Вопросы
MaiklKing
Дата: Вторник, 24.07.2012, 19:49 | Сообщение # 21
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ну ладно буду сам думать
TheRealmOfChaos
Дата: Вторник, 24.07.2012, 21:27 | Сообщение # 22
Рыцарь
Школовоены
Сообщений: 261
Quote (MaiklKing )
ну ладно буду сам думать
Самое мудрое решение. Половина юзеров и сами не знают, поэтому не могут помочь. (как я) Другая половина слишком "честная" и не хотят учить тебя "тырить" модели и текстуры из других модов, лучше ведь самому создать. (как немногоуважаемый SauronGreat).
CGArt
Дата: Вторник, 24.07.2012, 21:45 | Сообщение # 23
Рыцарь
Модераторы
Сообщений: 242
Лол, а чего разжевывать то что уже разжевано, ибо сеня уже писал туторы по добавлению новых юнитов.
MaiklKing
Дата: Вторник, 24.07.2012, 22:57 | Сообщение # 24
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Лол, а чего разжевывать то что уже разжевано, ибо сеня уже писал туторы по добавлению новых юнитов.
где
CGArt
Дата: Вторник, 24.07.2012, 23:01 | Сообщение # 25
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Модераторы
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Прошу прощения, Сеня оказывается удалил их. Не волнуйтесь, завтра он всё возобновит, да Сеня?
CGArt
Дата: Вторник, 24.07.2012, 23:04 | Сообщение # 26
Рыцарь
Модераторы
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А вообще почитай тему туторы, там много интересного. И вообще по сайту полазь, так глядишь и вопросы отпадут, сам начнешь отвечать новичкам, дерзай.
Akrahil
Дата: Вторник, 24.07.2012, 23:28 | Сообщение # 27
Темный Воин
Моддеры
Сообщений: 1081
Quote (CGArt )
А вообще почитай тему туторы, там много интересного. И вообще по сайту полазь, так глядишь и вопросы отпадут, сам начнешь отвечать новичкам, дерзай.
Ага, прочитай там каждый пост! А не слишком уж это? Да подскажите что нибудь новичку, чего вам стоит? Я, увы, ничем не могу помочь.
SauronGreat
Дата: Вторник, 24.07.2012, 23:41 | Сообщение # 28
Магистр
Администраторы
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Ну пусть попросит что-нить более приемлемое. Тутор по добавлению юнитов мб запилю когда-нить. Но когда это будет? И это будет в общих чертах, само собой, а это новички и не понимают) Им же конкретно надо)
-Intel Core i7-2600k @4.5GHz;
-ASRock Z77 Pro3; 24GB DDR3-1866MHz (11-11-11-30 CR2);
-MSI RX460@RX560 2GB GDDR5 @1300\7500MHz 1.1V;
-SiliconPower P34A80 512GB + WD10EZRX 1TB;
-Корпус Inwin IW-S506; Cougar STE 500W PSU
Akrahil
Дата: Среда, 25.07.2012, 09:28 | Сообщение # 29
Темный Воин
Моддеры
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Сеня, верни мне хотя бы на день способность редактировать свои статьи, а то неувязка вышла с тёмным лечением...
Добавлено (25.07.2012, 09:28)
---------------------------------------------
Напоминаю.
MaiklKing
Дата: Среда, 25.07.2012, 09:30 | Сообщение # 30
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можно ли сделать так чтобы собственого героя можно было покупать у рохана
Akrahil
Дата: Среда, 25.07.2012, 09:58 | Сообщение # 31
Темный Воин
Моддеры
Сообщений: 1081
Какой у тебя мод?
Добавлено (25.07.2012, 09:58)
---------------------------------------------
А впрочем, нет, нельзя никак.
MaiklKing
Дата: Среда, 25.07.2012, 10:03 | Сообщение # 32
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ещё 1 вопрос когда я добавил собственого героя в мод он почему то плывёт можно ли как то это исправить примерно также как в моде The History of Ages v1.3.1
Akrahil
Дата: Среда, 25.07.2012, 10:11 | Сообщение # 33
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Моддеры
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Не знаю, давно в ХоА не играл. А как ты героя "добавил"?
