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Hero Creation?


Darth_Extas

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I have been experimenting in finding a way to add a new "Hero" Unit. I have not found a way. The Exeption error comes up making me unable to enter the menu screen. I was trying to make the hero with an Imperial Royal Gaurd model. Making a hero does as well involve the herocompanies.xml and the namedherounits.xml files

Here is my text if you want to see what needs improvement in order to "make" a new hero of mine.

 

	<HeroCompany Name="Extas_Team">
	<Text_ID>TEXT_INDIG_ELITE_GUARD</Text_ID>
	<Icon_Name>i_button_imperial_guard.tga</Icon_Name>
	<Is_Dummy>Yes</Is_Dummy>
	<Damage>9999.0</Damage>
	<Affiliation>Empire</Affiliation>
	<Build_Time_Seconds>0</Build_Time_Seconds>
	<Combat_Power_Value>0</Combat_Power_Value>
	<Tech_Level>1</Tech_Level>
	<Required_Timeline>0</Required_Timeline>
	<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
	<Required_Star_Base_Level>0</Required_Star_Base_Level>
	<Required_Special_Structures></Required_Special_Structures>
	<Required_Planets>Byss</Required_Planets>
	<Behavior>DUMMY_GROUND_COMPANY</Behavior>
	<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
	<Company_Units>Darth_Extas</Company_Units>
	<Is_Named_Hero>Yes</Is_Named_Hero>
	<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
	<Available_In_Skirmish>yes</Available_In_Skirmish>
	<Can_Be_Only_One>true</Can_Be_Only_One>
	<Score_Cost_Credits> 2000 </Score_Cost_Credits>
	<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>		
	<SFXEvent_Build_Complete>Unit_Respawn_Emperor</SFXEvent_Build_Complete>
	<SFXEvent_Hero_Respawned>Unit_Respawn_Emperor</SFXEvent_Hero_Respawned>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Emperor</SFXEvent_Fleet_Move>

	<Unit_Abilities_Data SubObjectList="Yes">
		<!-- Primary ability -->
		<Unit_Ability>
			<Type>FORCE_LIGHTNING</Type>
			<Recharge_Seconds>10.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name> Emperor_Force_Lightning </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
		</Unit_Ability>

		<!-- Secondary ability -->
		<Unit_Ability>
			<Type>AREA_EFFECT_CONVERT</Type>
			<Recharge_Seconds>10.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name> </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
			<Spawned_Object_Type> Proj_Special_Emperor_Instant_Dark_Side_Corrupt_Blast </Spawned_Object_Type>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->  
	<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
	<Tactical_Build_Prerequisites>EC_Level_Two_Tech_Upgrade</Tactical_Build_Prerequisites>
	<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
	<Build_Limit_Lifetime_For_All_Allies>-1</Build_Limit_Lifetime_For_All_Allies>  
	<!--<MULTIPLAYER SKIRMISH VALUES END>-->

	<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>

<Encyclopedia_Unit_Class>  TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD </Encyclopedia_Unit_Class>
	<CategoryMask>LandHero</CategoryMask>
	<Ranking_In_Category> 1 </Ranking_In_Category>
	<Population_Value>1</Population_Value>

</HeroCompany>

^ Is for The Hero Companies file, I still cannot find the problem. As well sorry if the code is mest up, just the way the computer made it when I pasted it in.

 

</HeroUnit>

<HeroUnit Name="Darth_Extas">
	<Is_Named_Hero>Yes</Is_Named_Hero>
	<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
	<Text_ID>TEXT_INDIG_ELITE_GUARD</Text_ID>
	<Encyclopedia_Text> TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text>
	<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD </Encyclopedia_Unit_Class>

	<Land_Model_Name>EI_RoyalGaurd.alo</Land_Model_Name>
	<Icon_Name>i_button_imperial_guard.tga</Icon_Name>

	<GalacticBehavior> SELECTABLE </GalacticBehavior>
	<LandBehavior> SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, IMPOSING_PRESENCE, HOLSTER_WEAPON </LandBehavior>
	<Lua_Script>Palpatine</Lua_Script>

