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Sujet : Modifications du jeu via l'INI

News culture
La Planète des Singes : Le Nouveau Royaume - la révolution simienne est en marche !
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spidragic666 spidragic666
MP
Niveau 7
08 novembre 2008 à 19:10:19

une fois que tu as final big, tu le lance (double clic) et tu cherche le fichier ini.big dans c:/program files/EA games/la bataille pour la terre du milieu avec final big (avec fichier ouvrir) et une fois que tu l'as ouvert, tu fait edit, extract all et tu met dans le dossier de tout a l'heure, il mettre plus exactement dans data/ini les fichier, apres tu peux les modifier a ta guise comme l'explique jv the killer au debut du topic

tuc66 tuc66
MP
Niveau 2
06 décembre 2008 à 04:47:27

Bon alors je sais que le topic est vieux ^^ mais avec un peu de chance quelqun pourras m'aider.

Voila pour mettre le Balrog en héro il faut copier quel code ?

sebnounoux sebnounoux
MP
Niveau 6
15 décembre 2008 à 12:27:05

J'ai un probleme pour les goblins dans les puits a orc ****************************************

      • *donc voilà ce qu'il me mette :****
      • *************************************

Unknown command 'MordorGoblinFihterHorde' found in command set. File: Data\INI\CommandSet.ini Line: 1156

Error parsing field '6' in block 'commandSet' in file 'Data\INI', line 1156.

Error parsing INI block ' 6' in file 'Data\INI\CommandSet.ini'.

Because of the severity of this error the game will now exit.

      • ***********
      • *Merci****
      • ***********

Et j'ai essayer pendant 1mois

sebnounoux sebnounoux
MP
Niveau 6
15 décembre 2008 à 12:28:10

donc tu doit copier tout jusque au moment ou il mette autre chise comme creature moi sa marche

spidragic666 spidragic666
MP
Niveau 7
17 décembre 2008 à 15:02:11

pour le balrog faut que tu fasse comme dit jv_thekiller, tu fait les manip ou tu ajoute le g et tout, puis tu le met dans le camp que tu veux

pour les gobelin, ton erreur dit qu'il comprend pas quand tu lui dit commandset, regarde a se moment la, il y a ptet quelque chose d'incorrect

sebnounoux sebnounoux
MP
Niveau 6
18 décembre 2008 à 12:21:27

Je vais t'expliquer moi j'ai fait un fichier apart

    • Tu crée dans tes document un fichier que tu nomme MordorBalrog02.txt normalement pour commencer( le ".txt" se met automatiquement).
    • Tu ouvre le fichier en faisant double clique. Et dedans tu inscrit: tout ce qu'il y a ici en dessous.
sebnounoux sebnounoux
MP
Niveau 6
18 décembre 2008 à 12:22:43

Object MordorBalrog02

; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPBalrog

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIBalrog

Draw = W3DScriptedModelDraw ModuleTag_BodyDraw
; GlowEnabled = Yes
; GlowEmissive = Yes

; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD

OkToChangeModelColor = Yes

ExtraPublicBone = ZZZPASSENGERBON
ExtraPublicBone = ZZZWHIPCOIL
ExtraPublicBone = SWORD

;-------------------------
ModelConditionState = NONE ; Not DefaultConditionState, because that keyword copies anything in here to every other state
Model = MUBalrog_SKN
ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX
ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes
ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes
ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes
ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes
ParticleSysBone = RTWINGBONE BalrogWingSmokeLite FollowBone:yes
ParticleSysBone = LFWINGBONE BalrogWingSmokeLite FollowBone:yes
End

; This is triggered by the single player only HitReaction module for the lightningsword
ModelConditionState = HIT_LEVEL_2
Model = MUBalLIT_SKN
; ParticleSysBone = RTHANDBONE BalrogSwordFlare FollowBone:yes ; This particle system is for the "balled up whip"

; ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes
; ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes
; ParticleSysBone = RTWINGBONE BalrogWingSmokeLite FollowBone:yes
; ParticleSysBone = LFWINGBONE BalrogWingSmokeLite FollowBone:yes
End

