сделать что?Увидел этот скрин
Как такое сделать?
P. S. Опять извиняюсь что без спойлера.
тебе нужно найти иник короля мёртвых. потом найти эту строку и удалитьПривет всем!
Недавно скачал историю веков и обнаружил, что у армии мёртвых у Гондора есть король мёртвых.
Хочу сделать его постоянным героем. Помогите пожалуйста!!!
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = OATHBREAKER_LIFETIME
MaxLifetime = OATHBREAKER_LIFETIME
DeathType = FADED
End
[background=rgb(18, 17, 15)] можно[/background]А в эдайн такое можно?
А что такое иник?иник призрачного волка
Рад это слышать. Правда очень заинтересовался. Спасибо.Транд, как видишь, непросто с нуля новичкам все объяснять.) Иник - то местотв коде, где все расписано про конкретного перса. Например: data/ini/object/goodfaction/aragorn.ini - иник Ары. Волк может жить в общаге еще с какими-то тварями, это уже я не помню. А для Эдайна там совсем свое.
Ну, что ж, господа. Коль вы так заинтересовались этим делом, установлю себе Витча и Эдайн на новый ноут. А так без этого вам подсказывать конкретно не смогу.
Для того чтобы сделать его не временным.для чего удалить?
Это ты к чему ? Поясни пожалуйста и уточни где это именно.Код:Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = BALROG_LIFETIME MaxLifetime = BALROG_LIFETIME DeathType = FADED End
Object AngmarShadeWolf
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = KUWerewolfPortrait
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIWerewolf
Draw = W3DScriptedModelDraw ModuleTag_BodyDraw
OkToChangeModelColor = Yes
ExtraPublicBone = B_PASSENGER01
; ExtraPublicBone = ZZZWHIPCOIL
; ExtraPublicBone = SWORD
;-------------------------
ModelConditionState = NONE ; Not DefaultConditionState, because that keyword copies anything in here to every other state
Model = KUWWolf_SKN
ParticleSysBone = None SoWolf_Ambient_fog01
ParticleSysBone = None SoWolf_Ambient_Embers01
ParticleSysBone = "Bip L Finger2" SoWolf_Ambient_fog FollowBone:YES ;"BIP L HAND"
ParticleSysBone = "Bip L Finger2" SoWolf_Ambient_Embers FollowBone:YES
ParticleSysBone = "Bip R Finger2" SoWolf_Ambient_fog FollowBone:YES ;"BIP R HAND"
ParticleSysBone = "Bip R Finger2" SoWolf_Ambient_Embers FollowBone:YES
End
;-----------------
IdleAnimationState
StateName = State_Idle
Animation = Breathe
AnimationName = KUWWolf_SKL.KUWWolf_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 3
End
Animation = LookAround
AnimationName = KUWWolf_SKL.KUWWolf_IDLB
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 2
End
Animation = SnortLikeABull
AnimationName = KUWWolf_SKL.KUWWolf_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
ParticleSysBone = None SoWolf_Ambient_snowFollowBone:YES
End
AnimationState = DYING DEATH_1
Animation = Dying
AnimationName = KUWWolf_SKL.KUWWolf_DIEA
AnimationMode = ONCE
End
;ParticleSysBone = None BalrogFallDust FollowBone:No
End
AnimationState = DYING DEATH_2
Animation = FadingOut
AnimationName = KUWWolf_SKL.KUWWolf_RORA
AnimationMode = ONCE
End
End
AnimationState = EATING
FrameForPristineBonePositions = 99
Animation = DoingHorribleThingToGrabbedGuy
