So.
Ich meld mich mal zurück.
Also ich hab mit dem Mod Manager jetzt versucht Elrond die Fähigkeit Pfeilwind von legolas einzzfügen.
Wenn ich ihm diesen Code per Mod Manager geb:
kommt immer ein fehler, und zwar dieser:
Weiß jemand was ich machen muss?
(in der commandset.ini ists auchschon drin, und daran liegts ja achnet)
Ich meld mich mal zurück.
Also ich hab mit dem Mod Manager jetzt versucht Elrond die Fähigkeit Pfeilwind von legolas einzzfügen.
Wenn ich ihm diesen Code per Mod Manager geb:
;;; ARROW STORM SPECIAL POWER (Rank 10) ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArrowWindEnabler
SpecialPowerTemplate = SpecialAbilityArrowStorm
TriggeredBy = Upgrade_LegolasArrowWind
End
Behavior = SpecialPowerModule ModuleTag_ArrowWindStarter
SpecialPowerTemplate = SpecialAbilityArrowStorm
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = LegolasVoiceModeArrowWind ;this plays when he targets, not when he fires
End
Behavior = ArrowStormUpdate ModuleTag_ArrowWindUpdate
SpecialPowerTemplate = SpecialAbilityArrowStorm
StartAbilityRange = 320.0
UnpackTime = 1000 ; Pull out arrow
PreparationTime = 200 ; Quick shot
PersistentPrepTime = 600 ; looping the quick shot
PackTime = 1200 ; back to idle
UnpackingVariation = 1 ; Use custom variation to not interfere with Archer Training ability.
ParalyzeDurationWhenCompleted = 600 ;Once the unit SUCCESSFULLY COMPLETES an ability, paralyze unit briefly to deal with animation transitions.
ParalyzeDurationWhenAborted = 800 ;If the unit ABORTS the ability, paralyze the unit briefly to deal with animation transitions.
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls
AwardXPForTriggering = 0
;Specific to ArrowStorm
WeaponTemplate = LegolasBowArrowStorm
TargetRadius = 120 ;CHANGING THIS??? Change RadiusCursorRadius to match this value in the appropriate SpecialPower.ini template.
ShotsPerTarget = 1
ShotsPerBurst = 3
MaxShots = 50 ; can end sooner if no targets
CanShootEmptyGround = Yes ; ...unless this is set
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 = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1993 ; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1993 ; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArrowWindEnabler
SpecialPowerTemplate = SpecialAbilityArrowStorm
TriggeredBy = Upgrade_LegolasArrowWind
End
Behavior = SpecialPowerModule ModuleTag_ArrowWindStarter
SpecialPowerTemplate = SpecialAbilityArrowStorm
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = LegolasVoiceModeArrowWind ;this plays when he targets, not when he fires
End
Behavior = ArrowStormUpdate ModuleTag_ArrowWindUpdate
SpecialPowerTemplate = SpecialAbilityArrowStorm
StartAbilityRange = 320.0
UnpackTime = 1000 ; Pull out arrow
PreparationTime = 200 ; Quick shot
PersistentPrepTime = 600 ; looping the quick shot
PackTime = 1200 ; back to idle
UnpackingVariation = 1 ; Use custom variation to not interfere with Archer Training ability.
ParalyzeDurationWhenCompleted = 600 ;Once the unit SUCCESSFULLY COMPLETES an ability, paralyze unit briefly to deal with animation transitions.
ParalyzeDurationWhenAborted = 800 ;If the unit ABORTS the ability, paralyze the unit briefly to deal with animation transitions.
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls
AwardXPForTriggering = 0
;Specific to ArrowStorm
WeaponTemplate = LegolasBowArrowStorm
TargetRadius = 120 ;CHANGING THIS??? Change RadiusCursorRadius to match this value in the appropriate SpecialPower.ini template.
ShotsPerTarget = 1
ShotsPerBurst = 3
MaxShots = 50 ; can end sooner if no targets
CanShootEmptyGround = Yes ; ...unless this is set
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 = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1993 ; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1993 ; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End
Weiß jemand was ich machen muss?
(in der commandset.ini ists auchschon drin, und daran liegts ja achnet)
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