MaiklKing
Дата: Среда, 25.07.2012, 10:46 | Сообщение # 34
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data\ini\object\createahero
Добавлено (25.07.2012, 10:27)
---------------------------------------------
createahero, createaheroattributemodifiers, createaheropowers может быть в итих файлах надо что то исправить
Добавлено (25.07.2012, 10:45)
---------------------------------------------
//-----------------------------------------------------------------------------
//
//CreateAHero.ini
//
//-----------------------------------------------------------------------------
//CreateAHero
Object CreateAHero
//*** Draw Modules for Weapons ***
#include "CreateAHeroDrawModules.inc"
//SelectPortrait for Heros is portrait behind skill buttons. HP - HeroPortrait.
SelectPortrait = CPWanderer
DescriptionStrategic = CONTROLBAR:LW_ToolTip_CreateAHero
// ButtonImage for Heros is button image on Hero Select UI to select hero. HI - HeroIcon or HeroImage.
ButtonImage = HICAHWanderer
Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = Yes
StaticModelLODMode = yes //Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = arrow
ExtraPublicBone = PASSENGERBONE
DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP
//====================== MODELS ================================================================
#include "CreateAHeroModels.inc"
//================== ANIMATIONS =================================================================
#include "CreateAMountedHeroAnims.inc"
#include "CreateAHeroAnims.inc"
//================== Draw =================================================================
//================= Draw =================================================================
//***DESIGN parameters ***
#include "CreateAHeroDesign.inc"
//*** AUDIO Parameters ***//
#include "CreateAHeroAudio.inc"
//*** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = CREATE_A_HERO HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CLIMB_WALLS
PathfindDiameter = 40.0
#include "CreateAHeroRespawn.inc"
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
// Athelas needs to be first because the special power just turns on the first one it finds. No time to fix it better.
// Commenting out this behavior breaks the Create-a-hero athelas power
// If you feel the need to comment this out to fix some other problem, come talk to a
// Units'N'Structures engineer first
Behavior = AutoHealBehavior ModuleTag_AthelasHealing
StartsActive = Yes // Active, as in no upgrade required
ButtonTriggered = Yes // But doesn't actually run on its own.
HealingAmount = ATHELAS_HEAL_AMOUNT
Radius = 200
HealOnlyOthers = No
SingleBurst = Yes
UnitHealPulseFX = FX_AragornAthelas
KindOf = HERO
End
; health will be: (Amount + (attribute mods * Amount)) per Delay
Behavior = AutoHealBehavior ModuleTag_FaramirHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 500
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 41
AILuaEventsList = CreateAHeroFunctions
CanAttackWhileContained = Yes
End
LocomotorSet
Locomotor = HeroHumanScalingLocomotor
Condition = SET_NORMAL_UPGRADED
Speed = 50
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = 50
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathBehavior_01
DeathTypes = ALL //-KNOCKBACK
SinkDelay = 5800
SinkRate = 2.3 // in Dist/Sec
DestructionDelay = 12000
// Die sounds are now going through an FX; this is the only way to get different dies for
// different classes
FX = INITIAL FX_CreateAHeroDie
End
Behavior = SquishCollide ModuleTag_SquishCollide_06
//nothing
End
Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End
// Behavior = SlowDeathBehavior ModuleTag_SlowDeathBehavior_02
// // Same as normal death, but no sound (sound already played by SoundImpact = ... )
// DeathTypes = NONE +KNOCKBACK
// SinkDelay = 4000
// SinkRate = 2.55 // in Dist/Sec
// DestructionDelay = 10000
// End
// For now, this is copied from Gimli to support the leap power.
Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown.
// To tweak a Bezier path
FirstHeight = 50 // Height of Bezier control points above highest intervening terrain
SecondHeight = 20
FirstPercentIndent = 20% // Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes // I don't detonate, I just hit
// Note, this flag shouldn't be in here. Death is caused by the intent of the thrower, not the ability of an object to land.
// Both a troll and Aragorn can throw Gimli.
// Actually, that means a lot of this is bad. For two different throw behaviors you need two different modules I think.