ModelConditionState = HERO
Model = MUBalIGNT_SKN
ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes
ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes
ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes
; ParticleSysBone = RTWINGBONE BalrogWingSmokeLite FollowBone:yes
; ParticleSysBone = LFWINGBONE BalrogWingSmokeLite FollowBone:yes
ParticleSysBone = RTWINGBONE BalrogWingEmbers FollowBone:yes
ParticleSysBone = LFWINGBONE BalrogWingEmbers FollowBone:yes

ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX
ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes
ParticleSysBone = NONE BalrogIgniteHeatWave FollowBone:no
End

;-----------------
IdleAnimationState
StateName = State_Idle
Animation = Breathe
AnimationName = MUBalrog_SKL.MUBalrog_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 20
End
Animation = LookAround
AnimationName = MUBalrog_SKL.MUBalrog_IDLB
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 2
End
Animation = SnortLikeABull
AnimationName = MUBalrog_SKL.MUBalrog_IDLC
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 1
End

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_JustBuilt"
then
CurDrawableSetTransitionAnimState("TRANS_JustBuilt
_To_Idle")
end
if Prev == "State_AboutToHitGround"
then
CurDrawableSetTransitionAnimState("TRANS_AboutToHi
tGround_To_Idle")
end
EndScript
End

AnimationState = DYING DEATH_1
Animation = Dying
AnimationName = MUBalrog_SKL.MUBalrog_DIEA
AnimationMode = ONCE
End
ParticleSysBone = None BalrogFallDust FollowBone:No
End

AnimationState = DYING DEATH_2
Animation = FadingOut
AnimationName = MUBalrog_SKL.MUBalrog_RORC
AnimationMode = ONCE
End
; ParticleSysBone = None BalrogFallDust FollowBone:No
End

; This is triggered by the single player only HitReaction module for the lightningsword
; It is highest instead of lowest priority, because the hit reaction Paralyzes us, where for others it is just a fancy idle.
AnimationState = HIT_LEVEL_2
Animation = Owowowowowowowow
AnimationName = MUBalrog_SKL.MUBalrog_HITB
AnimationMode = ONCE
End
End

AnimationState = EATING
Animation = DoingHorribleThingToGrabbedGuy
AnimationName = MUBalrog_SKL.MUBalrog_BRNA
AnimationMode = ONCE
AnimationBlendTime = 0
End

ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames FollowBone:Yes
ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames2 FollowBone:Yes
ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlamesFinal FollowBone:Yes
ParticleSysBone = ZZZPassengerBon BalrogHandSqueezeFlash FollowBone:Yes
ParticleSysBone = ZZZPassengerBon BalrogHandSmoke FollowBone:Yes
ParticleSysBone = RING_2_L balrogHandAsh FollowBone:Yes
ParticleSysBone = RING_2_L balrogHandAshSmall FollowBone:Yes
; ParticleSysBone = LFHANDBONE BalrogHandEmbers FollowBone:Yes
; ParticleSysBone = BAT_Elbow_L BalrogArmFireL FollowBone:Yes
; ParticleSysBone = BAT_Shoulder_L BalrogShoulderFireL FollowBone:Yes
End

AnimationState = UNPACKING PACKING_TYPE_3
Animation = GrabbingToTouching

(Suite en-dessous)

sebnounoux sebnounoux
MP
Niveau 6
18 décembre 2008 à 12:25:41

Animation = GrabbingToTouching
AnimationName = MUBalrog_SKL.MUBalrog_GRBA
AnimationMode = ONCE
AnimationBlendTime = 0
End
End

AnimationState = PACKING PACKING_TYPE_3
Animation = GrabbingFollowThrough
AnimationName = MUBalrog_SKL.MUBalrog_GRBC
AnimationMode = ONCE
AnimationBlendTime = 0
End
End

AnimationState = JUST_BUILT
StateName = State_JustBuilt
Animation
AnimationName = MUBalrog_SKL.MUBalrog_RORA
AnimationMode = MANUAL
AnimationBlendTime = 0
End
End

TransitionState = TRANS_JustBuilt_To_Idle
Animation = BeingSummoned
AnimationName = MUBalrog_SKL.MUBalrog_RORA
AnimationMode = ONCE
End
End

AnimationState = FIRING_OR_PREATTACK_B
Animation = CrackThatWhip
AnimationName = MUBalrog_SKL.MUBalrog_WIPA
AnimationMode = ONCE
End
ParticleSysBone = RTHANDBONE BalrogWhip2swordEfx FollowBone:Yes
End

