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Форум » BFME Modding » Codding BFME » Туториалы (Тут находятся уроки по коддингу)
Туториалы
SauronGreat Дата: Вторник, 09.11.2010, 21:36 | Сообщение # 41
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Quote (Stratos)
Ну хорошо, а как их теперь добавить созданному герою? В иниках ничего нельзя изменить

ммм, походи по меню финалбига, увидишь "Edit with...", или, в конце-концов экспортируй на рабочий стол и редь блокнотом.
Ссори, мой саппорт - не сегодня, башка трещит. На моддинг как-то не тянет...


 
Mazhorro Дата: Среда, 10.11.2010, 11:39 | Сообщение # 42
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Люди,обещаю,как только скачаю игру,напишу тутор как боре абилку ласт стэнд добавить и чтоб она работала
 
UltimaSephy Дата: Понедельник, 20.12.2010, 16:06 | Сообщение # 43
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загрузка наград ...




Люди подскажите а Как добавить Войнов И Лучников Дунедайна(это Войны похожи на гондорских-участвовали в битве последнего альянса) Их модели и параметры есть в игре ;вот только в командсэте я их ненашёл; помогите плиз(((
 
SauronGreat Дата: Среда, 16.02.2011, 16:01 | Сообщение # 44
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Истерлинги из первой части:

Итак, для начала создадим новую кнопку и пропишем её в Дворце Харадрим:

проходим по адресу data>ini>commandbutton.ini, и в низ иника вставляем это:

CommandButton Command_ConstructEasterlingOldHorde
Command = UNIT_BUILD
Object = MordorEasterlingOldHorde
Options = CANCELABLE ;NEED_UPGRADE
TextLabel = CONTROLBAR:ConstructMordorEasterlingHorde
ButtonImage = BMHaradrimPalace_SoldiersRhun
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildMordorEasterlingHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
; UnitSpecificSound = GondorArcherVoiceBuy
End

Потом в data>ini>commandset.ini, жмем Ctrl+F, в поиск вводим "MordorHaradrimPalaceCommandSet" (без кавычек).
На каждый уровень Дворца прописываем новый отряд истерлингов. Например, у меня это выглядит так:

CommandSet MordorHaradrimPalaceCommandSetLevel1
1 = Command_ConstructEasterlingHorde
2 = Command_ConstructEasterlingOldHorde
3 = Command_ConstructMordorHaradrimArcherHorde
4 = Command_UpgradeMordorHaradrimPalaceLevel2
6 = Command_Sell
End

CommandSet MordorHaradrimPalaceCommandSetLevel2
1 = Command_ConstructEasterlingHorde
2 = Command_ConstructEasterlingOldHorde
3 = Command_ConstructMordorHaradrimArcherHorde
4 = Command_UpgradeMordorHaradrimPalaceLevel3
6 = Command_Sell
End

CommandSet MordorHaradrimPalaceCommandSetLevel3
1 = Command_ConstructEasterlingHorde
2 = Command_ConstructEasterlingOldHorde
3 = Command_ConstructMordorHaradrimArcherHorde
6 = Command_Sell
End

Потом пропишем новый отряд вастаков:

data>ini>object>evilfaction>hordes>mordor>mordorhordes.ini
в низ файла вставляем это:

;////////////////////////////////////////////////////////////////////////////////
Object MordorEasterlingOldHorde
; This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_Easterling
SelectPortrait = UPMordor_Eastering

Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None

End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkMUSol
End
End

Side = Mordor
EditorSorting = UNIT
EmotionRange = 240
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
DisplayName = OBJECT:HordeMordorEasterlings
DisplayNameStrategic = CONTROLBAR:LW_Unit_MordorEasterlingHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_MordorEasterlingHorde

WeaponSet
Conditions = None
Weapon = PRIMARY TowerGuardHordeRangefinder
End

BuildCost = 450 ;MORDOR_SOLDIERRHUN_BUILDCOST
BuildTime = 30 ;MORDOR_SOLDIERRHUN_BUILDTIME

ShroudClearingRange = MORDOR_SOLDIERRHUN_SHROUD_RANGE
VisionRange = MORDOR_SOLDIERRHUN_HORDE_VISION_RANGE

VisionSide = 50%
VisionRear = 25%

MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%

CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandPoints = 60
CommandSet = MordorEasterlingHordeCommandSet

FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.

TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY CAN_USE_SIEGE_TOWER LARGE_RECTANGLE_PATHFIND PIKE;UNATTACKABLE

ThreatLevel = MORDOR_EASTERLING_HORDE_THREAT
ThreatBreakdown MordorEasterlingHorde_DetailedThreat
AIKindOf = PIKEMAN
End

#include "..\..\..\includes\StandardHordeEvaEvents.inc"
#include "..\..\..\includes\CaptureBuilding.inc"

Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = PikeHorde
End

Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AttackPriority = AttackPriority_Spearman
End

Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = MordorEasterlingOld 15
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset=X:2 Y:2
MeleeBehavior = Amoeba
End

; Banner Carrier info
BannerCarriersAllowed = MordorBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MordorEasterlingOld Pos:X:70.0 Y:0.0 ; (DEFAULT) position of banner carrier

; Positions for 5
RankInfo = RankNumber:1 UnitType:MordorEasterlingOld Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:MordorEasterlingOld Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:MordorEasterlingOld Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4

RanksToReleaseWhenAttacking = 1

AlternateFormation = MordorEasterlingOldHordePorcupine
MeleeAttackLeashDistance = 1; How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 ; The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 ; The maximum amount of time to delay before backing up
BackUpMinDistance = 1 ; The minimum number of cells to backup
BackUpMaxDistance = 3 ; The maximum number of cells to backup
BackupPercentage = 80% ; The amount of chance that a unit will back up.
End

Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS ;350 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS ;250

AddEmotion = Terror_Base
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base // Pikemen don't fear getting crushed
AddEmotion = UncontrollableFear_Base_Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base

AddEmotion = OVERRIDE Taunt_Base
; AttributeModifier = GondorFighterTaunt
End

AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End

Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End

LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_MORDOR_INFANTRY_HORDE_SPEED
End

Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End

Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_MordorBasicTraining
LevelsToGain = 1
LevelCap = 2
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_MordorHeavyArmor
End

/////////////////////
// AISpecialPowers
/////////////////////

Behavior = AISpecialPowerUpdate MordorEasterlingHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End

Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 35.0
GeometryHeight = 20.0
GeometryIsSmall = No

// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Pikemen
AutoResolveCombatChain = AutoResolve_PikemenCombatChain

AutoResolveBody = AutoResolve_MordorEasterlingHordeBody

AutoResolveArmor
RequiredUpgrades = Upgrade_MordorHeavyArmor
Armor = AutoResolve_MordorEasterlingHeavyArmor
End

AutoResolveArmor
ExcludedUpgrades = Upgrade_MordorHeavyArmor
Armor = AutoResolve_MordorEasterlingArmor
End

AutoResolveWeapon
RequiredUpgrades = Upgrade_MordorForgedBlades
Weapon = AutoResolve_MordorEasterlingUpgradedWeapon
End

AutoResolveWeapon
ExcludedUpgrades = Upgrade_MordorForgedBlades
Weapon = AutoResolve_MordorEasterlingWeapon
End

WorldMapArmoryUpgradesAllowed = Upgrade_MordorBasicTraining Upgrade_MordorForgedBlades Upgrade_MordorHeavyArmor
End

;-----------------------------------------------------------------------------

ChildObject MordorEasterlingOldHordePorcupine MordorEasterlingOldHorde

// Note - for alternate formations, all info outside of the Contain Behavior module is ignored.
// Any modifications need to be done via the Attribute Modifiers in the contain module.
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 360 // Can't be flanked
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = MordorEasterlingOld 15
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = No //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:2 Y:1
MeleeBehavior = Amoeba
End

RanksToReleaseWhenAttacking = 0
RanksToJustFreeWhenAttacking = 0
AttributeModifiers = MordorEasterlingHordePorcupine
IsPorcupineFormation = Yes
MinimumHordeSize = 5

AlternateFormation = MordorEasterlingOldHorde
VisionRearOverride = 100%
VisionSideOverride = 100%
NotComboFormation = Yes // this formation is not suitable for combo, so it will switch out of this when combo-ing

// Banner Carrier info
BannerCarriersAllowed = MordorBannerOrc // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MordorEasterlingOld Pos:X:0.0 Y:0.0 // (DEFAULT) position of banner carrier

