Imladris production Le forum français de création de cartes et de mods pour Bataille pour la Terre du Milieu |
| | Codes à copier : apparence intégrale de votre héros perso et autres héros du jeu | |
| | Auteur | Message |
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neohotmailcom Admin
Nombre de messages : 697 Age : 36 Location : 94, près de Paris Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Codes à copier : apparence intégrale de votre héros perso et autres héros du jeu Dim 15 Juin - 13:57 | |
| Je vais commencer ici un autre tuto' concernant les héros persos créés (CAH = Create a Hero en anglais). Je vous rappelle que 2 tutoriaux sont déjà disponibles sur ce forum: -celui de barahir, à consulter en premier >ICI< , qui vous explique comment, à partir d'une unité quelconque ( Théoden par exemple), faire apparaître sur votre map votre héros perso. Il vous explique également comment modifier ses pouvoirs. -celui de leo11, à consulter en deuxième >ICI<, qui vous explique comment modifier votre héros au fil de la partie (en modifiant ses armes, son armure, ses pouvoirs via des armureries). Quant à moi, je vais me contenter de vous lister les différents codes de chaque héros. Pour que ce soit plus simple pour vous, je vais vous donner les codes complets de chaque type de héros, sans les pouvoirs, sans les commandbutton, sans les commandset, sans les experiencelevel . En gros il n'y aura que l'apparence du héros et les sons adéquats. Vous verrez les lignes suivantes dans chaque code (vers la fin du code: elles sont en rouge dans ce tuto'): - Citation :
ShowSubObjects = *casque* ShowSubObjects = *épaulières* ShowSubObjects = *gantelets* ShowSubObjects = *jambières* ShowSubObjects = *arme* ShowSubObjects = *armure*
Ces lignes seront suivies de tous les équipements possibles pour le héros. Il vous restera alors simplement (après avoir copié le code en entier) de remplacer "*casque*, *épaulières, etc..." par les noms des casques, épaulières, etc...( comme HLMT_01 par exemple) dont je donne la description dans le code. Si vous n'avez pas compris grand chose, ça ira mieux quand vous aurez vu un exemple . Une dernière chose: je pars d'une unité précise pour chaque héros. C'est une unité qui existe déjà dans le jeu (comme Rogash, Eowyn, etc...). Si vous voulez changer d'unité de départ, il vous suffira de changer le nom de l'unité (tout simplement! ), en faisant attention aux éventuelles petites différences entre l'unité que je choisis et celle que vous choisissez. Puisqu'il y a une limite de caractères sur le forum, je serai obligé de fractionner les codes. Vous devrez donc copier/coller tous les morceaux les uns à la suite des autres!Allez, c'est parti!
Dernière édition par neohotmailcom le Lun 16 Fév - 12:58, édité 18 fois | |
| | | neohotmailcom Admin
Nombre de messages : 697 Age : 36 Location : 94, près de Paris Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Codes à copier : apparence intégrale de votre héros perso et autres héros du jeu Dim 15 Juin - 15:21 | |
| *********************************************************************************************************************************1) Le Grand Troll *********************************************************************************************************************************Ici je suis parti de Rogash. Donc au lieu de voir Rogash sur une map, vous verrez un Grand Troll. Vous verrez que j'ai déjà équipé mon Troll avec une armure, une arme, un casque, etc... Vous pouvez modifier ces équipements à votre guise. - Spoiler:
Upgrade heros_debut; upgrade nécessaire pour l'apparition des équipements Type = OBJECT End
Object AngmarRogash ; *** ART Parameters *** DisplayName = OBJECT:MordorAttackTroll ButtonImage = HICAHTroll SelectPortrait = UPMordor_AttackTroll CommandSet = NewRogashCommandSet LocomotorSet Locomotor = TrollLocomotor Condition = SET_NORMAL Speed = 100 End
AddModule Behavior = GrantUpgradeCreate ModuleTag_1856544 UpgradeToGrant = Upgrade_GandalfWhite ; End End
ReplaceModule ModuleTag_01 Draw = W3DScriptedModelDraw ModuleTag_01_New WadingParticleSys = EntRipples OkToChangeModelColor = Yes ExtraPublicBone = Trunk ShowShadowWhileContained = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState Model = CHSS_TL_U_SKN Skeleton = CHSS_TL_U_SKL ModelAnimationPrefix = CHSS_TL WeaponLaunchBone = PRIMARY Bat_HandL End ModelConditionState = USER_1 ParticleSysBone = BAT_SPINE1 FollowBone:Yes ParticleSysBone = BAT_SPINE1 FollowBone:Yes ParticleSysBone = BAT_SPINE1 FollowBone:Yes End
TransitionState = Trans_ExamineWeapon Animation = Transition AnimationName = #(MODEL)_C_WPNA AnimationMode = ONCE AnimationBlendTime = 20 End End
TransitionState = Trans_ExamineSelf Animation = Transition AnimationName = #(MODEL)_C_CLRA AnimationMode = ONCE AnimationBlendTime = 20 End End
TransitionState = Trans_SelectedCheer Animation = Transition AnimationName = #(MODEL)_C_SLCA AnimationMode = ONCE AnimationBlendTime = 20 End End
TransitionState = Trans_SwapModels StateName = STATE_Unselected Animation = Transition AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND AnimationMode = ONCE AnimationBlendTime = 0 End End
AnimationState = CLIMBING WEAPONSET_TOGGLE_1 StateName = STATE_Climbing Animation = Climbing AnimationName = #(MODEL)_U_WALB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing_WeaponToggle") return end EndScript End
TransitionState = Trans_RunningToClimbing_WeaponToggle Animation = Transition AnimationName = #(MODEL)_B_WALA AnimationMode = ONCE End End
AnimationState = CLIMBING StateName = STATE_Climbing Animation = Climbing AnimationName = #(MODEL)_U_WALB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end EndScript End TransitionState = Trans_RunningToClimbing Animation = Transition AnimationName = #(MODEL)_U_WALA AnimationMode = ONCE End End