AnimationState = SPECIAL_POWER_1
Animation = RoaringFear
AnimationName = MUBalrog_SKL.MUBalrog_RORB
AnimationMode = ONCE
End
ParticleSysBone = BAT_JAW BalrogScreamEffect FollowBone:Yes
FXEvent = Frame:20 Name:FX_BalrogScreamEfx
ParticleSysBone = BAT_JAW balrogPixelDisplScrm FollowBone:Yes
ParticleSysBone = BAT_JAW balrogScrmEmbers FollowBone:Yes
End

AnimationState = SPECIAL_WEAPON_ONE
Animation = BreathingFireAnimation
AnimationName = MUBalrog_SKL.MUBalrog_FIRA
AnimationMode = ONCE
End
;This is Balrog's fire breath efx
ParticleSysBone = BAT_JAW balrogFireBreath FollowBone:Yes
ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes
ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes
ParticleSysBone = BAT_JAW balrogBreathProxy FollowBone:Yes
End

AnimationState = SPECIAL_WEAPON_TWO UNPACKING
StateName = State_LeapStart
Animation = GettingReadyToLeap
AnimationName = MUBalrog_SKL.MUBalrog_JMP1
AnimationMode = ONCE
End
End

AnimationState = SPECIAL_WEAPON_TWO PACKING
Animation = FirstWingBeatGoingUp
AnimationName = MUBalrog_SKL.MUBalrog_JMP2
AnimationMode = ONCE
End
End

AnimationState = ABOUT_TO_HIT ; Before ThrownProjectile, since by definition this set for nn frames while T_P is still on
StateName = State_AboutToHitGround
Animation = StartingToLandToTouchingGround
AnimationName = MUBalrog_SKL.MUBalrog_LND1
AnimationMode = ONCE
End
End

AnimationState = THROWN_PROJECTILE
Animation = HurtlingThroughAir
AnimationName = MUBalrog_SKL.MUBalrog_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End

TransitionState = TRANS_AboutToHitGround_To_Idle
Animation = SplashAtEndOfJump
AnimationName = MUBalrog_SKL.MUBalrog_LND2
AnimationMode = ONCE
AnimationBlendTime = 0
End
End

AnimationState = TURN_RIGHT
Animation = TurningRight
AnimationName = MUBalrog_SKL.MUBalrog_TRNA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End

AnimationState = TURN_LEFT
Animation = TurningLeft
AnimationName = MUBalrog_SKL.MUBalrog_TRNB
AnimationMode = LOOP
AnimationBlendTime = 10
End
End

AnimationState = MOVING
Animation = Running
AnimationName = MUBalrog_SKL.MUBalrog_WLKA
AnimationMode = LOOP
AnimationBlendTime = 10
End
Flags = RANDOMSTART

FXEvent = Frame:20 Name:FX_BalrogRightFootStep
FXEvent = Frame:44 Name:FX_BalrogLeftFootStep
End

AnimationState = WEAPONSET_HERO_MODE UNPACKING PACKING_TYPE_1
Animation = StartIgniteRoar
AnimationName = MUBalrog_SKL.MUBalrog_IGNTA
AnimationMode = ONCE
End
End

AnimationState = HERO PACKING PACKING_TYPE_1
Animation = FinishIgniteRoar
AnimationName = MUBalrog_SKL.MUBalrog_IGNTB
AnimationMode = ONCE
End

EnteringStateFX = FX_BalrogIgniteStart
End

AnimationState = FIRING_OR_PREATTACK_A
Animation = Swipe
AnimationName = MUBalrog_SKL.MUBalrog_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

AnimationState = FIRING_OR_PREATTACK_C
Animation = Chop
AnimationName = MUBalrog_SKL.MUBalrog_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
ParticleSysBone = SWORDBONE BalrogSword FollowBone:yes
End
End

;--------------------------
Draw = W3DScriptedModelDraw ModuleTag_WhipDraw
GlowEnabled = Yes
GlowEmissive = Yes
ShadowForceDisable = Yes ;The shadow setting is for the whole drawable, but this individual draw module wants to not have a shadow.

; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD

DefaultModelConditionState
Model = None
End

ModelConditionState = FIRING_OR_PREATTACK_B
Model = MUBalsWhip_SKN
End

;------------------
IdleAnimationState
End

AnimationState = FIRING_OR_PREATTACK_B
Animation = CrackThatWhip
AnimationName = MUBalsWhip_SKL.MUBalsWhip_WIPA
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
WadingParticleSys = BalrogRiverSteam
End

; Draw = W3DScriptedModelDraw ModuleTag_PermanentDecal
; MultiPlayerOnly = Yes
; OkToChangeModelColor = yes ; Required for ShadowUseHouseColor to work!
; DefaultModelConditionState
; Model = Invisible
; Shadow = SHADOW_ALPHA_DECAL ;SHADOW_ADDITIVE_DECAL
; ShadowSizeX = 75 ;125;
; ShadowSizeY = 75 ;125;
; ShadowTexture = HC_decal_Hero_Evil;
; ShadowOpacityPeak = 255 ; opacity between 0 and 255 here, so 150 is about 59%
; ShadowOverrideLODVisibility = yes
; ShadowUseHouseColor = yes
; ShadowIsRotatingWithObject = no
; End
; End

; ***DESIGN parameters ***
DisplayName = OBJECT:Balrog
DisplayMeleeDamage = BALROG_DAMAGE_DISPLAY

Side = Neutral
EditorSorting = UNIT
ThreatLevel = 4.0
ThingClass = CHARACTER_UNIT
CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushWeapon = BalrogCrush

TransportSlotCount = 1

WeaponSet
Conditions = None
Weapon = PRIMARY MordorBalrogSwordSwipe
Weapon = SECONDARY MordorBalrogWhip
Weapon = TERTIARY MordorBalrogSwordChop

AutoChooseSources = SECONDARY None
OnlyAgainst = TERTIARY STRUCTURE BIG_MONSTER
End

ArmorSet
Conditions = None
Armor = BalrogArmor
DamageFX = NormalDamageFX
End

VisionRange = VISION_BALROG
ShroudClearingRange = SHROUD_CLEAR_BALROG

DisplayName = OBJECT:Balrog
ImmuneToShockwave = Yes
CommandSet = BalrogCommandSet
CanPathThroughGates = No
IsTrainable = No

DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior.

sebnounoux sebnounoux
MP
Niveau 6
18 décembre 2008 à 12:26:51

;------------------ AUDIO Parameters ----------------------

VoiceAttack = BalrogVoiceAttack
VoiceAttackCharge = BalrogVoiceAttack
VoiceAttackMachine = BalrogVoiceAttack
VoiceAttackStructure = BalrogVoiceAttack
VoiceGuard = BalrogVoiceMove
VoiceMove = BalrogVoiceMove
VoiceSelect = BalrogVoiceSelect
VoiceSelectBattle = BalrogVoiceSelect

SoundAmbient = BalrogAmbientLoop
SoundImpact = ImpactHorse

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_WLKA Frames: 42 17
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNA Frames: 21 52
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNB Frames: 21 52

AnimationSound = Sound: BalrogWhipPart1 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 1
AnimationSound = Sound: BalrogWhipPart2 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 21
AnimationSound = Sound: ImpactWhipCrack Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 34

AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKB Frames: 32
AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKA Frames: 32
AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKA Frames:41
AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKB Frames:40
AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKC Frames:27 53 88

AnimationSound = Sound: BalrogJump_Part1 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 0
AnimationSound = Sound: BalrogJump_Part2 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 41
AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_FLYA Frames: 9
AnimationSound = Sound: BalrogLand Animation: MUBalrog_SKL.MUBalrog_LND1 Frames: 0
AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_JMP2 Frames: 0
AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 6
AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 27

AnimationSound = Sound: BalrogBreathFireExhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 31
AnimationSound = Sound: BalrogBreathFireInhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 0

AnimationSound = Sound: BalrogRoar Animation: MUBalrog_SKL.MUBalrog_RORB Frames: 25
AnimationSound = Sound: BalrogVanquishedRoar Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 21
AnimationSound = Sound: BalrogVanquished Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 50

AnimationSound = Sound: BalrogInjuredB_Part1 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 0
AnimationSound = Sound: BalrogInjuredB_Part2 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 70

AnimationSound = Sound: BalrogChuckle Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 1
AnimationSound = Sound: BalrogContentVox Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 0
AnimationSound = Sound: BalrogIdleB_Part1 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 0
AnimationSound = Sound: BalrogIdleB_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 37
AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 95
AnimationSound = Sound: BalrogIdleC_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 29
AnimationSound = Sound: BalrogIdleC_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 60
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 61