RankInfo = RankNumber:1 UnitType:MordorEasterlingOld Position:X:20 Y:0 Position:X:-16.18 Y:11.76 Position:X:6.18 Y:-19.02 Position:X:6.18 Y:19.02 Position:X:-16.18 Y:-11.76 Position:X:36.54 Y:16.27 Position:X:-39.13 Y:8.32 Position:X:26.77 Y:-29.73 Position:X:-4.18 Y:39.78 Position:X:-20 Y:-34.64 Position:X:26.77 Y:29.73 Position:X:-39.13 Y:-8.32 Position:X:36.54 Y:-16.27 Position:X:-20 Y:34.64 Position:X:-4.18 Y:-39.78
End
End

Затем сам юнит:
data>ini>object>evilfaction>units>mordor>mordroeasterling.ini
в низ файла ставим это:

;------------------------------------------------------------------------------
; aka Easterling, Soldier of Rhun, SoldierOfRhun, SoldiersOfRhun, Soldiers of Rhun
Object MordorEasterlingOld
; *** ART Parameters ***

; This is required for garrisoned objects - please put in all objects.
ButtonImage = BMHaradrimPalace_SoldiersRhun
SelectPortrait = UPMordor_Eastering

Draw = W3DHordeModelDraw ModuleTag_01

OkToChangeModelColor = Yes

StaticModelLODMode = Yes
; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End

LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End

LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End

DefaultModelConditionState
Model = MUEastern_SKN
End

; ---------------------- IDLE ANIMATIONS ------------------------------
IdleAnimationState
Animation = IDLEA
AnimationName = MUEastern_SKL.MUEastern_IDLB
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.8 1.2
End
Flags = RANDOMSTART
StateName = Idle
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TransitionFromAttention") end
EndScript
End

;---------------------- THROWN ANIMATION -------------------------------

AnimationState = THROWN_PROJECTILE
Animation = THROWN
AnimationName = MUEastern_SKL.MUEastern_FLYA
AnimationMode = LOOP
End
End

;--------------------- Giant Bird Stuff ---------------------------------------
AnimationState = PASSENGER FREEFALL
Animation = Grabbed
AnimationName = MUEastern_SKL.MUEastern_FLLA
AnimationMode = LOOP
End
End

AnimationState = FREEFALL
Animation = Falling
AnimationName = MUEastern_SKL.MUEastern_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.5 0.5
End
End

;------------------------ STUNNED ANIMATIONS ---------------------------
AnimationState = STUNNED_FLAILING
Animation = StunnedFlailing
AnimationName = MUEastern_SKL.MUEastern_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

;-------------------------- DYING ANIMS ---------------------------------
AnimationState = DYING SPLATTED
Animation = Splattered_On_Ground
AnimationName = MUEastern_SKL.MUEastern_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End

AnimationState = DYING AFLAME
Animation = Flaming_Death
AnimationName = MUEastern_SKL.MUEastern_DIEA
AnimationMode = ONCE
End
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_RIBS FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_RIBS FireSmall FollowBone:yes
End

AnimationState = DYING
Animation = Dying
AnimationName = MUEastern_SKL.MUEastern_DIEA
AnimationMode = ONCE
End
End

;------------------------ STUNNED ANIMATIONS ---------------------------

AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = MUEastern_SKL.MUEastern_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED
Animation = Stunned
AnimationName = MUEastern_SKL.MUEastern_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End

;---------------------- PASSENGER ANIMATION -----------------------------
AnimationState = PASSENGER
Animation = Grabbed
AnimationName = MUEastern_SKL.MUEastern_FLLA
AnimationMode = LOOP
End
End

;--------------------- MOVING ANIMATIONS -----------------------------------

AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = MUEastern_SKL.MUEastern_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOVING CLIMBING BACKING_UP
Animation = ClimbingBackwards
AnimationName = MUEastern_SKL.MUEastern_CLMA
AnimationMode = LOOP_BACKWARDS
End
End

AnimationState = MOVING CLIMBING
Animation = Climbing
AnimationName = MUEastern_SKL.MUEastern_CLMA
AnimationMode = LOOP
End
End