AnimationState = RAPPELLING WEAPONSET_TOGGLE_1 StateName = STATE_Rappelling Animation = Rapelling AnimationName = #(MODEL)_U_WALD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end EndScript End AnimationState = RAPPELLING StateName = STATE_Rappelling Animation = Rapelling AnimationName = #(MODEL)_U_WALD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end EndScript End TransitionState = Trans_ClimbingToRappelling Animation = Transition AnimationName = #(MODEL)_U_WALC AnimationMode = ONCE End End TransitionState = Trans_RappellingToRunning_WeaponToggle Animation = Transition AnimationName = MUGblnSwrd_B_WALE AnimationMode = ONCE End End TransitionState = Trans_RappellingToRunning Animation = Transition AnimationName = MUGblnSwrd_U_WALE AnimationMode = ONCE End End AnimationState = DYING AFLAME MOUNTED Animation = Fire AnimationName = #(MODEL)_M_MFDA AnimationSpeedFactorRange = 0.9 1.1 End BeginScript CurDrawableHideSubObject("arrow") //Circumvents blend issues when the arrow is being shown... EndScript End
AnimationState = DYING SPLATTED MOUNTED Animation AnimationName = #(MODEL)_M_LNDA AnimationMode = ONCE End End AnimationState = DYING MOUNTED StateName = STATE_Sword Animation AnimationName = #(MODEL)_M_DIEA AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP MOUNTED Animation AnimationName = #(MODEL)_M_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED MOUNTED Animation AnimationName = #(MODEL)_M_LNDA AnimationMode = ONCE End End
AnimationState = FREEFALL MOUNTED Animation AnimationName = #(MODEL)_M_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED_FLAILING MOUNTED Animation AnimationName = #(MODEL)_M_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = PASSENGER MOUNTED Animation AnimationName = #(MODEL)_M_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED LEVELED // This state clears itself in 3 of your Earth seconds Animation AnimationName = #(MODEL)_M_LVLA AnimationMode = ONCE End End
AnimationState = MOUNTED RAISING_FLAG // This state clears itself in 3 of your Earth seconds Animation AnimationName = #(MODEL)_M_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = FIRING_OR_PREATTACK_A MOUNTED // Melee attack. Animation AnimationName = #(MODEL)_M_ATKA #(MODEL)_M_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation AnimationName = #(MODEL)_M_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation AnimationName = #(MODEL)_M_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End
AnimationState = MOVING TURN_LEFT MOUNTED Animation AnimationName = #(MODEL)_M_TRNL AnimationMode = LOOP End End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation AnimationName = #(MODEL)_M_TRNR AnimationMode = LOOP End End
AnimationState = MOVING ACCELERATE MOUNTED Animation AnimationName = #(MODEL)_M_ACCL AnimationMode = LOOP End End
AnimationState = MOVING DECELERATE MOUNTED Animation AnimationName = #(MODEL)_M_DECL AnimationMode = ONCE End End
AnimationState = MOVING WALKING MOUNTED Animation AnimationName = #(MODEL)_M_WLKA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOVING BACKING_UP MOUNTED Animation AnimationName = #(MODEL)_M_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation AnimationName = #(MODEL)_M_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOVING MOUNTED Animation AnimationName = #(MODEL)_M_RUNA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = SELECTED MOUNTED SimilarRestart = Yes StateName = AtAttentionIdleMounted Animation = ATNB AnimationName = #(MODEL)_M_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end if Prev == "AtAttentionIdleMounted" then CurDrawableSetTransitionAnimState("TRANS_Select") end EndScript End
TransitionState = TRANS_Select Animation AnimationName = #(MODEL)_M_ATNA AnimationMode = ONCE End End
AnimationState = MOUNTED Animation AnimationName = #(MODEL)_M_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED_FLAILING StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_LNDA AnimationMode = ONCE End End
AnimationState = DYING SPLATTED StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_LNDA AnimationMode = ONCE End End
AnimationState = DYING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_DIEA AnimationMode = ONCE End End
AnimationState = DYING StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_DIEA AnimationMode = ONCE End Animation = GUHero_DIEB AnimationName = #(MODEL)_U_DIEB AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED_STANDING_UP StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_LNDA AnimationMode = ONCE End End
AnimationState = STUNNED StateName = STATE_Sword Animation = GUHero_LNDA AnimationName = #(MODEL)_U_LNDA AnimationMode = ONCE End End
Dernière édition par neohotmailcom le Lun 16 Fév - 12:59, édité 8 fois | |
| | | neohotmailcom Admin
Nombre de messages : 697 Age : 36 Location : 94, près de Paris Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Codes à copier : apparence intégrale de votre héros perso et autres héros du jeu Dim 15 Juin - 15:27 | |
| - Spoiler:
AnimationState = PACKING_TYPE_1 WEAPONSET_TOGGLE_1 StateName = rainofarrows Animation AnimationName = #(MODEL)_B_ATKA2 AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_1 StateName = Curse Animation AnimationName = #(MODEL)_U_LVLA AnimationMode = ONCE End End
AnimationState = PACKING_TYPE_3 StateName = Curse Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_TWO StateName = STATE_Bow Animation AnimationName = #(MODEL)_U_SPCL #(MODEL)_U_ATKC AnimationMode = ONCE End FrameForPristineBonePositions = 59 BeginScript CurDrawableShowSubObject("arrow") EndScript End AnimationState = MOVING USER_4 // Moving slaughter StateName = Slaughter Flags = RANDOMSTART Animation = GUHero_ATKE AnimationName = #(MODEL)_U_ATKE AnimationMode = LOOP End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end EndScript End AnimationState = MOVING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE StateName = STATE_RunningBow Flags = RANDOMSTART Animation AnimationName = #(MODEL)_B_RUNA AnimationSpeedFactorRange = 0.85 0.85 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end if Prev == "STATE_RunningSword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Running") end if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning_WeaponToggle") return end EndScript End AnimationState = MOVING StateName = STATE_RunningSword Flags = RANDOMSTART Animation AnimationName = #(MODEL)_U_RUNA AnimationSpeedFactorRange = 0.85 0.85 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end if Prev == "STATE_RunningBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Running") end if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end EndScript End