	<!-- Lightsaber holstering data -->
	<SFXEvent_Draw_Weapon> Unit_Light_Saber_On </SFXEvent_Draw_Weapon>
	<SFXEvent_Holster_Weapon> Unit_Light_Saber_Off </SFXEvent_Holster_Weapon>
	<Holster_Weapon_Bone_Name> b_saber </Holster_Weapon_Bone_Name>
	<Holster_Drawn_Bone_Translation> 0.0, 0.0, 0.0 </Holster_Drawn_Bone_Translation>
	<Holster_Holstered_Bone_Translation> 0.0, -5.835, 0.0 </Holster_Holstered_Bone_Translation>
	<Holster_Transition_Time_In_Secs> 0.17 </Holster_Transition_Time_In_Secs>
	<Holster_Minimum_Drawn_Time_In_Secs> 15.0 </Holster_Minimum_Drawn_Time_In_Secs>
	<Holster_Disable_Engine_Loops> Yes </Holster_Disable_Engine_Loops>


	<SFXEvent_Engine_Idle_Loop> Unit_Vader_Lightsaber_Idle_Loop </SFXEvent_Engine_Idle_Loop>
	<SFXEvent_Engine_Moving_Loop> Unit_Vader_Lightsaber_Moving_Loop </SFXEvent_Engine_Moving_Loop>
	<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Vader_Lightsaber_Cinematic_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

	<SurfaceFX_Name>Generic_Footprint, Good_Ground</SurfaceFX_Name>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<CanCellStack>yes</CanCellStack>
	<Movement_Animation_Speed> 0.8 </Movement_Animation_Speed>
	<Max_Speed>3</Max_Speed>
	<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
	<Custom_Soft_Footprint_Radius> 6.5 </Custom_Soft_Footprint_Radius>
	<Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
	<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
	<Space_Layer> Land </Space_Layer>
	<UnitCollisionClass> Infantry </UnitCollisionClass>
	<FormationSpacing> .5 </FormationSpacing> <!-- Temp scale change for scale test - change back once models resized -->
	<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
	<Min_Speed> .4 </Min_Speed>
	<OverrideAcceleration> .2 </OverrideAcceleration>
	<OverrideDeceleration> .25 </OverrideDeceleration>
	<Mouse_Collide_Override_Sphere_Radius> 20.0 </Mouse_Collide_Override_Sphere_Radius>
	<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
	<Select_Box_Scale>27</Select_Box_Scale>
	<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
	<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
       <Highlight_Blob_Material_Name>Highlight_Empire_Hero</Highlight_Blob_Material_Name>

	<Mass>1.1</Mass>
	<Scale_Factor>1.75</Scale_Factor> <!-- Temp scale change for scale test - change back once models resized -->
	<!--<Is_Sprite>No</Is_Sprite>-->
	<Type>Walk</Type>
	<Affiliation>Empire</Affiliation>
	<!-- If you want heroes to contribute to political control, use Political_Control_Bonus_Ability -->
	<Political_Faction>Empire</Political_Faction>
	<IsBuildable>No</IsBuildable>
	<Spawn_Planet>Byss</Spawn_Planet>
	<Size_Value>78</Size_Value>

	<Armor_Type> Armor_Hero </Armor_Type>
	<Damage>9999.0</Damage>
	<Autoresolve_Health>1000</Autoresolve_Health>
	<Tactical_Health>800</Tactical_Health>

	<Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking>
	<Projectile_Types>Proj_Lightsaber</Projectile_Types>
	<Land_FOW_Reveal_Range>600.0</Land_FOW_Reveal_Range>
	<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
	<Targeting_Max_Attack_Distance>20.0</Targeting_Max_Attack_Distance>
	<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
	<Projectile_Appearance_Delay_Frames> 8 </Projectile_Appearance_Delay_Frames>
	<Projectile_Fire_Recharge_Seconds>0.7</Projectile_Fire_Recharge_Seconds>

	<SFXEvent_Select>Unit_Select_Imp_Guard</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_Imp_Guard</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Emperor</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_Imp_Guard</SFXEvent_Attack>
	<SFXEvent_Guard>Unit_Guard_Imp_Guard</SFXEvent_Guard>
	<SFXEvent_Group_Move>Unit_Group_Move_Emperor</SFXEvent_Group_Move>
	<SFXEvent_Group_Attack>Unit_Group_Attack_Emperor</SFXEvent_Group_Attack>
	<SFXEvent_Health_Low_Warning> Unit_Health_Low_Emperor </SFXEvent_Health_Low_Warning>
	<SFXEvent_Health_Critical_Warning> Unit_Health_Critical_Emperor </SFXEvent_Health_Critical_Warning>
	<Death_SFXEvent_Start_Die> Unit_Defeat_Emperor </Death_SFXEvent_Start_Die>