AnimationState = MOVING PANICKING
ShareAnimation = Yes
Animation = PANICKING
AnimationName = MUEastern_SKL.MUEastern_MFDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOVING BACKING_UP
ShareAnimation = Yes
Animation = BACKINUP
AnimationName = MUEastern_SKL.MUEastern_BAKA
AnimationMode = LOOP
End
;Flags = RANDOMSTART
End

AnimationState = MOVING ALTERNATE_FORMATION AFLAME
Animation = MovingWithAlternateFormationOnFire
AnimationName = MUEastern_SKL.MUEastern_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_RIBS FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_RIBS FireSmall FollowBone:yes
;Flags = RANDOMSTART
End

AnimationState = MOVING ALTERNATE_FORMATION
ShareAnimation = Yes
Animation = MovingWithAlternateFormation
AnimationName = MUEastern_SKL.MUEastern_WLKA
AnimationMode = LOOP
End
ParticleSysBone = None InfantryDustTrails
;Flags = RANDOMSTART
End

AnimationState = MOVING AFLAME
ShareAnimation = Yes
Animation = MovingOnFire
AnimationName = MUEastern_SKL.MUEastern_RUNA
AnimationMode = LOOP
End

ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_RIBS FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_RIBS FireSmall FollowBone:yes
End

AnimationState = MOVING EMOTION_TERROR
ShareAnimation = Yes
Animation = Moving
AnimationName = MUEastern_SKL.MUEastern_RUNA
AnimationMode = LOOP
End
ParticleSysBone = None InfantryDustTrails
;Flags = RANDOMSTART
End

AnimationState = MOVING
ShareAnimation = Yes
Animation = Moving
AnimationName = MUEastern_SKL.MUEastern_RUNA
AnimationMode = LOOP
Distance = 50
End
ParticleSysBone = None InfantryDustTrails
;Flags = RANDOMSTART
End

;---------------------- ATTACKING ANIMATIONS ---------------------------
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATTACKA
AnimationName = MUEastern_SKL.MUEastern_ATKA
AnimationMode = ONCE
End
End

AnimationState = BETWEEN_FIRING_SHOTS_A
Animation = between
AnimationName = MUEastern_SKL.MUEastern_IDLA
AnimationMode = LOOP
End
End

AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
ShareAnimation = Yes
Animation = Cower
AnimationName = MUEastern_SKL.MUEastern_FERA
AnimationMode = LOOP
End
End

AnimationState = ATTACKING
Animation = AttackingReady
AnimationName = MUEastern_SKL.MUEastern_IDLA
AnimationMode = LOOP
End
End

;---------------------- EMOTION ANIMATIONS ---------------------------
AnimationState = EMOTION_ALERT EMOTION_AFRAID
ShareAnimation = Yes
Animation = Apprehensive
AnimationName = MUEastern_SKL.MUEastern_APPA
AnimationMode = LOOP ;Change this to ONCE if adding additional anims
End
End

AnimationState = EMOTION_AFRAID
ShareAnimation = Yes
Animation = Cower
AnimationName = MUEastern_SKL.MUEastern_FERA
AnimationMode = LOOP
End
End

AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUEastern_SKL.MUEastern_TNTA
AnimationMode = ONCE
AnimationBlendTime = 15
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = TNTB
AnimationName = MUEastern_SKL.MUEastern_TNTB
AnimationMode = ONCE
AnimationBlendTime = 15
AnimationSpeedFactorRange = 0.8 1.2
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = MUEastern_SKL.MUEastern_PNTA
AnimationMode = LOOP
End
End

AnimationState = EMOTION_CELEBRATING
Animation = Celebrating
AnimationName = MUEastern_SKL.MUEastern_CHRA
AnimationMode = ONCE
End

Animation = CelebratingB
AnimationName = MUEastern_SKL.MUEastern_CHRB
AnimationMode = ONCE
End

Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_ALERT
Animation = ALERT
AnimationName = MUEastern_SKL.MUEastern_IDLA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MUEastern_SKL.MUEastern_CHRB
AnimationMode = LOOP
End
End

;--------------------- HIT REACTIONS -----------------------------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = HitReaction1
AnimationName = MUEastern_SKL.MUEastern_HITA
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION HIT_LEVEL_2
Animation = HitReaction2
AnimationName = MUEastern_SKL.MUEastern_HITA
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION HIT_LEVEL_3
Animation = HitReaction3
AnimationName = MUEastern_SKL.MUEastern_HITA
AnimationMode = ONCE
End
End

