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Модератор форума: Mitrandir 
Форум » BFME Modding » Codding BFME » Добавление Имрахила
Добавление Имрахила
SauronGreat Дата: Среда, 23.02.2011, 18:26 | Сообщение # 1
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В данном туторе только код и материалы, ассет.дат создавайте сами!=)) Первым делом, скачиваем Imrahil.ini. Потом его импортируем в ини.биг (нажимаем Ctrl+A) с таким путем «data\ini\object\goodfaction\units\men\imrahil.ini» (без кавычек). Потом проходим по пути data>ini>object>goodfaction>hordes>menhordes.ini В низ файла ставим это:

//------------------------------------------------------------------------------
Object GondorDolAmrothKnightHorde

// This is required for garrisoned objects - please put in all objects.
SelectPortrait = UPGondorDolKnight
ButtonImage = UIGondorDolKnight

Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_CELEBRATING
DefaultModelConditionState
Model = None //InvisHrdeTmp5x1
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkRURoh
End
End

Side = Men
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeGondorDolAmrothKnight
DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorDolAmrothKnightHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorDolAmrothKnightHorde

WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder // Spear
End

// *** AUDIO Parameters ***//
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"

BuildCost = 900 ;ROHAN_ROHIRRIM_BUILDCOST
BuildTime = 37 ;ROHAN_ROHIRRIM_BUILDTIME
VisionRange = ROHAN_ROHIRRIM_HORDE_VISION_RANGE
ShroudClearingRange = ROHAN_ROHIRRIM_HORDE_SHROUD_RANGE
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
CommandPoints = 80 ; ;60

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

CrushableLevel = 2 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1
MinCrushVelocityPercent = 62% ; ;50% // Has to be moving at at least 25% of full speed.
CrushDecelerationPercent = 15% ; ;30% // Lose 10 percent (100/5 horde members) of max velocity when crushing.
CrushKnockback = 40 // how hard we knock back crushed units.
CrushZFactor = 1.0 // How much we knock upwards.

TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAVALRY HORDE MELEE_HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND//UNATTACKABLE
CommandSet = GondorDolAmrothKnightHordeCommandSet

Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End

ThreatLevel = ROHAN_ROHIRRIM_HORDE_THREAT
ThreatBreakdown RohanRohirrimHorde_DetailedThreat
AIKindOf = CAVALRY
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = CavalryHorde
End

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

Behavior = HorseHordeContain ModuleTag_HordeContain

FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = GondorDolAmrothKnight GOOD_RIDER_LARGE_HORDE_SIZE
Slots = 10
PassengerFilter = NONE +CAVALRY +GondorCavalryBanner
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset=X:0 Y:0
MeleeBehavior = Amoeba
End

// Banner Carrier info
BannerCarriersAllowed = GondorCavalryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorDolAmrothKnight Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier for archer horde

RankInfo = RankNumber:1 UnitType:GondorDolAmrothKnight Position:X:40 Y:0 Position:X:40 Y:15 Position:X:40 Y:-15 Position:X:40 Y:30 Position:X:40 Y:-30
RankInfo = RankNumber:2 UnitType:GondorDolAmrothKnight Position:X:10 Y:0 Leader 1 0 Position:X:10 Y:15 Leader 1 1 Position:X:10 Y:-15 Leader 1 2 Position:X:10 Y:30 Leader 1 3 Position:X:10 Y:-30 Leader 1 4

RanksToReleaseWhenAttacking = 1 2

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 = HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
ScanWidth = 70.0 ; A little less than the width of the horde (which is 2 * 40 = 80)
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS // 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 = CAVALRY_FEAR_SCAN_RADIUS

AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEm otion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
A ddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base

End

LocomotorSet
Locomotor = NormalCavalryHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_CAVALRY_FAST_HORDE_SPEED
End

Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End

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

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_GondorForgedBlades
End

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

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

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

Behavior = AISpecialPowerUpdate MenRohirrimHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End

Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 40.0
GeometryHeight = 20.0
GeometryIsSmall = No


// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Cavalry
AutoResolveCombatChain = AutoResolve_CavalryCombatChain

AutoResolveBody = AutoResolve_RohanRohirrimHordeBody

AutoResolveWeapon
RequiredUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_RohanRohirrimForgedBlades
End

AutoResolveWeapon
ExcludedUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_RohanRohirrimWeapon
End

WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades
End

Далее проходим в data>ini>commandbutton.ini, и опять же в низ ставим: CommandButton Command_ConstructGondorDolAmrothKnightHorde
Command = UNIT_BUILD
Object = GondorDolAmrothKnightHorde
Options = NEED_UPGRADE CANCELABLE
NeededUpgrade = Upgrade_GondorStableLevel3
NeededUpgradeAny = Yes
TextLabel = CONTROLBAR:ConstructGondorDolAmrothKnightHorde
ButtonImage = UIGondorDolKnight
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildGondorDolAmrothKnightHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
LacksPrerequisiteLabel = TOOLTIP:LackLevel3Stables
End

Стучимся сюда data>ini>commandset.ini, и добавляем следующее: CommandSet CommandSet GondorDolAmrothKnightHordeCommandSet
1 = Command_ToggleStance
3 = Command_PurchaseUpgradeGondorForgedBlades
5 = Command_PurchaseUpgradeGondorBasicTraining
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
End

CommandSet GondorImrahilCommandSet
1 = Command_ToggleStance
2 = Command_TheodenToggleMounted
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
End

Далее переходим в data>ini>weapon.ini, в добавляем туда это:

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

Weapon ImrahilSword
LeechRangeWeapon = Yes
AttackRange = 25.0
MeleeWeapon = Yes
DelayBetweenShots = THEODEN_DELAYBETWEENSHOTS ; time between shots, msec
FireFX = FX_GondorSwordHit
PreAttackDelay = THEODEN_PREATTACKDELAY ; 400 is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = THEODEN_FIRINGDURATION ; Duration of the sword swing
DamageNugget ; A basic Nugget that just does damage
Damage = 180 ;250
Radius = 10.0
DelayTime = 0
DamageType = HERO
DamageFXType = SWORD_SLASH
DeathType = NORMAL
End
End

;-----------------------------------
Weapon ImrahilSwordMounted
;CanFireWhileMoving = Yes ;TEST ;;
LeechRangeWeapon = Yes
AttackRange = 25.0
MeleeWeapon = Yes
DelayBetweenShots = THEODEN_MOUNTED_DELAYBETWEENSHOTS ; time between shots, msec
FireFX = FX_GondorSwordHit
PreAttackDelay = THEODEN_MOUNTED_PREATTACKDELAY ; ;is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = THEODEN_MOUNTED_FIRINGDURATION ; Duration of the sword swing
DamageNugget ; A basic Nugget that just does damage
Damage = 190;300
Radius = 10.0
DelayTime = 0
DamageType = HERO
DamageFXType = SWORD_SLASH
DeathType = NORMAL
End
End

;------------------------------------------------------------------------------
Weapon GondorDolKnightSpear ; BALANCE Rohirrim Weapon
LeechRangeWeapon = Yes
AttackRange = STANDARD_MELEE_ATTACK_RANGE
MeleeWeapon = Yes
FireFX = FX_GondorSwordHit
FireFlankFX = FX_Flanking
DelayBetweenShots = ROHAN_ROHIRRIM_DELAYBETWEENSHOTS ; time between shots, msec
PreAttackDelay = ROHAN_ROHIRRIM_PREATTACKDELAY ; 400 is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = ROHAN_ROHIRRIM_FIRINGDURATION ; Duration of the sword swing

DamageNugget ; A basic Nugget that just does damage
Damage = ROHAN_ROHIRRIM_SWORD_DAMAGE
Radius = 0.0
DelayTime = 0
DamageType = CAVALRY
DamageFXType = SWORD_SLASH
DeathType = NORMAL
ForbiddenUpgradeNames = Upgrade_GondorForgedBlades
FlankingBonus = 50%
End

DamageNugget
Damage = ROHAN_ROHIRRIM_SWORD_DAMAGE_FORGED_UPGRADE
DamageScalar = 200% ANY +STRUCTURE -FS_BASE_DEFENSE ; ;
Radius = 0
DelayTime = 0
DamageType = CAVALRY
DamageFXType = SWORD_SLASH
DeathType = NORMAL
RequiredUpgradeNames = Upgrade_GondorForgedBlades
FlankingBonus = 50%
End

End

;------------------------------------------------------------------------------
Weapon GondorDolKnightSword ; BALANCE Rohirrim Weapon
LeechRangeWeapon = Yes
AttackRange = STANDARD_MELEE_ATTACK_RANGE
MeleeWeapon = Yes
FireFX = FX_GondorSwordHit
FireFlankFX = FX_Flanking
DelayBetweenShots = ROHAN_ROHIRRIM_DELAYBETWEENSHOTS ; time between shots, msec
PreAttackDelay = ROHAN_ROHIRRIM_PREATTACKDELAY ; 400 is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = ROHAN_ROHIRRIM_FIRINGDURATION ; Duration of the sword swing