	<Stealth_Capable>yes/Stealth_Capable>
	<Victory_Relevant>yes</Victory_Relevant>
	<CategoryMask> LandHero </CategoryMask>
	<Ranking_In_Category> 1 </Ranking_In_Category>
	<MovementClass>Infantry</MovementClass>
	<OccupationStyle>1x1</OccupationStyle>
	<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
	<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
	<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
	<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
	<Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
	<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
	<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>

	<Has_Land_Evaluator>True</Has_Land_Evaluator>
	<AI_Combat_Power>600</AI_Combat_Power>

	<Idle_Chase_Range>100.0</Idle_Chase_Range>
	<Guard_Chase_Range>200.0</Guard_Chase_Range>
	<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
	<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
	<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
	<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>

	<Neutralization_Cost>5000.0</Neutralization_Cost>
	<Can_Be_Neutralized_By_Major_Heroes>No</Can_Be_Neutralized_By_Major_Heroes>
	<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

	<Score_Cost_Credits> 2000 </Score_Cost_Credits>
	<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>

	<Death_Fade_Time>0.55</Death_Fade_Time>
	<Death_Persistence_Duration>0.0</Death_Persistence_Duration>

	<!-- Controls the range within which Palpatine has an effect on other units' animations -->
	<Presence_Range>200.0</Presence_Range>

	<!-- Non-Hero unit abilities description -->
	<Unit_Abilities_Data SubObjectList="Yes">

		<Unit_Ability>
			<Type>FORCE_LIGHTNING</Type>
			<Recharge_Seconds>10.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name> Emperor_Force_Lightning </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
			<SFXEvent_Target_Ability> Unit_Lightning_Emperor </SFXEvent_Target_Ability> 
		</Unit_Ability>

		<Unit_Ability>
			<Type>AREA_EFFECT_CONVERT</Type>
			<Recharge_Seconds>10.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name> </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
			<Spawned_Object_Type> Proj_Special_Emperor_Instant_Dark_Side_Corrupt_Blast </Spawned_Object_Type>
			<SFXEvent_Target_Ability> Unit_Convert_Emperor </SFXEvent_Target_Ability>  
		</Unit_Ability>

	</Unit_Abilities_Data>


	<Abilities SubObjectList="Yes">

		<!-- Redirect Blaster must appear in the special ability list before Absorb Blaster -->
		<Redirect_Blaster_Ability Name="Emperor_Redirect_Blaster">
			<Activation_Style>Take_Damage</Activation_Style>
			<!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
			<Redirect_Chance>0.80</Redirect_Chance>
			<Block_Chance>0.80</Block_Chance>
			<Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees> 135.0 </Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<!-- We can block/redirect shots from the following units types: -->
			<Applicable_Unit_Categories>Infantry, LandHero</Applicable_Unit_Categories>
			<Applicable_Unit_Types />
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>

		<Absorb_Blaster_Ability Name="Emperor_Absorb_Blaster">
			<Activation_Style>Take_Damage</Activation_Style>
			<Absorb_Chance>0.61</Absorb_Chance>
			<!-- Absorb Percentage and Amount work together in the following way: -->
			<!-- Actual Amount healed = (Projectile Damage * Absorb Percentage) + Absorb Amount -->
			<!-- Either value can be zero, but at least one should be non-zero. -->
			<Damage_Absorb_Percentage>0.1</Damage_Absorb_Percentage>
			<Damage_Absorb_Amount>1</Damage_Absorb_Amount>
			<!-- We can absorb shots from the following units types (but no missiles or grenades): -->
			<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
			<Applicable_Unit_Types />
			<SFXEvent_Activate>Unit_Force_Absorb</SFXEvent_Activate>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>2.0, 0.4, 0.4</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2 />
			<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count />
		</Absorb_Blaster_Ability>