AnimationState = SELECTED
ShareAnimation = Yes
Animation = AtAttention
AnimationName = MUEastern_SKL.MUEastern_ATNB
AnimationMode = LOOP
End

StateName = Selected

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TransitionToAttention") end
EndScript
End

;-------------------------------------- TRANSITIONS ----------------------------------------------
TransitionState = TransitionToAttention
Animation = ToAttentionTransition
AnimationName = MUEastern_SKL.MUEastern_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.4
AnimationBlendTime = 10
End
End

TransitionState = TransitionFromAttention
Animation = FromAttentionTransition
AnimationName = MUEastern_SKL.MUEastern_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.4
AnimationBlendTime = 10
End
End
End
;;--@END

#include "..\..\..\includes\StunDrawModuleSmall.inc"

;----------------------------------- DESIGN parameters ----------------------------------------------------
Side = Mordor
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 4
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT

ArmorSet
Conditions = None
Armor = RhunArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = RhunHeavyArmor
DamageFX = NormalDamageFX
End

WeaponSet
Conditions = None
Weapon = PRIMARY MordorEasterlingPikeOld
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

VisionRange = MORDOR_SOLDIERRHUN_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_STANDARD

VisionSide = 35%
VisionRear = 25%

MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%

BountyValue = MORDOR_SOLDIERRHUN_BOUNTY_VALUE
DisplayName = OBJECT:MordorEasterling
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CrushRevengeWeapon = AntiCavalryInfantryCrushRevenge

CommandSet = MordorEasterlingCommandSet

; *** AUDIO Parameters ***;

VoiceAttack = EasterlingVoiceAttack
VoiceAttackCharge = EasterlingVoiceAttackCharge
VoiceAttackMachine = EasterlingVoiceAttack
VoiceAttackStructure = EasterlingVoiceAttackBuilding
VoiceCreated = EVA:EasterlingCreated
VoiceFullyCreated = EVA:EasterlingCreated
VoiceGuard = EasterlingVoiceMove
VoiceMove = EasterlingVoiceMove
VoiceMoveToCamp = EasterlingVoiceMoveCamp
VoiceMoveWhileAttacking = EasterlingVoiceDisengage
VoicePriority = 52
VoiceRetreatToCastle = EasterlingVoiceRetreat
VoiceSelect = EasterlingVoiceSelectMS
VoiceSelectBattle = EasterlingVoiceSelectBattle

VoiceEnterStateAttack = EasterlingVoiceEnterStateAttack
VoiceEnterStateAttackCharge = EasterlingVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = EasterlingVoiceEnterStateAttack
VoiceEnterStateAttackStructure = EasterlingVoiceEnterStateAttackBuilding
VoiceEnterStateMove = EasterlingVoiceEnterStateMove
VoiceEnterStateMoveToCamp = EasterlingVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = EasterlingVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = EasterlingVoiceEnterStateRetreat

SoundImpact = ImpactHorse

UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = EasterlingVoiceMoveShip
VoiceEnterUnitMordorMumakil = EasterlingVoiceMoveGarrison
VoiceEnterUnitSlaughterHouse = EasterlingVoiceMoveGarrison
VoiceGarrison = EasterlingVoiceMoveGarrison
VoiceInitiateCaptureBuilding = EasterlingVoiceCaptureBuilding
End

CrowdResponseKey = EvilMen1

ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionEasterlingVoxCheerLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionEasterlingVoxTauntLoop ;MOVING ATTACKING
;pointing in LGAS
;ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionEasterlingVoxTauntLoop
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionEasterlingVoxTauntLoop
End

#include "..\..\..\includes\StandardUnitEvaEvents.inc"
;EvaEventDieOwner = GroupSoldiersOfRhunDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
;For deaths you can respawn from, use the DeathFX

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Easterling_Infantry
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallSoldier Animation:MUEastern_SKL.MUEastern_LNDA Frames:2
AnimationSound = Sound:BodyFallGeneric1 Animation:MUEastern_SKL.MUEastern_DIEA Frames:52
End

;----------------------------------- ENGINEERING parameters ----------------------------------------------------
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE GRAB_AND_DROP