DamageNugget ; A basic Nugget that just does damage
Damage = ROHAN_ROHIRRIM_SWORD_DAMAGE
Radius = 0.0
DelayTime = 0
DamageType = SLASH ;CAVALRY
DamageFXType = SWORD_SLASH
DeathType = NORMAL
ForbiddenUpgradeNames = Upgrade_GondorForgedBlades
FlankingBonus = 50%
End

DamageNugget
Damage = ROHAN_ROHIRRIM_SWORD_DAMAGE_FORGED_UPGRADE
DamageScalar = 200% ANY +STRUCTURE -FS_BASE_DEFENSE ; ;
Radius = 0
DelayTime = 0
DamageType = SLASH ;CAVALRY
DamageFXType = SWORD_SLASH
DeathType = NORMAL
RequiredUpgradeNames = Upgrade_GondorForgedBlades
FlankingBonus = 50%
End

End

Потом в data>ini>playertemplate.ini ищем (Ctrl+F) «MenFaction». Ниже видим строку «BuildableHeroesMP» и добавляем в неё GondorImrahilCavalry[b]

[b]Data>ini>mappedimages>aptimages>unitportraits.ini

MappedImage HPImrahil
Texture = GUImrahil_portrait.tga
TextureWidth = 256
TextureHeight = 256
Coords = Left:0 Top:0 Right:192 Bottom:192
Status = NONE
End

MappedImage HIImrahil
Texture = GUImrahil_icon.tga
TextureWidth = 64
TextureHeight = 64
Coords = Left:0 Top:0 Right:63 Bottom:63
Status = NONE
End

MappedImage HIImrahil_res
Texture = GUImrahil_icon_res.tga
TextureWidth = 64
TextureHeight = 64
Coords = Left:0 Top:0 Right:63 Bottom:63
Status = NONE
End

MappedImage UIGondorDolKnight
Texture = gudolknight_icon.tga
TextureWidth = 64
TextureHeight = 64
Coords = Left:0 Top:0 Right:63 Bottom:63
Status = NONE
End

MappedImage UPGondorDolKnight
Texture = gudolknight_portrait.tga
TextureWidth = 256
TextureHeight = 256
Coords = Left:0 Top:0 Right:191 Bottom:191
Status = NONE
End

И последним действием проходим в data>ini>experiencelevels.ini, и в строку «GOOD_CAVALRY» добавляем GondorDolAmrothKnight GondorDolAmrothKnight_b GondorDolAmrothKnight_с GondorDolAmrothKnightHorde и в низ иника добавляем это:

;------------------ IMRAHIL ------------------------
ExperienceLevel GondorImrahilLevel1
TargetNames = GondorImrahil GondorImrahilCavalry
RequiredExperience = 1
ExperienceAward = GLORFINDEL_LVL1_EXP_AWARD
Rank = 1
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 1 00%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel GondorImrahilLevel2
TargetNames = GondorImrahil GondorImrahilCavalry
RequiredExperience = GLORFINDEL_LVL2_EXP_NEEDED
ExperienceAward = GLORFINDEL_LVL2_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 2
AttributeModifiers = HeroLevelUpDamage1
SelectionDecal
Texture = decal_her o_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelect edUnits = 40
End
End

ExperienceLevel GondorImrahilLevel3
TargetNames = GondorImrahil GondorImrahilCavalry
RequiredExperience = Glorfindel_LVL3_EXP_NEEDED
ExperienceAward = Glorfindel_LVL3_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 3
AttributeModifiers = HeroLevelUpDamage2
SelectionDecal
Texture = decal_hero _good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelected Units = 40
End
End

ExperienceLevel GondorImrahilLevel4
TargetNames = GondorImrahil GondorImrahilCavalry
RequiredExperience = GLORFINDEL_LVL4_EXP_NEEDED
ExperienceAward = GLORFINDEL_LVL4_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 4
AttributeModifiers = HeroLevelUpDamage3
SelectionDecal
Texture = decal_hero _good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelected Units = 40
End
End