// DieOnImpact = Yes
BounceCount = 0 // When I hit the ground, I'll arc again
FinalStuckTime = 1200 // Can't move for this long afterwards
GroundHitFX = FX_RogashLeapLand
GroundHitWeapon = CreateAHeroLeapWarhead
PreLandingStateTime = 75// Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance
End
Behavior = DoCommandUpgrade ModuleTag_CreateAHeroMakeSureArcherUsesBowInitially
TriggeredBy = Upgrade_CreateAHero_ClassArcher
GetUpgradeCommandButtonName = Command_CreateAHero_A_ToggleWeapon
RemoveUpgradeCommandButtonName = Command_CreateAHero_A_ToggleWeapon
End
#include "..\includes\CaptureBuilding.inc"
//*******************************************************************************************
//CREATE A HEREO Special Powers
//*******************************************************************************************
#include "CreateAHeroPowers.inc"
//-------------------------------------------------------------------------
//CREATE A HERO AI Special Power Heuristics
//-------------------------------------------------------------------------
#include "CreateAHeroAIPowers.inc"
//-------------------------------------------------------------------------
// Create A HERO Reaction modules
//-------------------------------------------------------------------------
#include "CreateAHeroReaction.inc"
//-------------------------------------------------------------------------
// Create A HERO RemoveUpgradeUpgrades
//-------------------------------------------------------------------------
#include "CreateAHeroRemoveUpgradeUpgrades.inc"
//-------------------------------------------------------------------------
// Create A HERO ModelConditionUpgrades
//-------------------------------------------------------------------------
#include "CreateAHeroModelConditionUpgrades.inc"
//-------------------------------------------------------------------------
// Create A HERO Attribute Modifiers
//-------------------------------------------------------------------------
#include "CreateAHeroAttributeModifiers.inc"
//-------------------------------------------------------------------------
// Create A HERO Weapon Upgrades
//-------------------------------------------------------------------------
#include "CreateAHeroWeaponUpgrades.inc"
//-------------------------------------------------------------------------
// Create A HERO Armor Upgrades
//-------------------------------------------------------------------------
#include "CreateAHeroArmorUpgrades.inc"
//-------------------------------------------------------------------------
// Create A Hero Emotions
//-------------------------------------------------------------------------
Behavior = EmotionTrackerUpdate Module_EmotionTracker
// for now we restrict emotions to taunt and cheer, that's all the TFCs call for ATM
TauntAndPointDistance = 350 // max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE
AlwaysAfraidOf = NONE
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = Alert_Base
End
//--------------------------------------------------------------
// Create-A-Hero Stealth And Camouflage Updates
//--------------------------------------------------------------
Behavior = StealthUpdate ModuleTag_CreateAHeroCMDisguiseStealthUpdate
StealthDelay = 1
DisguisesAsTeam = Yes
RevealDistanceFromTarget = 100.0f
OrderIdleEnemiesToAttackMeUponReveal = Yes
//DisguiseFX = FX_BombTruckDisguise
//DisguiseRevealFX = FX_BombTruckDisguiseReveal
InnateStealth = Yes
DisguiseTransitionTime = 2000
DisguiseRevealTransitionTime = 1000
RequiredUpgradeNames = Upgrade_CreateAHero_ClassCorruptedMan
End
Behavior = InvisibilityUpdate ModuleTag_CreateAHeroElvenCloak // Used by archer and corrupted man, must be first InvisibilityUpdate
InvisibilityNugget
InvisibilityType = STEALTH
ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE USING_ABILITY
BecomeStealthedFX = FX_ElvenCloakOn
ExitStealthFX = FX_ElvenCloakOff
Options = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH
End
StartsActive = No
UpdatePeriod = 2000
RequiredUpgrades = Upgrade_CreateAHeroMapMode
ForbiddenUpgrades = Upgrade_CreateAHeroMapMode
End
Behavior = InvisibilityUpdate ModuleTag_CreateAHeroCMStealthUpdate_Level1
InvisibilityNugget
InvisibilityType = CAMOUFLAGE
DetectionRange = CAMOUFLAGE_RADIUS
ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE
ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING
End
UpdatePeriod = 2000
StartsActive = Yes
RequiredUpgrades = Upgrade_CreateAHeroMapMode Upgrade_CreateAHero_ClassCorruptedMan
ForbiddenUpgrades = Upgrade_CreateAHeroMapMode
End
Behavior = InvisibilityUpdate ModuleTag_CreateAHeroCMStealthUpdate_Level2
InvisibilityNugget
InvisibilityType = CAMOUFLAGE
DetectionRange = CAMOUFLAGE_RADIUS
ForbiddenConditions = FIRING_ANY TAKING_DAMAGE
ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING
End
UpdatePeriod = 2000
StartsActive = Yes
RequiredUpgrades = Upgrade_CreateAHeroMapMode Upgrade_CreateAHero_ClassCorruptedMan
ForbiddenUpgrades = Upgrade_CreateAHeroMapMode
End
Behavior = InvisibilityUpdate ModuleTag_CreateAHeroBasicArcherStealthUpdate
InvisibilityNugget
InvisibilityType = CAMOUFLAGE
DetectionRange = CAMOUFLAGE_RADIUS
ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE
ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING
End
UpdatePeriod = 2000
StartsActive = Yes
RequiredUpgrades = Upgrade_CreateAHero_ClassArcher
ForbiddenUpgrades = Upgrade_CreateAHeroMapMode
End
Behavior = InvisibilityUpdate ModuleTag_CreateAHeroAStealthUpdate_Level1
InvisibilityNugget
InvisibilityType = CAMOUFLAGE
DetectionRange = CAMOUFLAGE_RADIUS
ForbiddenConditions = FIRING_ANY TAKING_DAMAGE
ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING
Options = ALLOW_NEAR_TREES
End
UpdatePeriod = 2000
StartsActive = Yes
RequiredUpgrades = Upgrade_CreateAHeroMapMode Upgrade_CreateAHero_ClassArcher
ForbiddenUpgrades = Upgrade_CreateAHeroMapMode
End
//;;; AUTO ABILITY MODULE ;;;
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
//-------------------------------------------------------------------------------------------------
// LivingWorld auto resolve data
//-------------------------------------------------------------------------------------------------
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_CreateAHeroBody
AutoResolveArmor
Armor = AutoResolve_CreateAHeroArmor
End
AutoResolveWeapon
Weapon = AutoResolve_CreateAHeroWeapon
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 35
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20//
ShadowSizeY = 20//
ShadowTexture = ShadowI//
End
//===============================================================================
ChildObject CreateAHeroMounted CreateAHero
// TODO - move this to an include file so that we don't duplicate between the parent and child objects
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_MountedToggle
SpecialPowerTemplate = SpecialAbilityCreateAHeroToggleMounted
TriggerInstantlyOnCreate = Yes //Instantly puts Hero on a horse.
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 // How see-thru to be at peak of change
createahero
// PackSound =
// UnpackSound =
// TriggerSound =
// PrepSoundLoop =
AwardXPForTriggering = 0
End
End
// Create a Hero related objects.
#include "CreateAHeroObjects.inc"
Добавлено (25.07.2012, 10:46)
---------------------------------------------
createaheroattributemodifiers
//-------------------------------------------------------------------
// Create A Hero Attribute Modifiers