Body = PorcupineFormationBodyModule ModuleTag_porcupineFormation
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = MORDOR_SOLDIERRHUN_HEALTH
MaxHealthDamaged = MORDOR_SOLDIERRHUN_HEALTH_DAMAGED
;RecoveryTime = MORDOR_SOLDIERRHUN_HEALTH_RECOVERY_TIME
DamageWeaponTemplate = EasterlingPorcupineDamage
CrushDamageWeaponTemplate = EasterlingPorcupineCrushDamage
CrusherLevelResisted = 1; ;What crusher level can I resist?: 1 = infantry, 2 = trees, 3 = vehicles
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
HoldGroundCloseRangeDistance= 80
AILuaEventsList = IsengardFighterFunctions
AttackPriority = AttackPriority_Spearman
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End

LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_MORDOR_INFANTRY_MEMBER_SPEED
End

LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 1333 ;msec
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 1.20 ; in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL ManEvilGenericVoiceDie
End

Behavior = BezierProjectileBehavior ModuleTag_08 ;// Module starts asleep, and wakes up when thrown.
;// To tweak a Bezier path
FirstHeight = 24 ;// Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ;// Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes

CrushStyle = Yes ;// I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ;// When I hit the ground, I'll arc again
BounceDistance = 40 ;// this far
BounceFirstHeight = 24 ;// Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% ;// Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%

GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End

; Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
; HitReactionLifeTimer1 = 1000 ; level 1
; HitReactionLifeTimer2 = 1000 ; level 2
; HitReactionLifeTimer3 = 1000 ; level 3

; HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
; HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
; HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
; End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End

;Heavy Armor
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_MordorHeavyArmor
ArmorSetFlag = PLAYER_UPGRADE
End

Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_MordorHeavyArmor
UpgradeTexture = MUEastern.tga 0 MUEastern_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End

Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
TriggeredBy = Upgrade_MordorForgedBlades
ShowSubObjects = Forged_Blade
End

Behavior = StatusBitsUpgrade ForgedBlades_UpgradeDetection
TriggeredBy = Upgrade_MordorForgedBlades
End

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
ShadowSizeX = 21;
ShadowSizeY = 21;
ShadowTexture = ShadowI;
End

Далее прописываем оружие:
data>ini>weapon.ini
в низ файла вставляем это:

;-----------------------------------
Weapon MordorEasterlingPikeOld ; BALANCE Mordor Easterling Pike
LeechRangeWeapon = Yes
AttackRange = 25
MeleeWeapon = Yes ; Melee means to square off next to opponent. This is more of a ranged weapon with no projectile
PreAttackDelay = MORDOR_SOLDIERRHUN_PREATTACKDELAY ; 867 is lance pierce delay time before contact with target.
FiringDuration = MORDOR_SOLDIERRHUN_FIRINGDURATION ; Duration of the lance pierce attack
DelayBetweenShots = MORDOR_SOLDIERRHUN_DELAYBETWEENSHOTS ; time between shots, msec
PreAttackType = PER_SHOT ; Do the delay each time we attack
FireFX = FX_GondorSwordHit
AcceptableAimDelta = 15.0
RequireFollowThru = Yes

DamageNugget ; A basic Nugget that just does damage
Damage = MORDOR_SOLDIERRHUN_DAMAGE
DamageScalar = 150% ANY +INFANTRY ;
Radius = 0.0
DelayTime = 0
DamageType = SPECIALIST
DamageFXType = SWORD_SLASH
DeathType = NORMAL
ForbiddenUpgradeNames = Upgrade_MordorForgedBlades
End
DamageNugget ; A basic Nugget that just does damage
Damage = MORDOR_SOLDIERRHUN_DAMAGE_UPGRADED
DamageScalar = 200% ANY +INFANTRY -HERO ; ;
DamageScalar = 75% ANY +HERO ; ;
Radius = 0.0
DelayTime = 0
DamageType = SPECIALIST
DamageFXType = SWORD_SLASH
DeathType = NORMAL
RequiredUpgradeNames = Upgrade_MordorForgedBlades
End
End

Потом, уже не обязательно, пропишем отряду знаменосца Рун:
data>ini>object>evilfaction>units>mordor>mordorbannerorc.ini

В поиск вбиваем "Rhun Banner"
и рядом с обычными истерлингами вставляем новых:

MorphCondition = UnitType:MordorEasterling ModelState:"USER_3"
MorphCondition = UnitType:MordorEasterlingOld ModelState:"USER_3"

И, последнее действие:

data>ini>experiencelevels.ini
Ищем "EVIL_TROOPS"
и добавляем в строку MordorEasterlingOld MordorEasterlingOldHorde

Будет так:
#define EVIL_TROOPS MordorEasterlingOld MordorEasterlingOldHorde *СТАРЫЕ ЮНИТЫ*

Всё, новый отряд готов.