AnimationState = PREATTACK_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation = ReadyToDrawn AnimationName = #(MODEL)_B_ATKA1 AnimationMode = ONCE End End
AnimationState = FIRING_OR_RELOADING_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation = LooseReloadDraw AnimationName = #(MODEL)_B_ATKA2 AnimationMode = ONCE AnimationSpeedFactorRange = 1.1 1.1 End End AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation AnimationName = #(MODEL)_B_ATKA1 AnimationMode = ONCE UseWeaponTiming = No // UseWeaponTiming plus random weapon field equals desync. Leaving as warning End End AnimationState = FIRING_OR_PREATTACK_A // Melee attack. Animation AnimationName = #(MODEL)_U_ATKA1 #(MODEL)_U_ATKA #(MODEL)_U_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = EMOTION_ALERT HIT_REACTION WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_HITA AnimationMode = ONCE End End
AnimationState = HIT_REACTION WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_HITA AnimationMode = ONCE End End AnimationState = HIT_REACTION Animation = Sword_HITA AnimationName = #(MODEL)_U_HITA AnimationMode = ONCE End Animation = Sword_HITB AnimationName = #(MODEL)_U_HITB AnimationMode = ONCE End BeginScript PrevAnim = CurDrawablePrevAnimation() if PrevAnim == "Foot_IDLB" then return "Sword_HITB" else return "Swort_HITA" end EndScript End AnimationState = THROWN_PROJECTILE Animation AnimationName = #(MODEL)_U_LEP2 AnimationMode = LOOP End End
AnimationState = ABOUT_TO_HIT Animation AnimationName = #(MODEL)_U_LEP3 AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim StateName = STATE_ready Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes End
AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_TWO MOUNTED StateName = Attacking Animation AnimationName = #(MODEL)_U_SPLD #(MODEL)_U_ATKA AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_THREE MOUNTED // FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = #(MODEL)_U_SPCD #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End
AnimationState = SPECIAL_WEAPON_THREE // FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = #(MODEL)_U_SPCE #(MODEL)_U_ATKA// isitari's light? AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End AnimationState = SPECIAL_WEAPON_FOUR StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCD AnimationMode = ONCE End FrameForPristineBonePositions = 44 End
AnimationState = SPECIAL_WEAPON_FIVE StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCE AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_SIX StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCF AnimationMode = ONCE End End AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = #(MODEL)_U_SPCC #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_1 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End
AnimationState = PACKING_TYPE_2 CREATE_A_HERO_20 CREATE_A_HERO_21 Animation AnimationName = #(MODEL)_U_SPCC AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_2 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = #(MODEL)_U_SPCC #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_2 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA AnimationMode = LOOP End End AnimationState = PACKING_TYPE_2 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_2 WEAPONSET_TOGGLE_1 StateName = CaptainPower Animation = GUHero_CHRC AnimationName = #(MODEL)_U_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 1.2 1.2 End End AnimationState = PACKING_TYPE_2 StateName = STATE_CaptainBow Animation = GUHero_CHRD AnimationName = #(MODEL)_U_SPCE #(MODEL)_U_SPCA #(MODEL)_U_CHRD AnimationMode = ONCE End End AnimationState = PACKING_TYPE_3 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = #(MODEL)_U_SPCC #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_3 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA AnimationMode = LOOP End End AnimationState = PACKING_TYPE_3 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_4 UNPACKING Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_4 PREPARING Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_4 PACKING Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_5 PACKING WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_SPCB AnimationMode = ONCE AnimationSpeedFactorRange = 0.7333 0.7333 End End AnimationState = PACKING_TYPE_5 PACKING Animation AnimationName = #(MODEL)_U_SPCB AnimationMode = ONCE End End AnimationState = PACKING_TYPE_6 PACKING Animation AnimationName = #(MODEL)_U_SPCD AnimationMode = ONCE End End AnimationState = LEVELED WEAPONSET_TOGGLE_1 // This state clears itself in 3 seconds Animation = LevelUp AnimationName = #(MODEL)_B_CHRA #(MODEL)_B_LVLA AnimationMode = ONCE End End
Dernière édition par neohotmailcom le Ven 16 Jan - 23:17, édité 4 fois | |
| | | neohotmailcom Admin
Nombre de messages : 697 Age : 36 Location : 94, près de Paris Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Codes à copier : apparence intégrale de votre héros perso et autres héros du jeu Dim 15 Juin - 15:28 | |
| - Spoiler:
AnimationState = LEVELED // This state clears itself in 3 seconds Animation = LevelUp AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_LVLA AnimationMode = ONCE End End