AnimationName = KUWWolf_SKL.KUWWolf_SPCC
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
; AnimationState = UNPACKING PACKING_TYPE_3
; Animation = GrabbingToTouching
; AnimationName = KUWWolf_SKL.KUWWolf_GRBA
; AnimationMode = ONCE
; AnimationBlendTime = 0
; End
; End
;
; AnimationState = PACKING PACKING_TYPE_3
; Animation = GrabbingFollowThrough
; AnimationName = KUWWolf_SKL.KUWWolf_GRBC
; AnimationMode = ONCE
; AnimationBlendTime = 0
; End
; End
AnimationState = JUST_BUILT
StateName = State_JustBuilt
Animation
AnimationName = KUWWolf_SKL.KUWWolf_RORA
AnimationMode = MANUAL
AnimationBlendTime = 0
End
End
TransitionState = TRANS_JustBuilt_To_Idle
Animation = BeingSummoned
AnimationName = KUWWolf_SKL.KUWWolf_RORA
AnimationMode = ONCE
End
End
AnimationState = FIRING_OR_PREATTACK_B
Animation = CrackThatWhip
AnimationName = KUWWolf_SKL.KUWWolf_WIPA
AnimationMode = ONCE
End
;ParticleSysBone = RTHANDBONE BalrogWhip2swordEfx FollowBone:Yes
End
AnimationState = SPECIAL_WEAPON_ONE
Animation
AnimationName = KUWWolf_SKL.KUWWolf_SPCB
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_WEAPON_TWO
Animation
AnimationName = KUWWolf_SKL.KUWWolf_CHRA
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_WEAPON_THREE
Animation
AnimationName = KUWWolf_SKL.KUWWolf_SPCA
AnimationMode = ONCE
End
End
AnimationState = TURN_RIGHT
Animation = TurningRight
AnimationName = KUWWolf_SKL.KUWWolf_TRNR
AnimationMode = LOOP
AnimationBlendTime = 50
End
End
AnimationState = TURN_LEFT
Animation = TurningLeft
AnimationName = KUWWolf_SKL.KUWWolf_TRNL
AnimationMode = LOOP
AnimationBlendTime = 50
End
End
AnimationState = MOVING
Animation = Running
AnimationName = KUWWolf_SKL.KUWWolf_RUNA
AnimationMode = LOOP
AnimationBlendTime = 10
Distance = 112
End
Flags = RANDOMSTART
FXEvent = Frame:11 FireWhenSkipped Name:FX_WolfRightFootStep
FXEvent = Frame:27 FireWhenSkipped Name:FX_WolfLeftFootStep
End
AnimationState = FIRING_OR_PREATTACK_A
Animation
AnimationName = KUWWolf_SKL.KUWWolf_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation
AnimationName = KUWWolf_SKL.KUWWolf_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
; Animation
; AnimationName = KUWWolf_SKL.KUWWolf_SPCA
; AnimationMode = ONCE
; End
FXEvent = Frame:20 Name: FX_SOWolfHit
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ShadeofWolf
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
MinCrushVelocityPercent = 40 ; Has to be moving at at least 35% of full speed.
CrushDecelerationPercent = 10 ; Lose 20 percent of max velocity when crushing.
CrushKnockback = 40;
CrushZFactor = 1.0;
Scale = 1.6
TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER
WeaponSet
Conditions = None
Weapon = PRIMARY AngmarShadeofWolfSwipe
End
ArmorSet
Conditions = None
Armor = ShadeofWolfArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_BALROG
ShroudClearingRange = SHROUD_CLEAR_BALROG
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
CommandSet = ShadeofWolfCommandSet
CanPathThroughGates = No
IsTrainable = No
DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior.