Сообщение отредактировал SauronGreat - Четверг, 17.02.2011, 21:31
 
CGArt Дата: Среда, 16.02.2011, 18:31 | Сообщение # 45
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SauronGreat Дата: Среда, 16.02.2011, 21:01 | Сообщение # 46
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Quote (Annatar)
Баян

Лол, ты посмотри код Геры. Там игра ругается на пару-тройку ошибок. Про называется...
У мя всё рабочее=)

Добавление вызова Балрога созданному герою класса "Слуга Саурона":

Сразу говорю, файлы .inc не редактируются по дефолту ФиналБигом. Поэтому, используя комбинацию Ctrl+E, открываем эти файлы. Или экспортим на раб. стол и редим тем же блокнотом.

Значит так-с, сначала переходим по адресу data>ini>commandbutton.ini, в низ файла ставим это:

//------------------- Create A Hero ----------------------------
//--------------------------------------------------------------
CommandButton Command_CreateAHeroBalrogAlly
Command = SPECIAL_POWER
SpecialPower = SpecialPowerBalrogAlly
TextLabel = CONTROLBAR:SummonBalrog
ButtonImage = SBEvil_BalrogAlly
Options = NEED_TARGET_POS CONTEXTMODE_COMMAND
RadiusCursorType = SummonBalrogRadiusCursor
CursorName = Bombard
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipSummonBalrog
InPalantir = Yes
// UnitSpecificSound = AragornVoiceSummonOathbreakers
// AutoAbility = Yes //
// TriggerWhenReady = Yes //

CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassServantsOfSauron
CreateAHeroUIMinimumLevel = 10
CreateAHeroUIPrerequisiteButtonName = None
End

Потом идем в data>ini>specialpowers.ini, опять же в низ файла ставим:

;------------------------------------------------------------------------------
SpecialPower SpecialPowerBalrogAlly
Enum = SPECIAL_SUMMON_ALLIES
ReloadTime = 300000 ; in milliseconds
PublicTimer = No
RadiusCursorRadius = 75.0 ; Match the radius in FXList SummonBalrogStart
ViewObjectDuration = 5000
ViewObjectRange = 100
MaxCastRange = 800
Flags = NO_FORBIDDEN_OBJECTS RESPECT_RECHARGE_TIME_DISCOUNT
ForbiddenObjectFilter = NO_SUMMON_NEAR_OBJECT_FILTER
ForbiddenObjectRange = 75.0
End

Потом переходим в data>ini>createaheroupgrades.inc, открываем, и в низ файла ставим это:

Upgrade Upgrade_CAH_BalrogAlly
Type = OBJECT
End
Не забываем нажать Ctrl+S, и только затем закрываем временный файл.

Далее переходим по адресу data>ini>object>createahero>createaheropowers.inc, открываем, и в низ файла ставим это:

//--------------------------------------------------------------------------
// Balrog Ally
//--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroBalrogAlly
SpecialPowerTemplate = SpecialPowerBalrogAlly
TriggeredBy = Upgrade_CAH_BalrogAlly
End

Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerBalrogAlly
SpecialPowerTemplate = SpecialPowerBalrogAlly
OCL = OCL_BalrogSummoning
TriggerFX = FX_DunedainSummon
CreateLocation = CREATE_AT_LOCATION
StartsPaused = Yes
SetModelCondition = ModelConditionState:USER_1
SetModelConditionTime = 8.1
End

Опять же не забываем засэйвить, и только после этого закрываем временный файл.

Всё, Балрог готов на призыв классу "Слуги Саурона", но только с 10-ого уровня.
По пьяни я заметил один баг - в меню покупки абилок, вместо "Призыв Балрога", красуется missing=)

Copyright by SauronGreat ©



 
Mazhorro Дата: Четверг, 17.02.2011, 06:06 | Сообщение # 47
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Quote (SauronGreat)
Лол, ты посмотри код Геры. Там игра ругается на пару-тройку ошибок. Про называется...