AnimationState = EMOTION_CELEBRATING MOUNTED Animation AnimationName = #(MODEL)_M_CHRA #(MODEL)_M_IRFA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = EMOTION_CELEBRATING Animation CHRA AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = #(MODEL)_U_CHRB #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = RAISING_FLAG WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = RAISING_FLAG Animation CHRA AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = #(MODEL)_U_CHRB #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_TAUNTING MOUNTED Animation AnimationName = #(MODEL)_M_TNTA #(MODEL)_M_IRFA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_TAUNTING Animation CHRA AnimationName = #(MODEL)_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = #(MODEL)_U_TNTB #(MODEL)_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = ENGAGED WEAPONSET_TOGGLE_1 StateName = STATE_ready Animation AnimationName = #(MODEL)_B_IDLA AnimationMode = ONCE End End AnimationState = ENGAGED StateName = STATE_ready Animation AnimationName = #(MODEL)_U_IDLA AnimationMode = ONCE End End AnimationState = BETWEEN_FIRING_SHOTS_A WEAPONSET_TOGGLE_1 StateName = STATE_ready Animation AnimationName = #(MODEL)_B_IDLA AnimationMode = ONCE End End AnimationState = BETWEEN_FIRING_SHOTS_A StateName = STATE_ready Animation AnimationName = #(MODEL)_U_IDLA AnimationMode = ONCE End End
AnimationState = SELECTED WEAPONSET_TOGGLE_1 StateName = STATE_Selected_Bow Animation = Selected_Loop AnimationName = #(MODEL)_B_ATNB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedBow") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = SELECTED StateName = STATE_Selected_Sword Animation = Selected_Loop AnimationName = #(MODEL)_U_ATNB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedSword") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = WEAPONSET_TOGGLE_1 StateName = STATE_Idle_Bow Animation AnimationName = #(MODEL)_B_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end EndScript End
IdleAnimationState StateName = STATE_Idle_Sword Animation = Foot_IDLB // Bored Idle AnimationName = #(MODEL)_U_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = Foot_IDLC // Bored Fidget AnimationName = #(MODEL)_U_IBFA AnimationMode = ONCE AnimationPriority = 2 End
BeginScript CurDrawableHideSubObject("arrow") Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredSword") end if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end EndScript End
TransitionState = TRANS_BoredToSelectedSword Animation = ANTD AnimationName = #(MODEL)_U_ATNA #(MODEL)_U_ATND #(MODEL)_U_IDLA AnimationMode = ONCE End End TransitionState = TRANS_SelectedToBoredSword Animation = ATNF AnimationName = #(MODEL)_U_ATNC #(MODEL)_U_ATNF #(MODEL)_U_ATNE AnimationMode = ONCE End End
TransitionState = TRANS_BoredToSelectedBow Animation = ATNC AnimationName = #(MODEL)_U_ATNF #(MODEL)_U_ATNE AnimationMode = ONCE End End TransitionState = TRANS_CaptainBowToSelectedBow Animation = ATNC AnimationName = #(MODEL)_U_ATNF AnimationMode = ONCE AnimationBlendTime = 10 AnimationSpeedFactorRange = 1.5 1.5 End End TransitionState = TRANS_SelectedToBoredBow Animation = ATNA AnimationName = #(MODEL)_U_ATNF AnimationMode = ONCE End End
TransitionState = TRANS_BowToSword Animation = CUHero_STHA AnimationName = #(MODEL)_B_STHA AnimationMode = ONCE End End
TransitionState = TRANS_SwordToBow Animation = CUHero_STHB AnimationName = #(MODEL)_U_STHA AnimationMode = ONCE End End
TransitionState = TRANS_BowToSword_Running Animation = DrawSwords AnimationName = #(MODEL)_B_STHB AnimationMode = ONCE End End TransitionState = TRANS_SwordToBow_Running Animation = DrawBow AnimationName = #(MODEL)_U_STHB AnimationMode = ONCE End End
End ; du draw
End ; du replacemodule
Dernière édition par neohotmailcom le Dim 21 Déc - 12:19, édité 1 fois | |
| | | neohotmailcom Admin
Nombre de messages : 697 Age : 36 Location : 94, près de Paris Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Codes à copier : apparence intégrale de votre héros perso et autres héros du jeu Dim 15 Juin - 15:28 | |
| - Spoiler:
;------------------------------------------AUDIO Parameters--------------------------------------------------------------
VoiceAttack = TrollVoiceAttack VoiceAttackCharge = TrollVoiceAttack VoiceAttackMachine = TrollVoiceAttack VoiceAttackStructure = TrollVoiceAttack VoiceCreated = EVA:AttackTrollCreated VoiceFullyCreated = EVA:AttackTrollCreated VoiceGuard = TrollVoiceMove VoiceMove = TrollVoiceMove VoiceMoveToCamp = TrollVoiceMove VoiceMoveWhileAttacking = TrollVoiceMove VoicePriority = 19 VoiceSelect = AttackTrollVoiceSelectMS VoiceSelectBattle = AttackTrollVoiceSelectMS
SoundImpact = ImpactHorse
UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = TrollVoiceMove VoiceEnterUnitMordorMumakil = TrollVoiceMove VoiceEnterUnitSlaughterHouse = TrollVoiceMove VoiceInitiateCaptureBuilding = TrollVoiceMove End EvaEventDieOwner = None
ReplaceModule ModuleTag_AnimAudioBehavior ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior_New MaxUpdateRangeCap = 800 AnimationSound = Sound:ImpactTrollGrabsOrc Animation:KURogash_SKL.KURogash_GRBA Frames:6 AnimationSound = Sound:MordorTrollCreated Animation:KURogash_SKL.KURogash_WLKC Frames:66 AnimationSound = Sound:TrollBodyfall Animation:KURogash_SKL.KURogash_LNDA Frames:3 21 AnimationSound = Sound:TrollBodyfall Animation:KURogash_SKL.KURogash_DIEA Frames:31 AnimationSound = Sound:TrollBodyfall Animation:KURogash_SKL.KURogash_DIEB Frames:85 AnimationSound = Sound:MordorTrollIdleA Animation:KURogash_SKL.KURogash_IDLA Frames:13 AnimationSound = Sound:TrollTreeShakeYell Animation:KURogash_SKL.KURogash_GRBC Frames:26 AnimationSound = Sound:MordorTrollIdleB Animation:KURogash_SKL.KURogash_IDLB Frames:7 AnimationSound = Sound:MordorTrollIdleE Animation:KURogash_SKL.KURogash_IDLE Frames:6 AnimationSound = Sound:MordorTrollIdleF Animation:KURogash_SKL.KURogash_IDLF Frames:31 AnimationSound = Sound:MordorTrollIdleG Animation:KURogash_SKL.KURogash_IDLG Frames:76 AnimationSound = Sound:TrollFootstep