf
Pas de quoi. (Je te ferais réellement quelque chose de bien la prochaine fois...) | |
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Jolaerpitola Mappeur, moddeur incontesté
Nombre de messages : 2609 Age : 29 Add-On : oui Date d'inscription : 24/07/2008
| Sujet: Re: Map Gladiateur Sam 14 Aoû - 20:07 | |
| Cool wolf , mais tu pourais mettre des screen | |
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bowl028 Vétéran du forum
Nombre de messages : 2215 Age : 28 Location : Aquitaine Add-On : Ouii Date d'inscription : 16/02/2009
| Sujet: Re: Map Gladiateur Sam 14 Aoû - 21:00 | |
| Juste 2 petits screens de mon Tower Wars - Spoiler:
- Spoiler:
PS : Bien sûr, je n'abandonne pas le Gladiator Mais bon, vu que c'est du mapping, je peux le faire tout seul | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Map Gladiateur Sam 14 Aoû - 23:20 | |
| Je suis de retour pour vous jouer un mauvais tour, je vais donc pouvoir continuer le map.ini Au fait moi j'aurai bien vu le roi sorcier dans les héros avec un switch masse d'arme/epée, en plus ya les images qui existe mais elle sont inédite (elle sont dans les textures du jeu mais pas utilisée dans le jeu ) | |
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bowl028 Vétéran du forum
Nombre de messages : 2215 Age : 28 Location : Aquitaine Add-On : Ouii Date d'inscription : 16/02/2009
| Sujet: Re: Map Gladiateur Sam 14 Aoû - 23:24 | |
| Aahh cdayday Alors ces vacances ? Tu t'es photographiés à poil? Wolf t'a piqué le rôle des pouvoirs Une bonne correction va s'infliger j'espère | |
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Glone Maître Chroniqueur du Forum
Nombre de messages : 4133 Age : 29 Location : Dieu s'en est allé reprendre ses quartiers dans sa demeure céleste ! Add-On : oui Date d'inscription : 09/07/2008
| Sujet: Re: Map Gladiateur Sam 14 Aoû - 23:53 | |
| franchement bowl je souhaite te féliciter pour ton travail dans les map, je suis pressé qu'on puisse testé tout ça en ligne | |
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bowl028 Vétéran du forum
Nombre de messages : 2215 Age : 28 Location : Aquitaine Add-On : Ouii Date d'inscription : 16/02/2009
| Sujet: Re: Map Gladiateur Sam 14 Aoû - 23:55 | |
| J'y consacre toutes mes journées, j'ai temps illimité à l'ordi ... Mais mes yeux n'ont rien (Même pas de lunettes ) Et si on testé le gladiateur & le Tower en ligne, sa serai juste Enorme | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
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Contenu sponsorisé
| Sujet: Re: Map Gladiateur | |
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| Map Gladiateur | |
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