AnimationSound = Sound: BalrogDieVox Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 13
AnimationSound = Sound: BalrogBodyfall1 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 56
AnimationSound = Sound: BalrogBodyfall2 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 57
AnimationSound = Sound: OliphantFall Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 21
AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 54

AnimationSound = Sound: BalrogIgnite Animation: MUBalrog_SKL.MUBalrog_IGNTA Frames: 51

;AnimationSound = Sound: BalrogSummonRoar Animation: MUBalrog_SKL.MUBalrog_RORA Frames: 21 ;hooked to FXList.INI

;AnimationSound = Sound: BalrogWhipPart1 Animation: MUBalrog_SKL.MUBalrog_WIPX Frames: 1

;AnimationSound = Sound: BalrogInjuredA_Part1 Animation: MUBalrog_SKL.MUBalrog_HITA Frames: 0
;AnimationSound = Sound: BalrogInjuredA_Part2 Animation: MUBalrog_SKL.MUBalrog_HITA Frames: 63
;AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_WLKB Frames: 42 17

;AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_GRBA Frames: 20
;AnimationSound = Sound: BalrogCrush_Part1 Animation: MUBalrog_SKL.MUBalrog_BRNA Frames: 0
;AnimationSound = Sound: BalrogCrush_Part2 Animation: MUBalrog_SKL.MUBalrog_BRNA Frames: 72
;AnimationSound = Sound: BalrogIdleC_Part1 Animation: MUBalrog_SKL.MUBalrog_BRNA Frames: 117
;AnimationSound = Sound: BalrogRoar Animation: MUBalrog_SKL.MUBalrog_BRNA Frames: 144
;AnimationSound = Sound: BalrogCrush_Part3 Animation: MUBalrog_SKL.MUBalrog_BRNA Frames: 169
;AnimationSound = Sound: BalrogCrush_Part4 Animation: MUBalrog_SKL.MUBalrog_BRNA Frames: 213
;AnimationSound = Sound: BalrogCrushFlash Animation: MUBalrog_SKL.MUBalrog_BRNA Frames: 200 200
;AnimationSound = Sound: BalrogSummonRoar Animation: MUBalrog_SKL.MUBalrog_BRNA Frames: 326

;AnimationSound = Sound: BalrogEatsLift Animation: MUBalrog_SKL.MUBalrog_EATA Frames: 1
;AnimationSound = Sound: BalrogEatsSwallow Animation: MUBalrog_SKL.MUBalrog_EATA Frames: 140
;AnimationSound = Sound: BalrogEatsHeadShake Animation: MUBalrog_SKL.MUBalrog_EATA Frames: 25
;AnimationSound = Sound: BalrogEatsChomp2 Animation: MUBalrog_SKL.MUBalrog_EATA Frames: 80
;AnimationSound = Sound: BalrogEatsChomp3 Animation: MUBalrog_SKL.MUBalrog_EATA Frames: 120
;AnimationSound = Sound: BalrogEatsBurp Animation: MUBalrog_SKL.MUBalrog_EATA Frames: 160
;AnimationSound = Sound: BalrogEatsChomp1 Animation: MUBalrog_SKL.MUBalrog_EATA Frames: 16
End

sebnounoux sebnounoux
MP
Niveau 6
18 décembre 2008 à 12:28:18

; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY BIG_MONSTER CAN_ATTACK_WALLS SUMMONED
Body = ActiveBody ModuleTag_02
MaxHealth = BALROG_HEALTH ;BALANCE Balrog Health
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = BalrogFunctions
End

LocomotorSet
Locomotor = BalrogLocomotor
Condition = SET_NORMAL
Speed = 50
End

Behavior = BezierProjectileBehavior ModuleTag_Projectile ; Module starts asleep, and wakes up when thrown.
; To tweak a Bezier path
FirstHeight = 104 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 52
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes

CrushStyle = Yes ; I don't detonate, I just hit

BounceCount = 0 ; When I hit the ground, I'll arc again

FinalStuckTime = 1766 ; Can't move for this long afterwards

GroundHitFX = FX_BalrogJumpHitGround
GroundHitWeapon = RohanGimliLeapWarhead

PreLandingStateTime = 300; Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End

Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag
Weapon = MordorBalrogHeroEffect
HeroModeTrigger = Yes ; this only happens when hero mode is active
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -FADED
DestructionDelay = 2500
FX = FINAL FX_BalrogFinalDeath
DeathFlags = DEATH_1
End

Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FX = INITIAL FX_BalrogUnsummonInitial
DestructionDelay = 3800
FX = FINAL FX_BalrogUnsummonFinal
DeathFlags = DEATH_2
End

Behavior = SpecialPowerModule ModuleTag_IgniteStarter
SpecialPowerTemplate = SpecialAbilityHeroMode
UpdateModuleStartsAttack = Yes
;InitiateSound =
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IgniteUpdate
SpecialPowerTemplate = SpecialAbilityHeroMode
UnpackingVariation = 1

UnpackTime = 1800
PackTime = 1600

; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0

HeroAttributeModifier = BalrogIgniteState
HeroEffectDuration = 30000
End

Behavior = SpecialPowerModule ModuleTag_ScreamStarter
SpecialPowerTemplate = SpecialAbilityBalrogScream
UpdateModuleStartsAttack = Yes
;InitiateSound =
End
Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ScreamUpdate ; So the difference in SpecialPower is that it takes timing from this UpdateG, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityBalrogScream
; StartAbilityRange = 2.0

UnpackTime = 1500 ; Drawing the horn
PreparationTime = 1 ; nothing
; PersistentPrepTime = 205 ; Blowing
PackTime = 1800 ; Putting horn away

; PackSound =
; UnpackSound =
; TriggerSound = G
; PrepSoundLoop =
AwardXPForTriggering = 0

WhichSpecialPower = 1
End

Behavior = SpecialPowerModule ModuleTag_BreathStarter
SpecialPowerTemplate = SpecialAbilityBalrogBreath
UpdateModuleStartsAttack = Yes
InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate
SpecialPowerTemplate = SpecialAbilityBalrogBreath

UnpackTime = 1300 ; Drawing the horn
; PreparationTime = 1 ; nothing
; PersistentPrepTime = 1600 ; Blowing
PackTime = 3700 ; Putting horn away

; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0

StartAbilityRange = 40.0

SpecialWeapon = MordorBalrogBreath
WhichSpecialWeapon = 1
End

Behavior = SpecialPowerModule ModuleTag_LeapStarter
SpecialPowerTemplate = SpecialAbilityBalrogWings
UpdateModuleStartsAttack = Yes
InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LeapUpdate
SpecialPowerTemplate = SpecialAbilityBalrogWings

UnpackTime = 1733 ; Drawing the horn
; PreparationTime = 1 ; nothing
; PersistentPrepTime = 1600 ; Blowing
PackTime = 1160 ; Putting horn away

; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0

StartAbilityRange = 800.0
ApproachRequiresLOS = No
SpecialWeapon = MordorBalrogLeap
BusyForDuration = 3000 ; don't accept any AI for this long... ai commands will be queued
WhichSpecialWeapon = 2
End

;Add this module to your map ini to get the Balrog hit reaction to gandalf's lightning jobber.
; Behavior = HitReactionBehavior ModuleTag_HitAnimModule
; HitReactionLifeTimer1 = 0
; HitReactionLifeTimer2 = 4300
; HitReactionLifeTimer3 = 0
;
; HitReactionThreshold1 = 0.0
; HitReactionThreshold2 = 40.0 ; Making the exact damage the lightning sword does trigger this reaction
; HitReactionThreshold3 = 40.5
;
; HitsParalyze = Yes
; End

Geometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryMinorRadius = 30.0
GeometryHeight = 60.0
GeometryIsSmall = No
Shadow = SHADOW_DECAL ; SHADOW_VOLUME has trouble with his wings. Possibly because of the transparent bits
ShadowSizeX = 100;
ShadowSizeY = 100;
ShadowTexture = ShadowI;
End