Animation:KURogash_SKL.KURogash_RUNA Frames:4 17 AnimationSound = Sound:TrollFootstep Animation:KURogash_SKL.KURogash_WLKB Frames:0 22 AnimationSound = Sound:TrollFootstep Animation:KURogash_SKL.KURogash_WLKC Frames:14 29 44 59 AnimationSound = Sound:TrollFootstep Animation:KURogash_SKL.KURogash_TRNL Frames:15 29 AnimationSound = Sound:TrollFootstep Animation:KURogash_SKL.KURogash_TRNR Frames:15 29 AnimationSound = Sound:TrollFootstep Animation:KURogash_SKL.KURogash_GTPA Frames:12 80 97 AnimationSound = Sound:TrollFootstepRampage Animation:KURogash_SKL.KURogash_MFDA Frames:4 17 29 42 AnimationSound = Sound:TrollFootstepRampage Animation:KURogash_SKL.KURogash_RCTD Frames:6 66 AnimationSound = Sound:TrollFootstepRampage Animation:KURogash_SKL.KURogash_RPGC Frames:37 43 61 77 93 100 116 123 139 149 AnimationSound = Sound:TrollTreeSwingLight Animation:KURogash_SKL.KURogash_IDLE Frames:51 AnimationSound = Sound:TrollTreeSwingLight Animation:KURogash_SKL.KURogash_RCTB Frames:16 AnimationSound = Sound:TrollTreeSwingLight Animation:KURogash_SKL.KURogash_MFDA Frames:5 22 AnimationSound = Sound:TrollTreeSwingLight Animation:KURogash_SKL.KURogash_RPGC Frames:28 54 89 114 AnimationSound = Sound:TrollTreeSwingLight Animation:KURogash_SKL.KURogash_RCTC Frames:5 AnimationSound = Sound:TrollTreeSwingLight Animation:KURogash_SKL.KURogash_RCTD Frames:29 AnimationSound = Sound:TrollTreeSwingLight Animation:KURogash_SKL.KURogash_RCTE Frames:72 AnimationSound = Sound:TrollTreeSwingLight Animation:KURogash_SKL.KURogash_GRBA Frames:6 AnimationSound = Sound:TrollIdleRubHeadVox Animation:KURogash_SKL.KURogash_RCTB Frames:3 AnimationSound = Sound:TrollGetupShakeHeadVox Animation:KURogash_SKL.KURogash_GTPA Frames:31 AnimationSound = Sound:ImpactTrollTreeLight Animation:KURogash_SKL.KURogash_IDLE Frames:53 AnimationSound = Sound:TrollRoar Animation:KURogash_SKL.KURogash_GTPA Frames:105 AnimationSound = Sound:TrollRoar Animation:KURogash_SKL.KURogash_HITA Frames:21 AnimationSound = Sound:TrollRoar Animation:KURogash_SKL.KURogash_HITB Frames:10 AnimationSound = Sound:TrollRoar Animation:KURogash_SKL.KURogash_HITC Frames:13 AnimationSound = Sound:TrollRoar Animation:KURogash_SKL.KURogash_HITE Frames:10 AnimationSound = Sound:TrollRoar Animation:KURogash_SKL.KURogash_RCTC Frames:6 AnimationSound = Sound:TrollRoar Animation:KURogash_SKL.KURogash_RCTD Frames:30 AnimationSound = Sound:TrollRoar Animation:KURogash_SKL.KURogash_RCTE Frames:53 AnimationSound = Sound:TrollRoar Animation:KURogash_SKL.KURogash_RPGC Frames:1 33 58 92 117 End End
ReplaceModule ModuleTag_RespawnUpdate Behavior = RespawnUpdate ModuleTag_RespawnUpdate_New DeathAnim = DYING //Model condition to play when killed-to-respawn DeathFX = FX_HeroDieToRespawn //FXList to play when killed-to-respawn DeathAnimationTime = 5000 //How long DeathAnim will take. InitialSpawnFX = FX_HeroInitialSpawn RespawnAnim = LEVELED //Animation to play when respawning. RespawnFX = FX_HeroRespawn //FXList to play when respawning. RespawnAnimationTime = 2000 //Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP //Respawn at this location -- and at it's exit production point if possible. ButtonImage = HICAHTroll //RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others //may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:1500 Time:60000 Health:100% //DEFAULT VALUES End End
AddModule Behavior = GrantUpgradeCreate Upgrade_GandalfWhiteUpgradeActive UpgradeToGrant = heros_debut End End
AddModule Behavior = SubObjectsUpgrade Troll_visible_begin_equipement TriggeredBy = heros_debut
UpgradeTexture = CHTL_HT_00.tga 0 CHTL_HT_05.tga UpgradeTexture = CHTL_HT_03.tga 0 CHTL_HT_05.tga UpgradeTexture = CHTL_HT_04.tga 0 CHTL_HT_05.tga UpgradeTexture = CHTL_HT_06.tga 0 CHTL_HT_05.tga UpgradeTexture = CHTL_HT_07.tga 0 CHTL_HT_05.tga RecolorHouse = Yes FadeTimeInSeconds = 0.0
ShowSubObjects = HLMT_08 ShowSubObjects = SLDR_06 ShowSubObjects = GNLT_10 ShowSubObjects = BOOT_01 ShowSubObjects = TrollHammer ShowSubObjects = CHEST_02
HideSubObjects = HLMT_01;// casque avec cornes et qui couvre toute la tete HideSubObjects = HLMT_02;// casque plats noir HideSubObjects = HLMT_03;// casque ayant la forme du visage et une bouche en scorpion HideSubObjects = HLMT_04;// rien sur la tête HideSubObjects = HLMT_05;// rien sur la tête HideSubObjects = HLMT_06;// rien sur la tête HideSubObjects = HLMT_07;// rien sur la tête HideSubObjects = HLMT_08;// csque énorme avec pics hérissés vers le haut
HideSubObjects = SLDR_01;// épaulières triangles montants avec une plaque arrondie sur le haut HideSubObjects = SLDR_02;// épaulières arrondis rouillées triangles descendants HideSubObjects = SLDR_03;// épaulières arrondis rouillées triangles descendants avec pics dessus HideSubObjects = SLDR_04;// épaulières petites rondes avec gros morceau de métal hérissés dessus HideSubObjects = SLDR_05;// épaulières ne couvrant que les biceps, assez jolies HideSubObjects = SLDR_06;// épaulières énormes
HideSubObjects = GNLT_01;// gants qui prennent tout l'avant bras et la main, pointus au bout HideSubObjects = GNLT_02;// gantelets avec pics dessus HideSubObjects = GNLT_03;// gantelets clasiques avec souillure HideSubObjects = GNLT_04;// gantelets clasiques rouillés avec 2 petites plaques dessus HideSubObjects = GNLT_05;/ gantelets ne couvrant que les avants-bras, assez jolis HideSubObjects = GNLT_06;//rien HideSubObjects = GNLT_07;//rien HideSubObjects = GNLT_08;//rien HideSubObjects = GNLT_09;// rien HideSubObjects = GNLT_10;// gantelets énormes
HideSubObjects = BOOT_01;//jambières classiques non rouillées
HideSubObjects = CHEST_01;// armure ne couvrant que le torse, pas le dos HideSubObjects = CHEST_02;// armure imposante couvrant tout le corps HideSubObjects = CHEST_03;// aucune armure
