回复:黎明守卫灵魂石冢到某个区域直接跳出,还原英语还是那样 stack:
[ (0001E68C)].Sound.Play() - "<native>" Line ?
[ (030182B2)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 25
[12/15/2015 - 01:59:14PM] Error: Object reference has no 3D
stack:
[ (0001E68C)].Sound.Play() - "<native>" Line ?
[ (0300F0DB)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 33
[12/15/2015 - 01:59:15PM] Error: Object reference has no 3D
stack:
[ (0001E68C)].Sound.Play() - "<native>" Line ?
[ (03004FE1)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 33
[12/15/2015 - 01:59:16PM] [DLC1RandomLightningStrikeTrigSCRIPT < (03004C78)>]Cast Point 2 [ObjectReference < (03004C7A)>] IS loaded, so casting lightning at it.
[12/15/2015 - 01:59:17PM] [DLC1RandomLightningStrikeTrigSCRIPT < (0300D84D)>]Cast Point 2 [ObjectReference < (0300D851)>] IS loaded, so casting lightning at it.
[12/15/2015 - 01:59:18PM] [DLC2PillarBuilderActorScript < (020177DB)>]OnPackageStart()
[12/15/2015 - 01:59:19PM] Error: Object reference has no 3D
stack:
[ (0001E68C)].Sound.Play() - "<native>" Line ?
[ (0301869D)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 36
[12/15/2015 - 01:59:20PM] [DLC1RandomLightningStrikeTrigSCRIPT < (03013F0B)>]Cast Point 7 [ObjectReference < (03013FC1)>] IS NULL, so not casting lightning at it.
[12/15/2015 - 01:59:20PM] RNPC: Periodic update check.
[12/15/2015 - 01:59:23PM] Error: Object reference has no 3D
stack:
[ (0001E68C)].Sound.Play() - "<native>" Line ?
[ (030182AF)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 36
[12/15/2015 - 01:59:23PM] [DLC1RandomLightningStrikeTrigSCRIPT < (03004C78)>]Cast Point 4 [ObjectReference < (03004C7C)>] IS loaded, so casting lightning at it.
[12/15/2015 - 01:59:24PM] [default2StateActivator < (03003386)>] Enabling Collision
[12/15/2015 - 01:59:24PM] [DLC1RandomLightningStrikeTrigSCRIPT < (0300D84D)>]Cast Point 2 [ObjectReference < (0300D851)>] IS loaded, so casting lightning at it.
[12/15/2015 - 01:59:26PM] Error: Object reference has no 3D
stack:
[ (0001E68C)].Sound.Play() - "<native>" Line ?
[ (0300F0DB)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 25
[12/15/2015 - 01:59:26PM] Error: Object reference has no 3D
stack:
[ (0001E68C)].Sound.Play() - "<native>" Line ?
[ (03018697)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 33
[12/15/2015 - 01:59:27PM] [DLC1RandomLightningStrikeTrigSCRIPT < (03013F0B)>]Cast Point 6 [ObjectReference < (03013FC0)>] IS NULL, so not casting lightning at it.
[12/15/2015 - 01:59:27PM] Error: Object reference has no 3D
stack:
[ (0001E68C)].Sound.Play() - "<native>" Line ?
[ (03004FE1)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 33
[12/15/2015 - 01:59:31PM] [DLC1RandomLightningStrikeTrigSCRIPT < (03004C78)>]Cast Point 4 [ObjectReference < (03004C7C)>] IS loaded, so casting lightning at it.
[12/15/2015 - 01:59:31PM] Error: Object reference has no 3D
stack:
[ (0001E68C)].Sound.Play() - "<native>" Line ?
[ (030134BA)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 36
[12/15/2015 - 01:59:31PM] Error: Object reference has no 3D
stack:
[ (0001E68C)].Sound.Play() - "<native>" Line ?
[ (030182B2)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 36
[12/15/2015 - 01:59:32PM] [DLC1RandomLightningStrikeTrigSCRIPT < (0300D84D)>]Cast Point 4 [ObjectReference < (0300D84E)>] IS loaded, so casting lightning at it.
[12/15/2015 - 01:59:32PM] [DLC2PillarBuilderActorScript < (020177DB)>]OnPackageStart()
[12/15/2015 - 01:59:34PM] [DLC1RandomLightningStrikeTrigSCRIPT < (03013F0B)>]Cast Point 6 [ObjectReference < (03013FC0)>] IS loaded, so casting lightning at it.