		<!-- Force Lightning must come after Force Whirlwind, otherwise Force Whirlwind would never activate. -->
		<Force_Lightning_Ability Name="Emperor_Force_Lightning">
			<!-- <Activation_Style>Special_Attack</Activation_Style> -->
			<Activation_Style> User_Input </Activation_Style>
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>175.0</Activation_Max_Range>
			<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
			<Applicable_Unit_Types />
			<Damage_Amount>9999.0</Damage_Amount>
			<Damage_Application_Time_In_Secs>1.3893</Damage_Application_Time_In_Secs>
			<Start_Lightning_Frame_Number> 9 </Start_Lightning_Frame_Number>
			<Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name>	<!-- See LightningEffectTypes.xml -->
			<Lightning_Source_Bone_Name>B_HAND_L</Lightning_Source_Bone_Name>
			<Lightning_Target_Bone_Name>B_PELVIS</Lightning_Target_Bone_Name>
			<Lightning_Max_Targets> 25 </Lightning_Max_Targets> 					<!-- How many victims will the lightning seek out, including original target -->
			<Lightning_Targets_Radius> 200.0 </Lightning_Targets_Radius>		<!-- How far from the original target will the lightning seek for other victims -->
			<SFXEvent_Activate>Unit_Force_Lightning</SFXEvent_Activate>
			<SFXEvent_Target_Affected />
			<Target_Particle_Effect>Force_Lightning_Smoke</Target_Particle_Effect>
			<Target_Particle_Bone_Name>B_PELVIS</Target_Particle_Bone_Name> <!-- B_FOOT_R B_FOOT_L -->
			<Target_Light_Effect_Type>Linear_Pulse</Target_Light_Effect_Type>
			<Target_Light_Effect_Color>0.3, 0.3, 0.8</Target_Light_Effect_Color>
			<Target_Light_Effect_Color2 />
			<Target_Light_Effect_Duration>2.3893</Target_Light_Effect_Duration>
			<Target_Light_Effect_Pulse_Count>25</Target_Light_Effect_Pulse_Count>
		</Force_Lightning_Ability>

		<Earthquake_Attack_Ability Name="Emperor_Attack_Structures">
			<Activation_Style>Special_Attack</Activation_Style>
			<Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command>
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>350.0</Activation_Max_Range>
			<Activation_Chance>1.0</Activation_Chance>
			<Damage_Amount>0.0</Damage_Amount>
			<Damage_Percentage>0.16</Damage_Percentage>
			<Damage_Interval_In_Secs>0.3</Damage_Interval_In_Secs>
			<!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the -->
			<!-- target object must also have the EARTHQUAKE_TARGET behavior attached. -->
			<Applicable_Unit_Categories>Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types />
			<SFXEvent_Activate />
			<Target_Particle_Effect>Earthquake_Dust_Particles</Target_Particle_Effect>
			<Target_Particle_Bone_Name />
		</Earthquake_Attack_Ability>

		<Combat_Bonus_Ability Name="Emperor_Land_Combat_Bonus">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Unit_Strength_Category>Vehicle | Infantry | Air</Unit_Strength_Category>
			<Applicable_Unit_Categories>Vehicle | Infantry | Air</Applicable_Unit_Categories>
			<Applicable_Unit_Types />
			<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.25</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.25</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.25</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.25</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.25</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>

		<!-- Area Effect Force Corruption: Infantry Pain/Damage -->
		<Force_Healing_Ability Name="Emperor_AE_Force_Corruption">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>90.0</Heal_Range>
			<Heal_Amount>0.0</Heal_Amount> <!-- Negative damage means inflict pain on others -->
			<Heal_Interval_In_Secs>3.0</Heal_Interval_In_Secs>
			<Applicable_Unit_Categories> Infantry </Applicable_Unit_Categories>
			<Applicable_Unit_Types />
			<SFXEvent_Target_Affected>Unit_Force_Corruption</SFXEvent_Target_Affected>	<!-- STUB for Frank -->
			<Target_Particle_Effect>Corrupt_Enemy</Target_Particle_Effect>	
			<Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name>
			<Target_Light_Effect_Type>Smooth_Pulse</Target_Light_Effect_Type>
			<Target_Light_Effect_Color>0.1, 0.1, 0.1</Target_Light_Effect_Color>	
			<Target_Light_Effect_Color2 />
			<Target_Light_Effect_Duration>1.0</Target_Light_Effect_Duration>
			<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>

	</Abilities>
</HeroUnit>

again sorry if the pasting is a bit mest up. Find any problems in it, I know there is somewhere.

 

Thanks in advance!

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