HideSubObjects = TrollMace;//morceau de bois avec des gros pics metalliques HideSubObjects = TrollSword;// épée HideSubObjects = TrollHammer;//gros marteau en pierre HideSubObjects = TrollTree;// tronc d'arbre HideSubObjects = CLUB_01;// massue avec pics HideSubObjects = HMR_02;// petit marteau en métal, le manche a des pics en bas HideSubObjects = HMR_04;// n'apparaît pas HideSubObjects = PAXE_01;// n'apparaît pas HideSubObjects = SWRD_03 SWD_03
End End End; de l'objet
| |
| | | neohotmailcom Admin
Nombre de messages : 697 Age : 36 Location : 94, près de Paris Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Codes à copier : apparence intégrale de votre héros perso et autres héros du jeu Lun 16 Fév - 13:03 | |
| *********************************************************************************************************************************2) Le Balrog *********************************************************************************************************************************Pour le Balrog j'ai utilisé Boromir. Donc si vous placez Boromir sur votre map et que vous y ajoutez un map.ini avec les lignes qui vosu suivre, ce sera un Balrog et non Boromir que vous verrez Remarque : j'ai aussi mis le weaponset et l'armorset du Balrog - Spoiler:
Object GondorBoromir
ButtonImage = HIBalrog SelectPortrait = HPBalrog CommandSet = NewBoromirCommandSet CanPathThroughGates = No IsTrainable = No LocomotorSet Locomotor = BalrogLocomotor Condition = SET_NORMAL Speed = 50 End
AddModule Behavior = GrantUpgradeCreate ModuleTag_1856544 UpgradeToGrant = Upgrade_GandalfWhite ; End End
ReplaceModule ModuleTag_DRAW Draw = W3DScriptedModelDraw ModuleTag_02_New
; GlowEnabled = Yes ; GlowEmissive = Yes ; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = Yes ExtraPublicBone = ZZZPASSENGERBON ExtraPublicBone = ZZZWHIPCOIL ExtraPublicBone = SWORD
;------------------------- ModelConditionState = NONE ; Not DefaultConditionState, because that keyword copies anything in here to every other state Model = MUBalrog_SKN ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes ParticleSysBone = RTWINGBONE BalrogWingSmokeLite FollowBone:yes ParticleSysBone = LFWINGBONE BalrogWingSmokeLite FollowBone:yes End
; This is triggered by the single player only HitReaction module for the lightningsword ModelConditionState = HIT_LEVEL_2 Model = MUBalLIT_SKN End
ModelConditionState = HERO Model = MUBalIGNT_SKN ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes ParticleSysBone = RTWINGBONE BalrogWingEmbers FollowBone:yes ParticleSysBone = LFWINGBONE BalrogWingEmbers FollowBone:yes
ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes ParticleSysBone = NONE BalrogIgniteHeatWave FollowBone:no End
;----------------- IdleAnimationState StateName = State_Idle Animation = Breathe AnimationName = MUBalrog_SKL.MUBalrog_IDLA AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 20 End Animation = LookAround AnimationName = MUBalrog_SKL.MUBalrog_IDLB AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 2 End Animation = SnortLikeABull AnimationName = MUBalrog_SKL.MUBalrog_IDLC AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 1 End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_JustBuilt" then CurDrawableSetTransitionAnimState("TRANS_JustBuilt_To_Idle") end if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end EndScript End AnimationState = DYING DEATH_1 Animation = Dying AnimationName = MUBalrog_SKL.MUBalrog_DIEA AnimationMode = ONCE End ParticleSysBone = None BalrogFallDust FollowBone:No End
AnimationState = DYING DEATH_2 Animation = FadingOut AnimationName = MUBalrog_SKL.MUBalrog_RORC AnimationMode = ONCE End End
; This is triggered by the single player only HitReaction module for the lightningsword ; It is highest instead of lowest priority, because the hit reaction Paralyzes us, where for others it is just a fancy idle. AnimationState = HIT_LEVEL_2 Animation = Owowowowowowowow AnimationName = MUBalrog_SKL.MUBalrog_HITB AnimationMode = ONCE End End AnimationState = EATING Animation = DoingHorribleThingToGrabbedGuy AnimationName = MUBalrog_SKL.MUBalrog_BRNA AnimationMode = ONCE AnimationBlendTime = 0 End
ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames FollowBone:Yes ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames2 FollowBone:Yes ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlamesFinal FollowBone:Yes ParticleSysBone = ZZZPassengerBon BalrogHandSqueezeFlash FollowBone:Yes ParticleSysBone = ZZZPassengerBon BalrogHandSmoke FollowBone:Yes ParticleSysBone = RING_2_L balrogHandAsh FollowBone:Yes ParticleSysBone = RING_2_L balrogHandAshSmall FollowBone:Yes End
AnimationState = UNPACKING PACKING_TYPE_3 Animation = GrabbingToTouching AnimationName = MUBalrog_SKL.MUBalrog_GRBA AnimationMode = ONCE AnimationBlendTime = 0 End End
AnimationState = PACKING PACKING_TYPE_3 Animation = GrabbingFollowThrough AnimationName = MUBalrog_SKL.MUBalrog_GRBC AnimationMode = ONCE AnimationBlendTime = 0 End End
AnimationState = JUST_BUILT StateName = State_JustBuilt Animation AnimationName = MUBalrog_SKL.MUBalrog_RORA AnimationMode = MANUAL AnimationBlendTime = 0 End End TransitionState = TRANS_JustBuilt_To_Idle Animation = BeingSummoned AnimationName = MUBalrog_SKL.MUBalrog_RORA AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_THREE Animation = CrackThatWhip AnimationName = MUBalrog_SKL.MUBalrog_WIPA AnimationMode = ONCE End ParticleSysBone = RTHANDBONE BalrogWhip2swordEfx FollowBone:Yes End