;------------------ AUDIO Parameters ----------------------
VoiceAttack = ShadeWolfAttack
VoiceAttackCharge = ShadeWolfAttack
VoiceAttackMachine = ShadeWolfAttack
VoiceAttackStructure = ShadeWolfAttack
VoiceGuard = ShadeWolfIdle
VoiceMove = ShadeWolfIdle
VoiceSelect = ShadeWolfIdle
VoiceSelectBattle = ShadeWolfIdle
SoundAmbient = ShadeWolfIdle
SoundImpact = ImpactHorse
#include "..\includes\StandardUnitEvaEvents.inc"
; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc
EvaEnemyObjectSightedEvent = DiscoveredEnemyBalrog
; ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce
; AnnouncementEventEnemy = DiscoveredEnemyBalrog
; AnnouncementEventAlly = None
; AnnouncementEventOwner = None
;
; OnlyIfVisible = Yes ; Don't announce if hidden in the shroud
; CountAsFirstSightedAnnoucement = Yes ; Don't re-annouce if going into shroud & back
; UseObjectsPosition = No ; Play from central Fortress, not at unit's position
; CreateFakeRadarEvent = Yes ; Allow player to jump to unit after hearing annoucement
; End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: BalrogFootstep Animation: KUWWolf_SKL.KUWWolf_RUNA Frames: 42 17
AnimationSound = Sound: BalrogFootstep Animation: KUWWolf_SKL.KUWWolf_TRNR Frames: 21 52
AnimationSound = Sound: BalrogFootstep Animation: KUWWolf_SKL.KUWWolf_TRNL Frames: 21 52
AnimationSound = Sound: ShadeWolfSummonPack Animation: KUWWolf_SKL.KUWWolf_SPCB Frames: 1
AnimationSound = Sound: ShadeWolfLament Animation: KUWWolf_SKL.KUWWolf_CHRA Frames: 21
AnimationSound = Sound: ShadeWolfSummonHowl Animation: KUWWolf_SKL.KUWWolf_DIEA Frames: 25
AnimationSound = Sound: ShadeWolfSummonHowl Animation: KUWWolf_SKL.KUWWolf_RORA Frames: 21
AnimationSound = Sound: ShadeWolfSummonHowl Animation: KUWWolf_SKL.KUWWolf_SPCC Frames: 50
End
; *** ENGINEERING Parameters ***
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
ThreatBreakdown MordorBalrog_DetailedThreat
AIKindOf = SIEGEWEAPON
End
Body = ActiveBody ModuleTag_02
MaxHealth = SHADEOFWOLF_HEALTH ;BALANCE Balrog Health
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = BalrogFunctions
End
LocomotorSet
Locomotor = ShadeofWolfLocomotor
Condition = SET_NORMAL
Speed = 144
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL +FADED ;-FADED
DestructionDelay = 6000
FadeDelay = 4200
FadeTime = 3000
FX = INITIAL FX_SoWolfUnsummonInitial
FX = FINAL FX_SoWolfUnsummonFinal
DeathFlags = DEATH_1
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
DestructionDelay = 3850
FadeDelay = 1000
FadeTime = 2666
FX = INITIAL FX_SoWolfUnsummon
DeathFlags = DEATH_2
End
;--------------------------------SPECIAL ABILITIES--------------------------------------------------
;;;; DARK LORD'S LAMENT SPECIAL ABILITY ;;;;;;;;--------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_LamentStarter
SpecialPowerTemplate = SpecialAbilityDarkLordsLament
UpdateModuleStartsAttack = Yes
StartsPaused = No
InitiateSound = BalrogRoar
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LamentWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityDarkLordsLament
SpecialWeapon = AngmarDarkLordsLamentWeapon
WhichSpecialWeapon = 2 ; Corresponds to SPECIAL_WEAPON_THREE
StartAbilityRange = 10.0
SkipContinue = Yes
UnpackTime = 1000 ; Trigger on frame 60 (of 100)
PackTime = 2000 ; Remaining 40 frames (of 100)
MustFinishAbility = Yes
End
;------------------- Call The PAck ------------------
Behavior = SpecialPowerModule ModuleTag_CallPackStarter
SpecialPowerTemplate = SpecialAbilityCallPack