Да там не пара тройка...
 
Путник1 Дата: Четверг, 03.03.2011, 21:11 | Сообщение # 48
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Люди добрые! Помогите! Как в режиме "Война за кольцо" сделать нужных мне героев за одну расу. Почитал форум, В файле INI.BIG покопался - в итоге на одиночных картах нужные мне герои есть, а в режиме "Война за кольцо" все по старому. Может кто поскажет, в чем дело...
 
SauronGreat Дата: Четверг, 03.03.2011, 23:06 | Сообщение # 49
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Люди добрые! Помогите! Как в режиме "Война за кольцо" сделать нужных мне героев за одну расу. Почитал форум, В файле INI.BIG покопался - в итоге на одиночных картах нужные мне герои есть, а в режиме "Война за кольцо" все по старому. Может кто поскажет, в чем дело...

Могу написать. Только напомните=)


 
Путник1 Дата: Пятница, 04.03.2011, 09:20 | Сообщение # 50
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А что напомнить? какая игра))) ? Lord of the Rings: The Battle for Middle-earth 2

Добавлено (04.03.2011, 09:20)
---------------------------------------------
к примеру что бы в режиме сражениия при найме появилась возможность найма! data>ini>playertemplate . ini , BuildableHeroesMP имя созданного персонажа

 
SauronGreat Дата: Пятница, 04.03.2011, 15:37 | Сообщение # 51
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А что напомнить? какая игра))) ? Lord of the Rings: The Battle for Middle-earth 2

Напомнить мне, чтоб я написал тутор)


 
Путник1 Дата: Пятница, 04.03.2011, 16:01 | Сообщение # 52
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Напоминаю напишите тудор ))))
 
Mitrandir Дата: Понедельник, 07.03.2011, 12:41 | Сообщение # 53
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Напишите пожалуста мануал по созданию своей фракции,по материалам что на the3rdage.net у меня не всё получилось dntknw


 
SauronGreat Дата: Понедельник, 07.03.2011, 15:12 | Сообщение # 54
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Напишите пожалуста мануал по созданию своей фракции,по материалам что на the3rdage.net у меня не всё получилось dntknw

Угу, на днях. Только напомните, ок? Я риал могу забыть, надолго=)


 
Mitrandir Дата: Вторник, 08.03.2011, 12:55 | Сообщение # 55
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Напоминаю))


 
SauronGreat Дата: Вторник, 08.03.2011, 17:22 | Сообщение # 56
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Окей, но не сегодня.


 
Путник1 Дата: Четверг, 10.03.2011, 09:45 | Сообщение # 57
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Напоминаю! Как в режиме "Война за кольцо" сделать нужных мне героев за одну расу!
Заранее спасибо!!
 
SauronGreat Дата: Четверг, 10.03.2011, 15:11 | Сообщение # 58
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Напоминаю! Как в режиме "Война за кольцо" сделать нужных мне героев за одну расу!
Заранее спасибо!!

Если тебе уже готовых героев, то просто пропиши их здесь:
data>ini>livingworldbuildings.ini


 
Oversun Дата: Суббота, 07.05.2011, 16:13 | Сообщение # 59
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Кто нибудь может подсказать, как сделать так чтобы с уровнем отряда увеличивалось кол-во людей в нем? Или это вообще не реально?
И скажите пожалуйста, как поднять максимальный лвл героя или отряда. dwarf
 
SauronGreat Дата: Воскресенье, 08.05.2011, 09:11 | Сообщение # 60
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Кто нибудь может подсказать, как сделать так чтобы с уровнем отряда увеличивалось кол-во людей в нем? Или это вообще не реально?

Хм, не знаю. Не пробовал еще, но мб выйдет. Как выпущу тгаоме 1.4 - гляну.

Quote
И скажите пожалуйста, как поднять максимальный лвл героя или отряда. dwarf

Допиши в experiencelevels.ini уровни. Т.е., например, у Бориса там прописаны 10 уровней, допиши еще 5 блоков - главное укажи в строчках типа "Rank" - нужное число.


 
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