AnimationState = SPECIAL_POWER_1 Animation = RoaringFear AnimationName = MUBalrog_SKL.MUBalrog_RORB AnimationMode = ONCE End ParticleSysBone = BAT_JAW BalrogScreamEffect FollowBone:Yes FXEvent = Frame:20 Name:FX_BalrogScreamEfx ParticleSysBone = BAT_JAW balrogPixelDisplScrm FollowBone:Yes ParticleSysBone = BAT_JAW balrogScrmEmbers FollowBone:Yes End AnimationState = SPECIAL_WEAPON_ONE Animation = BreathingFireAnimation AnimationName = MUBalrog_SKL.MUBalrog_FIRA AnimationMode = ONCE End ;This is Balrog's fire breath efx ParticleSysBone = BAT_JAW balrogFireBreath FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathProxy FollowBone:Yes End AnimationState = SPECIAL_WEAPON_TWO UNPACKING StateName = State_LeapStart Animation = GettingReadyToLeap AnimationName = MUBalrog_SKL.MUBalrog_JMP1 AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_TWO PACKING Animation = FirstWingBeatGoingUp AnimationName = MUBalrog_SKL.MUBalrog_JMP2 AnimationMode = ONCE End End AnimationState = ABOUT_TO_HIT ; Before ThrownProjectile, since by definition this set for nn frames while T_P is still on StateName = State_AboutToHitGround Animation = StartingToLandToTouchingGround AnimationName = MUBalrog_SKL.MUBalrog_LND1 AnimationMode = ONCE End End AnimationState = THROWN_PROJECTILE Animation = HurtlingThroughAir AnimationName = MUBalrog_SKL.MUBalrog_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End TransitionState = TRANS_AboutToHitGround_To_Idle Animation = SplashAtEndOfJump AnimationName = MUBalrog_SKL.MUBalrog_LND2 AnimationMode = ONCE AnimationBlendTime = 0 End End AnimationState = TURN_RIGHT Animation = TurningRight AnimationName = MUBalrog_SKL.MUBalrog_TRNA AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = TURN_LEFT Animation = TurningLeft AnimationName = MUBalrog_SKL.MUBalrog_TRNB AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = MOVING Animation = Running AnimationName = MUBalrog_SKL.MUBalrog_WLKA AnimationMode = LOOP AnimationBlendTime = 10 End Flags = RANDOMSTART FXEvent = Frame:20 FireWhenSkipped Name:FX_BalrogRightFootStep FXEvent = Frame:44 FireWhenSkipped Name:FX_BalrogLeftFootStep End AnimationState = WEAPONSET_HERO_MODE UNPACKING PACKING_TYPE_1 Animation = StartIgniteRoar AnimationName = MUBalrog_SKL.MUBalrog_IGNTA AnimationMode = ONCE End End AnimationState = HERO PACKING PACKING_TYPE_1 Animation = FinishIgniteRoar AnimationName = MUBalrog_SKL.MUBalrog_IGNTB AnimationMode = ONCE End EnteringStateFX = FX_BalrogIgniteStart End AnimationState = FIRING_OR_PREATTACK_A Animation = Swipe AnimationName = MUBalrog_SKL.MUBalrog_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = FIRING_OR_PREATTACK_C Animation = Chop AnimationName = MUBalrog_SKL.MUBalrog_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End ParticleSysBone = SWORDBONE BalrogSword FollowBone:yes End End End
AddModule Draw = W3DScriptedModelDraw ModuleTag_WhipDraw GlowEnabled = Yes GlowEmissive = Yes ShadowForceDisable = Yes ;The shadow setting is for the whole drawable, but this individual draw module wants to not have a shadow. ; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState Model = None End ModelConditionState = FIRING_OR_PREATTACK_B Model = MUBalsWhip_SKN End ;------------------ IdleAnimationState End AnimationState = FIRING_OR_PREATTACK_B Animation = CrackThatWhip AnimationName = MUBalsWhip_SKL.MUBalsWhip_WIPA AnimationMode = ONCE AnimationBlendTime = 0 End End WadingParticleSys = BalrogRiverSteam End End
; ***DESIGN parameters *** DisplayName = OBJECT:Balrog ;//DisplayMeleeDamage = BALROG_DAMAGE_DISPLAY
Side = Neutral EditorSorting = UNIT ThreatLevel = BALROG_THREAT_LEVEL ThingClass = CHARACTER_UNIT CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushWeapon = BalrogCrush
TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER
WeaponSet Conditions = None Weapon = PRIMARY MordorBalrogSwordSwipe Weapon = SECONDARY MordorBalrogWhip Weapon = TERTIARY MordorBalrogSwordChop AutoChooseSources = SECONDARY None OnlyAgainst = TERTIARY STRUCTURE BIG_MONSTER End
ArmorSet Conditions = None Armor = BalrogArmor DamageFX = NormalDamageFX End VisionRange = VISION_BALROG ShroudClearingRange = SHROUD_CLEAR_BALROG
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS CommandSet = NewBoromirCommandSet CanPathThroughGates = No IsTrainable = No DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior. ; *** AUDIO Parameters ***;
VoiceAttack = BalrogVoiceAttack VoiceAttackCharge = BalrogVoiceAttack VoiceAttackMachine = BalrogVoiceAttack VoiceAttackStructure = BalrogVoiceAttack ;VoiceCreated = BalrogVoiceAttack ;this conflicts with his respawn dialogue line -- rehooked to spawn FX ;VoiceFullyCreated = BalrogVoiceAttack ;this conflicts with his respawn dialogue line -- rehooked to spawn FX VoiceFear = BalrogVoiceAttack VoiceMove = BalrogVoiceMove VoiceMoveToCamp = BalrogVoiceMove VoiceMoveWhileAttacking = BalrogVoiceMove VoicePriority = 84 VoiceRetreatToCastle = BalrogVoiceMove VoiceSelect = BalrogVoiceSelect VoiceSelectBattle = BalrogVoiceSelect VoiceGuard = BalrogVoiceMove SoundAmbient = BalrogAmbientLoop SoundImpact = ImpactHorse
;BoromirVoiceJoinAnybody
UnitSpecificSounds VoiceGarrison = BalrogVoiceSelect VoiceEnterUnitElvenTransportShip = BalrogVoiceMove VoiceInitiateCaptureBuilding = BalrogVoiceMove End
Dernière édition par neohotmailcom le Lun 16 Fév - 13:05, édité 1 fois | |
| | | neohotmailcom Admin
Nombre de messages : 697 Age : 36 Location : 94, près de Paris Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Codes à copier : apparence intégrale de votre héros perso et autres héros du jeu Lun 16 Fév - 13:04 | |
| - Spoiler:
EvaEventDieOwner = None ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
ReplaceModule ModuleTag_AnimAudioBehavior ClientBehavior = AnimationSoundClientBehavior New_ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_WLKA Frames: 42 17 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNA Frames: 21 52 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNB Frames: 21 52 AnimationSound = Sound: BalrogWhipPart1 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 1 AnimationSound = Sound: BalrogWhipPart2 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 21 AnimationSound = Sound: ImpactWhipCrack Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 34
AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKB Frames: 32 AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKA Frames: 32 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKA Frames:41 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKB Frames:40 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKC Frames:27 53 88