    • une fois que tu a fini ssa tu va dans sauvagarder sous, et tu clic.
    • dans save in tu met le dosssier ou tu la crée, dans file name tu remplace ".txt" par ".ini" et tu sauvegarde.
    • Si tu a bien reussi il devrait y avoir un fichier blanc avec une petite roue orange( je te conseille de faire toute c'est manipulation dans un nouveau fichier que tu a crée sans rien c'est plus simple pour si retrouver).
    • Maintenant tu copies le fichier et tu le colle dans C:\Program Files\EA GAMES\La Bataille pour la Terre du Milieu(tm)\data\ini\object\neutral c'est peut etre en englais chez toi
    • une fois fini tu indique dans l'endroit ou tu veux mettre ton heros MordorBalrog02, si tu sais plus ou il faut indiquer ceci tu regarde au debut du forum il l'explique.
    • normalement ca devrait fonctionner.
sebnounoux sebnounoux
MP
Niveau 6
18 décembre 2008 à 12:30:23

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Et si tu regarde bien au deusieme paragraphe du balrog en recopiant j'ai mit éfois "Animation = GrabbingToTouching" donc met le une fois c'est parce que le message etait trop long pour le mettre donc j'ai du le couper;=)

sebnounoux sebnounoux
MP
Niveau 6
18 décembre 2008 à 12:31:04

2X Animation = GrabbingToTouching donc met le une seul fois dans ton fichier =)

sebnounoux sebnounoux
MP
Niveau 6
18 décembre 2008 à 12:36:22

Et si tu trouve pas ou il faut mettre le heros c'st dans playertemplate.ini tu dessans dans PlayerTemplate FactionMordor et a BuildableHeroesMP = tu met MordorBalrog02

donc sa donne sa :

PlayerTemplate FactionMordor
Side = Mordor
PlayableSide = Yes
Evil = Yes
StartMoney = 0
MaxLevelMP = 44
MaxLevelSP = 84
PreferredColor = R:175 G:49 B:33
IntrinsicSciences = SCIENCE_EVIL
IntrinsicSciencesMP = SCIENCE_MORDOR
SpellBook = EvilSpellBook
SpellBookMp = MordorSpellBook
PurchaseScienceCommandSet = EvilSpellStoreCommandSet
PurchaseScienceCommandSetMP = MordorSpellStoreCommandSet
;SpecialPowerShortcutCommandSet = SpecialPowerShortcutGLA
;SpecialPowerShortcutWinName = GenPowersShortcutBarGLA.wnd
;SpecialPowerShortcutButtonCount = 3
DisplayName = INI:FactionMordor
DefaultPlayerAIType = MordorSkirmishAI
;StartingBuilding = MordorBuildingFoundation
;StartingUnit0 = MordorFighter
;ScoreScreenImage = GLA_ScoreScreen
;LoadScreenImage = SUFactionLogoPage_GLA
;LoadScreenMusic = Load_GLA
;FlagWaterMark = WatermarkGLA
;EnabledImage = SSObserverGLA
BeaconName = MultiplayerBeacon
;SideIconImage = GameinfoGLA
LightPointsUpSound = MordorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_MordorDualEconomyChoice Upgrade_MordorFaction Upgrade_EvilDualEconomyChoice;Any upgrades this player template is born with.
BuildableHeroesMP = MordorBalrog02 SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower
End

sebnounoux sebnounoux
MP
Niveau 6
18 décembre 2008 à 12:37:03

Ca donne ca si ta mit qu'un seule heros =)

spidragic666 spidragic666
MP
Niveau 7
20 décembre 2008 à 03:43:07

oué, sa doit etre un truc du genre... XD

sebnounoux sebnounoux
MP
Niveau 6
23 décembre 2008 à 23:04:20

et c'a marche

blood150 blood150
MP
Niveau 1
28 janvier 2009 à 17:08:52

moi sa ne marche pas mon jeu plante aidez moi svp merci

Gaspote Gaspote
MP
Niveau 9
27 février 2009 à 21:54:10

salut à tous, je me demandais comment faire pour enlever les effet quand on à les lame forgée et amélioration des armures.
genre : ne pas avoir les épée qui brille rouge ou bleu et les armures en or.
franchement je trouve ces effets très moche mais c'est juste mon opinion

oONichosOo oONichosOo
MP
Niveau 1
21 mars 2009 à 01:38:35

euuh j'ai vista et franchement j'ai réalisé tout ce que vous décrivez pour modifier les ini et rien ne marche le jeu reste comme avant :s quelqu'un pourrait m'aider? svp

sador_labadal sador_labadal
MP
Niveau 10
29 mars 2009 à 18:37:40

T'as enlevé l'ini d'origine?

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