ExperienceLevel GondorImrahilLevel5
TargetNames = GondorImrahil GondorImrahilCavalry
RequiredExperience = GLORFINDEL_LVL5_EXP_NEEDED
ExperienceAward = GLORFINDEL_LVL5_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 5
AttributeModifiers = HeroLevelUpDamage4
SelectionDecal
Texture = decal_hero _good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelected Units = 40
End
End

ExperienceLevel GondorImrahilLevel6
TargetNames = GondorImrahil GondorImrahilCavalry
RequiredExperience = GLORFINDEL_LVL6_EXP_NEEDED
ExperienceAward = GLORFINDEL_LVL6_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 6
AttributeModifiers = HeroLevelUpDamage5
SelectionDecal
Texture = decal_hero _good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelected Units = 40
End
End

ExperienceLevel GondorImrahilLevel7
TargetNames = GondorImrahil GondorImrahilCavalry
RequiredExperience = GLORFINDEL_LVL7_EXP_NEEDED
ExperienceAward = GLORFINDEL_LVL7_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 7
AttributeModifiers = HeroLevelUpDamage6
SelectionDecal
Texture = decal_hero _good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelected Units = 40
End
End

ExperienceLevel GondorImrahilLevel8
TargetNames = GondorImrahil GondorImrahilCavalry
RequiredExperience = GLORFINDEL_LVL8_EXP_NEEDED
ExperienceAward = GLORFINDEL_LVL8_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 8
AttributeModifiers = HeroLevelUpDamage7
SelectionDecal
Texture = decal_hero _good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelected Units = 40
End
End

ExperienceLevel GondorImrahilLevel9
TargetNames = GondorImrahil GondorImrahilCavalry
RequiredExperience = GLORFINDEL_LVL9_EXP_NEEDED
ExperienceAward = GLORFINDEL_LVL9_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 9
AttributeModifiers = HeroLevelUpDamage8
SelectionDecal
Texture = decal_hero _good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelected Units = 40
End
End

ExperienceLevel GondorImrahilLevel10
TargetNames = GondorImrahil GondorImrahilCavalry
RequiredExperience = GLORFINDEL_LVL10_EXP_NEEDED
ExperienceAward = GLORFINDEL_LVL10_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Rank = 10
AttributeModifiers = HeroLevelUpDamage9
SelectionDecal
Texture = decal_he ro_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelect edUnits = 40
End
End

Прикрепления: Imrahil.rar(1916Kb) · imrahil.ini(57Kb)


 
Mazhorro Дата: Четверг, 24.02.2011, 05:18 | Сообщение # 2
Воин
Группа: Моддеры
Сообщений:193
Репутация:8 загрузка наград ...
Не в сети
Quote (SauronGreat)
;------------------ IMRAHIL ------------------------ ExperienceLevel GondorImrahilLevel1 TargetNames = GondorImrahil GondorImrahilCavalry RequiredExperience = 1 ExperienceAward = GLORFINDEL_LVL1_EXP_AWARD Rank = 1 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 1 00% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End End ExperienceLevel GondorImrahilLevel2 TargetNames = GondorImrahil GondorImrahilCavalry RequiredExperience = GLORFINDEL_LVL2_EXP_NEEDED ExperienceAward = GLORFINDEL_LVL2_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 2 AttributeModifiers = HeroLevelUpDamage1 SelectionDecal Texture = decal_her o_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelect edUnits = 40 End End ExperienceLevel GondorImrahilLevel3 TargetNames = GondorImrahil GondorImrahilCavalry RequiredExperience = Glorfindel_LVL3_EXP_NEEDED ExperienceAward = Glorfindel_LVL3_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 3 AttributeModifiers = HeroLevelUpDamage2 SelectionDecal Texture = decal_hero _good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelected Units = 40 End End ExperienceLevel GondorImrahilLevel4 TargetNames = GondorImrahil GondorImrahilCavalry RequiredExperience = GLORFINDEL_LVL4_EXP_NEEDED ExperienceAward = GLORFINDEL_LVL4_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 4 AttributeModifiers = HeroLevelUpDamage3 SelectionDecal Texture = decal_hero _good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelected Units = 40 End End ExperienceLevel GondorImrahilLevel5 TargetNames = GondorImrahil GondorImrahilCavalry RequiredExperience = GLORFINDEL_LVL5_EXP_NEEDED ExperienceAward = GLORFINDEL_LVL5_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 5 AttributeModifiers = HeroLevelUpDamage4 SelectionDecal Texture = decal_hero _good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelected Units = 40 End End ExperienceLevel GondorImrahilLevel6 TargetNames = GondorImrahil GondorImrahilCavalry RequiredExperience = GLORFINDEL_LVL6_EXP_NEEDED ExperienceAward = GLORFINDEL_LVL6_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 6 AttributeModifiers = HeroLevelUpDamage5 SelectionDecal Texture = decal_hero _good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelected Units = 40 End End ExperienceLevel GondorImrahilLevel7 TargetNames = GondorImrahil GondorImrahilCavalry RequiredExperience = GLORFINDEL_LVL7_EXP_NEEDED ExperienceAward = GLORFINDEL_LVL7_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 7 AttributeModifiers = HeroLevelUpDamage6 SelectionDecal Texture = decal_hero _good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelected Units = 40 End End ExperienceLevel GondorImrahilLevel8 TargetNames = GondorImrahil GondorImrahilCavalry RequiredExperience = GLORFINDEL_LVL8_EXP_NEEDED ExperienceAward = GLORFINDEL_LVL8_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 8 AttributeModifiers = HeroLevelUpDamage7 SelectionDecal Texture = decal_hero _good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelected Units = 40 End End ExperienceLevel GondorImrahilLevel9 TargetNames = GondorImrahil GondorImrahilCavalry RequiredExperience = GLORFINDEL_LVL9_EXP_NEEDED ExperienceAward = GLORFINDEL_LVL9_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 9 AttributeModifiers = HeroLevelUpDamage8 SelectionDecal Texture = decal_hero _good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelected Units = 40 End End ExperienceLevel GondorImrahilLevel10 TargetNames = GondorImrahil GondorImrahilCavalry RequiredExperience = GLORFINDEL_LVL10_EXP_NEEDED ExperienceAward = GLORFINDEL_LVL10_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 10 AttributeModifiers = HeroLevelUpDamage9 SelectionDecal Texture = decal_he ro_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelect edUnits = 40 End End