TriggerFX = FX_SoWolf_SummonPack
UpdateModuleStartsAttack = Yes
StartsPaused = No
InitiateSound = WargHowlAbility
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FloodUpdate
SpecialPowerTemplate = SpecialAbilityCallPack
UnpackTime = 500
PackTime = 1000
StartAbilityRange = 100.0
SpecialWeapon = ShadeCallthePack
WhichSpecialWeapon = 1
End
;//----------------------Man Eater-----------------------------------------------
Behavior = SpecialPowerModule ModuleTag_SpecialPowerModuleGrabStarter
SpecialPowerTemplate = SpecialAbilityAngmarShadeEatMeGrab
UpdateModuleStartsAttack = Yes
StartsPaused = No
InitiateSound = BalrogChuckle
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WeaponFireSpecialAbilityUpdateGrab
SpecialPowerTemplate = SpecialAbilityAngmarShadeEatMeGrab
SkipContinue = Yes
UnpackTime = 533 ; Frame 28/99
; PackTime = 2367 ; Remaining 71/99 frames
StartAbilityRange = 12.0
SpecialWeapon = AngmarShadeChompWeapon
ChainedButton = Command_SpecialAbilityShadeChompFlingPassenger
CustomAnimAndDuration = AnimState:EATING AnimTime:3333
MustFinishAbility = Yes
TriggerAttributeModifier = SharkuManEater
AttributeModifierDuration = 20000
TriggerSound = SharkuManEaterEatingMS
BusyForDuration = 5000
End
Behavior = PlayerHealSpecialPower ModuleTag_SpecialPowerModuleFlingPassengerStarter
SpecialPowerTemplate = SpecialAbilityAngmarShadeEatMeDrop
UpdateModuleStartsAttack = Yes
StartsPaused = No
HealAmount = 1.0
HealAsPercent = Yes
HealAffects = HERO
HealRadius = 0.0
HealFX = FX_SpellHealUnitHealBuff
End
Behavior = FlingPassengerSpecialAbilityUpdate ModuleTag_FlingPassengerSpecialAbilityUpdate
SpecialPowerTemplate = SpecialAbilityAngmarShadeEatMeDrop
UnpackTime = 1250
FlingPassengerVelocity = X:0 Y:0 Z:0
FlingPassengerLandingWarhead = AngmarShadeChompWarhead ;kills victim when released
MustFinishAbility = Yes
End
Behavior = TransportContain ModuleTag_09
ObjectStatusOfContained = UNSELECTABLE
PassengerFilter = ANY +INFANTRY
; ManualPickUpFilter = NONE +INFANTRY ; we do not want the user to be able to manually pick up an orc with a troll.
Slots = 1
ShowPips = No
AllowEnemiesInside = Yes
AllowNeutralInside = Yes
AllowAlliesInside = No
;DamagePercentToUnits = 500%
DestroyRidersWhoAreNotFreeToExit = Yes
ForceOrientationContainer = No
PassengerBonePrefix = PassengerBone:B_PASSENGER01 KindOf:INFANTRY
; EjectPassengersOnDeath = Yes
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate ManEaterAI
CommandButtonName = Command_SpecialAbilityShadeChomp
SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
End
Behavior = AISpecialPowerUpdate CallThePackAI
CommandButtonName = Command_SpecialAbilityCallPack
SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK
End
Behavior = AISpecialPowerUpdate LamentAI
CommandButtonName = Command_SpecialAbilityDarkLordsLament
SpecialPowerRange = 100
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_DEBUFF
End
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = BALROG_LIFETIME
MaxLifetime = BALROG_LIFETIME
DeathType = FADED
End
Behavior = CreateObjectDie ModuleTag_CrushUnitsOnDeath
CreationList = OCL_BalrogDie
End
Geometry = CYLINDER
GeometryMajorRadius = 18.0
GeometryHeight = 90.0
GeometryOffset = X:-20 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME ;SHADOW_DECAL ; SHADOW_VOLUME has trouble with his wings. Possibly because of the transparent bits
ShadowSizeX = 100
ShadowSizeY = 100
ShadowTexture = ShadowI
End
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