Making ents...
#1
Posted 05 May 2006 - 08:45 PM
#2
Posted 05 May 2006 - 08:51 PM
This concerns adding an invisiblilityUpdate module. Give me a min to check out the correct one.How could I make ents invisible when they are standing near trees? Does anyone have the answer. I would wanna add this feature to my mod.
Edit:
Behavior = InvisibilityUpdate ModuleTag_ElvenCamouflage InvisibilityNugget InvisibilityType = CAMOUFLAGE DetectionRange = CAMOUFLAGE_RADIUS ForbiddenConditions = AWAY_FROM_TREES MOVING FIRING_ANY End UpdatePeriod = 2000 StartsActive = Yes EndAdd this code to the ent objects in data\ini\Object\goodfaction\units\ents\entsinfantry.ini
And if you want Treebeard to have the feat to, add it to his object as well. (treeberd.ini, in the same folder)
Solinx
Edited by Solinx, 05 May 2006 - 08:58 PM.
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#3
Posted 05 May 2006 - 09:09 PM
#4
Posted 05 May 2006 - 09:13 PM
You could have looked in any units ini that has the stealth behavior.
Not in any. There are differences in the conditions. Some units/hero's have stealth abilities that work at other circumstances. Like the Wild Walk ability of thranduil for example.
Solinx
Edited by Solinx, 05 May 2006 - 09:14 PM.
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#5
Posted 05 May 2006 - 09:26 PM
Thanks now my mod will be little bit better thanks to you Solinx.This concerns adding an invisiblilityUpdate module. Give me a min to check out the correct one.How could I make ents invisible when they are standing near trees? Does anyone have the answer. I would wanna add this feature to my mod.
Edit:Behavior = InvisibilityUpdate ModuleTag_ElvenCamouflage InvisibilityNugget InvisibilityType = CAMOUFLAGE DetectionRange = CAMOUFLAGE_RADIUS ForbiddenConditions = AWAY_FROM_TREES MOVING FIRING_ANY End UpdatePeriod = 2000 StartsActive = Yes EndAdd this code to the ent objects in data\ini\Object\goodfaction\units\ents\entsinfantry.ini
And if you want Treebeard to have the feat to, add it to his object as well. (treeberd.ini, in the same folder)
Solinx
#6
Posted 07 May 2006 - 07:16 PM
I was just thinking it would be funny if the enemy builds a lumber camp nearby and the orc labours try to chop it down and they all get trampled on.
Edited by CrazyMoose, 07 May 2006 - 07:18 PM.
#7
Posted 07 May 2006 - 08:28 PM
Don't know about Juissi, but I certainly have, remembering such a feat from the mirage tanks (Red Alert 2)Have you ever thought of instead of turning them into trees, make them trees when you press a button, so basically you press a button and they will stay still until attacked or you give them a command and the enemy wont be able to distinguish between them and trees.
I was just thinking it would be funny if the enemy builds a lumber camp nearby and the orc labours try to chop it down and they all get trampled on.
Maybe I will give it a try.
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#9
Posted 08 May 2006 - 07:23 AM
Hmm I may give it a try some time but Im not sure can I do it but thanks for the idea.Have you ever thought of instead of turning them into trees, make them trees when you press a button, so basically you press a button and they will stay still until attacked or you give them a command and the enemy wont be able to distinguish between them and trees.
I was just thinking it would be funny if the enemy builds a lumber camp nearby and the orc labours try to chop it down and they all get trampled on.
#10
Posted 08 May 2006 - 09:26 AM
This concerns adding an invisiblilityUpdate module. Give me a min to check out the correct one.How could I make ents invisible when they are standing near trees? Does anyone have the answer. I would wanna add this feature to my mod.
Edit:Behavior = InvisibilityUpdate ModuleTag_ElvenCamouflage InvisibilityNugget InvisibilityType = CAMOUFLAGE DetectionRange = CAMOUFLAGE_RADIUS ForbiddenConditions = AWAY_FROM_TREES MOVING FIRING_ANY End UpdatePeriod = 2000 StartsActive = Yes EndAdd this code to the ent objects in data\ini\Object\goodfaction\units\ents\entsinfantry.ini
And if you want Treebeard to have the feat to, add it to his object as well. (treeberd.ini, in the same folder)
Solinx
Can this apply for any unit? For instance, would it work on Men of Dale?
#11
Posted 08 May 2006 - 09:29 AM
#12
Posted 08 May 2006 - 05:07 PM
It can be used for any unit, on one condition.Yes I think that it would because it is just the code which makes units visible when they are near trees. But Im not sure about this part "ElvenCamouflage". If I give it example to Orc should that word Elven be changed to something like morder or something.
The object musn't have a module with the same tag (ModuleTag_ElvenCamouflage) Since I got this code from an include file, any object with
#include "..\..\..\includes\DefaultInvisibilityUpdate.inc"already has this module. Adding it to these objects would be useless anyway, since they already have the exact same ability and it will produce an error besides that.
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#13
Posted 08 May 2006 - 09:11 PM
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
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