[12/15/2015 - 01:59:37PM] [DLC2PillarBuilderActorScript < (020177DB)>]OnPackageStart()
[12/15/2015 - 01:59:38PM] [DLC1RandomLightningStrikeTrigSCRIPT < (03004C78)>]Cast Point 1 [ObjectReference < (03004C79)>] IS loaded, so casting lightning at it.
[12/15/2015 - 01:59:40PM] [DLC1RandomLightningStrikeTrigSCRIPT < (0300D84D)>]Cast Point 2 [ObjectReference < (0300D851)>] IS loaded, so casting lightning at it.
[12/15/2015 - 01:59:41PM] [DLC1RandomLightningStrikeTrigSCRIPT < (03013F0B)>]Cast Point 3 [ObjectReference < (03013F09)>] IS loaded, so casting lightning at it.
[12/15/2015 - 01:59:41PM] Error: Cannot call Stop() on a None object, aborting function call
stack:
[Active effect 1 on (03004C77)].DLC1SoulCairnCreatureFX.OnDying() - "DLC1SoulCairnCreatureFX.psc" Line 56
[12/15/2015 - 01:59:42PM] Error: Object reference has no 3D
stack:
[ (0001E68C)].Sound.Play() - "<native>" Line ?
[ (0301869D)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 33
[12/15/2015 - 01:59:44PM] Error: Cannot call Stop() on a None object, aborting function call
stack:
[Active effect 1 on (03004C75)].DLC1SoulCairnCreatureFX.OnDying() - "DLC1SoulCairnCreatureFX.psc" Line 56
[12/15/2015 - 01:59:44PM] Error: Object reference has no 3D
stack:
[ (0001E68C)].Sound.Play() - "<native>" Line ?
[ (0300F0DB)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 25
[12/15/2015 - 01:59:44PM] RNPC: Player settled; sandbox.
[12/15/2015 - 01:59:45PM] Error: Object reference has no 3D
贴吧:
上古卷轴作者:
夜晚·黎明 2015-12-15 14:39 回复:巫王原版 dragonstrike威力龙独立变成英雄 修改方案求助高手 HealOnlyIfNotInCombat = Yes
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING
DeathFX = FX_DrogothDieToRespawn
InitialSpawnFX = FX_DrogothInitialSpawn
RespawnFX = FX_DrogothRespawn
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP
ButtonImage = HIDragonStrikeDragon
;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:0 Time:0 Health:100%
RespawnEntry = Level:2 Cost:0 Time:0
RespawnEntry = Level:3 Cost:0 Time:0
RespawnEntry = Level:4 Cost:0 Time:0
RespawnEntry = Level:5 Cost:0 Time:0
贴吧:
中土战争作者:
地煮线长和网页 2010-02-09 20:19 回复:分享一些修改资料 龙类攻击:
龙的攻击是用的召唤龙的攻击,肯定会攻击自己人
你要想不攻击自己人,那就在data\ini\weapon.ini 文件里搜索
“SummonedDragonFireBreath ”代码,这是龙的攻击
ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS
RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR MINES
将以上代码加到“SummonedDragonFireBreath ”的下面保存就OK了
复活我又加进去啊,就是下面的
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING
DeathFX = FX_DrogothDieToRespawn
InitialSpawnFX = FX_DrogothInitialSpawn
RespawnFX = FX_DrogothRespawn
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP
ButtonImage = HPSummonedDragon
这是在城堡复活的代码
;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:2500 Time:115000 Health:100% ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:2500 Time:115000 ; ;50% cost, 1x buildtime ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:2500 Time:115000
RespawnEntry = Level:4 Cost:2500 Time:115000
RespawnEntry = Level:5 Cost:3250 Time:230000 ; ;65% cost, 2x buildtime
RespawnEntry = Level:6 Cost:3250 Time:230000
RespawnEntry = Level:7 Cost:3250 Time:230000
RespawnEntry = Level:8 Cost:4000 Time:345000 ; ;80% cost, 3x buildtime
RespawnEntry = Level:9 Cost:4000 Time:345000
RespawnEntry = Level:10 Cost:4000 Time:345000
End
这是每一级复活的时间和所需的金钱,你可以看看其他英雄的文件,里面都有这个啊
生命代码是:“MaxHealth = DROGOTH_HEALTH ”
Behavior = AutoHealBehavior ModuleTag_FellbeastHealing 自疗代码
StartsActive = Yes
HealingAmount = 30 生命回复值
HealingDelay = 1000 每一次生命回复的间隔 一秒
StartHealingDelay = 30000 生命恢复开始时间30秒
HealOnlyIfNotInCombat = Yes
End
贴吧:
中土mod作者:
拉姆萨贝奥鲁普 2015-07-26 11:55