// Created by: Andrew Luby
// 09/26/2005
//-------------------------------------------------------------------
// Armor Attribute
//-------------------------------------------------------------------
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute01
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute01
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute02
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute02
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute03
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute03
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute04
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute04
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute05
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute05
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute06
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute06
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute07
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute07
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute08
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute08
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute09
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute09
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute10
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute10
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute11
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute11
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute12
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute12
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute13
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute13
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute14
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute14
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute15
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute15
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute16
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute16
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute17
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute17
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute18
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute18
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute19
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute19
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute20
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = ArmorAttribute20
End
// DamageMultAttribute
//-------------------------------------------------------------------
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute01
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute01
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute02
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute02
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute03
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute03
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute04
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute04
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute05
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute05
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute06
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute06
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute07
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute07
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute08
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute08
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute09
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute09
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute10
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute10
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute11
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute11
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute12
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute12
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute13
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute13
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute14
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute14
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute15
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute15
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute16
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute16
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute17
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute17
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute18
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute18
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute19
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute19
End
Behavior = AttributeModifierUpgrade ModuleTag_DamageMultAttribute20
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = DamageMultAttribute20
End
// VisionAttribute
//-------------------------------------------------------------------
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute01
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute01
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute02
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute02
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute03
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute03
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute04
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute04
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute05
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute05
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute06
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute06
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute07
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute07
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute08
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute08
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute09
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute09
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute10
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute10
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute11
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute11
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute12
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute12
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute13
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute13
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute14
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute14
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute15
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute15
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute16
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute16
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute17
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute17
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute18
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute18
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute19
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute19
End