Тут у тебя везде пробелы лишние есть
 
SauronGreat Дата: Четверг, 24.02.2011, 14:55 | Сообщение # 3
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Не в сети
Quote (Муразор)
Тут у тебя везде пробелы лишние есть

Это не я, это юкоз dntknw


 
Mazhorro Дата: Пятница, 25.02.2011, 10:40 | Сообщение # 4
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Не в сети
Ну новичкам как то пофиг,ты эти пробелы сделал или юкоз))
Исправляй
 
SauronGreat Дата: Пятница, 25.02.2011, 17:59 | Сообщение # 5
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Не в сети
Quote (Муразор)
Ну новичкам как то пофиг,ты эти пробелы сделал или юкоз))
Исправляй

Да ты пойми, изменишь - он в новых местах поставит. Так-то.


 
Mazhorro Дата: Суббота, 26.02.2011, 02:50 | Сообщение # 6
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Не в сети
НУ новички ошибки исправлять сами не будут брось все это в блокнот,исправь ошибки,и залей на файлообменник
 
SauronGreat Дата: Суббота, 26.02.2011, 16:51 | Сообщение # 7
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Не в сети
Quote (Муразор)
НУ новички ошибки исправлять сами не будут брось все это в блокнот,исправь ошибки,и залей на файлообменник

Ничего, надо же когда-то учиться.


 
Mazhorro Дата: Воскресенье, 27.02.2011, 08:34 | Сообщение # 8
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Не в сети
Ода,я когда по тутору сабельки делал вастаков я чуть не умер :)

Добавлено (27.02.2011, 08:34)
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И у тебя тож самое)

 
nazgul Дата: Суббота, 14.05.2011, 04:31 | Сообщение # 9
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Не в сети
а можно также денетора расписать?
 
SauronGreat Дата: Воскресенье, 15.05.2011, 10:28 | Сообщение # 10
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Не в сети
Quote (nazgul)
а можно также денетора расписать?

Зачем? Тут же всё расписано. Это как пример.


 
nazgul Дата: Четверг, 09.06.2011, 11:12 | Сообщение # 11
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Не в сети
и все таки если можешь напиши пожалуйста я вроде все поменял ни че не получается,напиши на денетора добавление полностью,может я че то где то забываю,пожалуйста!!!!!!!

Добавлено (09.06.2011, 11:12)
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*censored* тогда вообще форум создаешь если на вопросы не отвечаешь?

Рид-онли на 2 недели.


Сообщение отредактировал SauronGreat - Четверг, 09.06.2011, 11:43
 
Форум » BFME Modding » Codding BFME » Добавление Имрахила
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