AnimationSound = Sound: BalrogJump_Part1 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 0 AnimationSound = Sound: BalrogJump_Part2 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 41 AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_FLYA Frames: 9 AnimationSound = Sound: BalrogLand Animation: MUBalrog_SKL.MUBalrog_LND1 Frames: 0 AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_JMP2 Frames: 0 AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 6 AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 27
AnimationSound = Sound: BalrogBreathFireExhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 31 AnimationSound = Sound: BalrogBreathFireInhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 0
AnimationSound = Sound: BalrogRoar Animation: MUBalrog_SKL.MUBalrog_RORB Frames: 25 AnimationSound = Sound: BalrogVanquishedRoar Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 21 AnimationSound = Sound: BalrogVanquished Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 50
AnimationSound = Sound: BalrogInjuredB_Part1 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 0 AnimationSound = Sound: BalrogInjuredB_Part2 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 70
AnimationSound = Sound: BalrogChuckle Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 1 AnimationSound = Sound: BalrogContentVox Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 0 AnimationSound = Sound: BalrogIdleB_Part1 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 0 AnimationSound = Sound: BalrogIdleB_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 37 AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 95 AnimationSound = Sound: BalrogIdleC_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 29 AnimationSound = Sound: BalrogIdleC_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 60 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 61
AnimationSound = Sound: BalrogDieVox Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 13 AnimationSound = Sound: BalrogBodyfall1 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 56 AnimationSound = Sound: BalrogBodyfall2 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 57 AnimationSound = Sound: OliphantFall Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 21 AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 54
AnimationSound = Sound: BalrogIgnite Animation: MUBalrog_SKL.MUBalrog_IGNTA Frames: 51 End End
Side = Neutral EditorSorting = UNIT ThreatLevel = BALROG_THREAT_LEVEL ThingClass = CHARACTER_UNIT CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushWeapon = BalrogCrush
TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER WeaponSet Conditions = None Weapon = PRIMARY MordorBalrogSwordSwipe Weapon = SECONDARY MordorBalrogWhip Weapon = TERTIARY MordorBalrogSwordChop AutoChooseSources = SECONDARY None OnlyAgainst = TERTIARY STRUCTURE BIG_MONSTER End ArmorSet Conditions = None Armor = BalrogArmor DamageFX = NormalDamageFX End VisionRange = VISION_BALROG ShroudClearingRange = SHROUD_CLEAR_BALROG
DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior. RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY BIG_MONSTER CAN_ATTACK_WALLS SUMMONED
RemoveModule ModuleTag_TheodenLeadershipUpdate RemoveModule ModuleTag_RespawnBody RemoveModule ModuleTag_RespawnUpdate RemoveModule ModuleTag_LifeTime RemoveModule ModuleTag_03 RemoveModule Module_EmotionTracker RemoveModule ModuleTag_AutoAbilityBehavior RemoveModule ModuleTag_13 RemoveModule ModuleTag_04 RemoveModule ModuleTag_05
AddModule Body = ActiveBody ModuleTag_02 MaxHealth = BALROG_HEALTH ;BALANCE Balrog Health End End
ReplaceModule ModuleTag_StancesBehavior Behavior = StancesBehavior ModuleTag_StancesBehavior_new StanceTemplate = FighterHorde End End
AddModule Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = BalrogFunctions End End
AddModule Behavior = BezierProjectileBehavior ModuleTag_Projectile ; Module starts asleep, and wakes up when thrown. ; To tweak a Bezier path FirstHeight = 104 ; Height of Bezier control points above highest intervening terrain SecondHeight = 52 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
BounceCount = 0 ; When I hit the ground, I'll arc again
FinalStuckTime = 1766 ; Can't move for this long afterwards
GroundHitFX = FX_BalrogJumpHitGround GroundHitWeapon = RohanGimliLeapWarhead PreLandingStateTime = 300; Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance End End
AddModule Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End End
AddModule Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag FireWeaponNugget WeaponName = MordorBalrogHeroEffect FireDelay = 0 OneShot = No End HeroModeTrigger = Yes ; this only happens when hero mode is active End End
AddModule Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -FADED DestructionDelay = 2500 FX = FINAL FX_BalrogFinalDeath DeathFlags = DEATH_1 End End
AddModule Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED FX = INITIAL FX_BalrogUnsummonInitial DestructionDelay = 3800 FX = FINAL FX_BalrogUnsummonFinal DeathFlags = DEATH_2 End End
AddModule Behavior = SpecialPowerModule ModuleTag_IgniteStarter SpecialPowerTemplate = SpecialAbilityHeroMode UpdateModuleStartsAttack = Yes ;InitiateSound = End End
AddModule Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IgniteUpdate SpecialPowerTemplate = SpecialAbilityHeroMode UnpackingVariation = 1
UnpackTime = 1800 PackTime = 1600
AwardXPForTriggering = 0 HeroAttributeModifier = BalrogIgniteState HeroEffectDuration = 30000 End End
AddModule Behavior = CreateObjectDie ModuleTag_CrushUnitsOnDeath CreationList = OCL_BalrogDie End End
End; de l'objet
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Si vous avez des questions supplémentaires à poser à propos de ce tutoriel, veuillez les poser dans la section "Discussion" qui se trouve >ICI<
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