Behavior = AttributeModifierUpgrade ModuleTag_VisionAttribute20
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = VisionAttribute20
End
// AutoHealAttribute
//-------------------------------------------------------------------
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute01
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute01
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute02
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute02
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute03
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute03
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute04
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute04
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute05
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute05
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute06
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute06
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute07
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute07
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute08
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute08
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute09
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute09
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute10
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute10
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute11
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute11
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute12
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute12
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute13
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute13
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute14
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute14
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute15
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute15
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute16
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute16
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute17
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute17
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute18
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute18
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute19
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute19
End
Behavior = AttributeModifierUpgrade ModuleTag_AutoHealAttribute20
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = AutoHealAttribute20
End
// HealthMultAttribute
//-------------------------------------------------------------------
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute01
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute01
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute02
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute02
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute03
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute03
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute04
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute04
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute05
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute05
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute06
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute06
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute07
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute07
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute08
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute08
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute09
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute09
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute10
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute10
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute11
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute11
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute12
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute12
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute13
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute13
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute14
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute14
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute15
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute15
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute16
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute16
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute17
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute17
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute18
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute18
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute19
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute19
End
Behavior = AttributeModifierUpgrade ModuleTag_HealthMultAttribute20
TriggeredBy = Upgrade_CreateAHeroMapMode
AttributeModifier = HealthMultAttribute20
End
Сообщение отредактировал SauronGreat - Среда, 25.07.2012, 13:21
Akrahil
Дата: Среда, 25.07.2012, 11:53 | Сообщение # 35
Темный Воин
Моддеры
Сообщений: 1081
В иниках юнитов/героев я как-то не особо разбираюсь. А ты его добавил в playertemplate.ini? И вообще, туториал по добавлению нового героя в игру есть Тут
Добавлено (25.07.2012, 11:53)
---------------------------------------------
Забыл точку поставить!
MaiklKing
Дата: Среда, 25.07.2012, 12:00 | Сообщение # 36
Крестьянин
Проверенные пользователи
Сообщений: 33
А разве влияет это както на создание собственого героя он же может быть в гондоре эльфов и гномов
CGArt
Дата: Среда, 25.07.2012, 12:12 | Сообщение # 37
Рыцарь
Модераторы
Сообщений: 242
Quote (Akrahil )
Забыл точку поставить!
Причем здесь плейертемплейт, он же может героя создать. Видно где-то анимацию не прописал, или что ещё, а вообще я не советчик в коде)
Akrahil
Дата: Среда, 25.07.2012, 12:13 | Сообщение # 38
Темный Воин
Моддеры
Сообщений: 1081
MaiklKing , пиши в тему "Туториалы" или Сене в личку.
SauronGreat
Дата: Среда, 25.07.2012, 13:25 | Сообщение # 39
Магистр
Администраторы
Сообщений: 2809
Quote (MaiklKing )
можно ли сделать так чтобы собственого героя можно было покупать у рохана
Нельзя. Нужно редактировать гэймдату, чего мы сделать не сможем.
Quote (Akrahil )
Сеня, верни мне хотя бы на день способность редактировать свои статьи, а то неувязка вышла с тёмным лечением...
Добавлено (25.07.2012, 09:28)
---------------------------------------------
Напоминаю.
Дура, можешь. И как же ты вчера редил её, м? Мне еще несколько раз приходилось премодерировать её)
Quote (MaiklKing )
ещё 1 вопрос когда я добавил собственого героя в мод он почему то плывёт можно ли как то это исправить примерно также как в моде The History of Ages v1.3.1
Косяк с анимациями. Приведи точный код (только сунь в спойлер).
-Intel Core i7-2600k @4.5GHz;
-ASRock Z77 Pro3; 24GB DDR3-1866MHz (11-11-11-30 CR2);
-MSI RX460@RX560 2GB GDDR5 @1300\7500MHz 1.1V;
-SiliconPower P34A80 512GB + WD10EZRX 1TB;
-Корпус Inwin IW-S506; Cougar STE 500W PSU
Akrahil
Дата: Среда, 25.07.2012, 13:43 | Сообщение # 40
Темный Воин
Моддеры
Сообщений: 1081
Quote (SauronGreat )
Дура, можешь. И как же ты вчера редил её, м? Мне еще несколько раз приходилось премодерировать её)
Могу не полностью. Шрифт жирно и курсивом не могу.