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treebeard grab building rock


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#1 Miraak5

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Posted 28 August 2015 - 05:59 PM

I tried to run the Treebeard power but it still does not work (the problem is that the cursor remains invalid Treebeard can't take a target)

 

the power code in treebeard ini:

    Behavior = AutoPickUpUpdate AutoPickUpForRocks
        ScanDelayTime        = 0
        ScanDistance        = 300000
        PickUpFilter        = NONE +CHUNK_VENDOR +STRUCTURE
        
        RunFromButton        = Yes    ;// No natural scanning, wakes up to run exactly once when hit with a WakeAutoPickup button
        RunFromButtonNumber     = 3        ;// In case of multiples, this lines up with the OPTION_(ONE) field in the waking button
    End

    ;building chunk
    Behavior = GrabPassengerSpecialPower ModuleTag_GrabBuildingChunk                      
        SpecialPowerTemplate        = SpecialAbilityGrabPassenger2
        UpdateModuleStartsAttack    = Yes
        InitiateSound            = TreebeardVoiceGrabBuildingChunk
       ; InitiateSound2            = TreebeardVoice
        AllowTree                    = No
    End

    Behavior = SpecialAbilityUpdate ModuleTag_082                
        SpecialPowerTemplate    = SpecialAbilityGrabPassenger2
        StartAbilityRange       = 10.0

        UnpackTime              = 1300 ; Nothing to touching it
        PreparationTime         = 0   ; touching it to grabbing it
        PersistentPrepTime      = 0 ; grabbing it to whacking it on the ground (if shrubbery)
        PackTime                = 1700 ; whacking it to holding it nice

        GrabPassengerAnimAndDuration   = AnimState:GRAB_BUILDING_CHUNK AnimTime:2000 TriggerTime:1400
        ContactPointOverride        = Grab    ; If the victim building has a point named this, we'll go there instead of to the bounding circle.

    ;    GrabChunkObject = EntThrownBuildingRock
    ;    GrabChunkFX = FX_WallGrab
    ;    GrabChunkDamage = 490
    ;    GrabChunkOffset = X:16 Y:0

;    PackSound               = 
;    UnpackSound             = 
;    TriggerSound            = 
;    PrepSoundLoop           = 
        AwardXPForTriggering    = 0
        RejectedConditions        = WEAPON_TOGGLE    ; Cannot pick things up when already holding a rock to throw
    End

    Behavior = SpecialPowerModule ModuleTag_SpecialPowerModuleDropTreeStarter
        SpecialPowerTemplate        = SpecialAbilityTrollDropTree
        UpdateModuleStartsAttack    = Yes
        StartsPaused                = No
    End
    Behavior = FlingPassengerSpecialAbilityUpdate ModuleTag_FlingPassengerSpecialAbilityUpdate
        SpecialPowerTemplate        = SpecialAbilityTrollDropTree
        UnpackTime                    = 1900
        PackTime                    = 1000
        CustomAnimAndDuration        = AnimState:GRAB_BUILDING_CHUNK AnimTime:2967
    End
    
    Behavior = TransportContain ModuleTag_09
        ObjectStatusOfContained = UNSELECTABLE
        PassengerFilter            = ANY +CHUNK_VENDOR +STRUCTURE
        ManualPickUpFilter        = ANY +CHUNK_VENDOR +STRUCTURE; we do not want the user to be able to manually pick up an orc with a troll.
        Slots                    = 1
        ShowPips                = No
        AllowEnemiesInside        = Yes
        AllowNeutralInside        = Yes
        AllowAlliesInside        = Yes
        DamagePercentToUnits    = 20%

        TypeOneForWeaponSet        = ROCK            ; sets WEAPONSET_PASSENGER_TYPE_ONE
        TypeOneForWeaponState    = ROCK

        PassengerBonePrefix = PassengerBone:Trunk       KindOf:ROCK
    ; PassengerBonePrefix = PassengerBone:Trunk        KindOf:INFANTRY

        EjectPassengersOnDeath = No
    End

the special power.ini

 

SpecialPower SpecialAbilityGrabPassenger2
  Enum              = SPECIAL_GRAB_CHUNK
  ReloadTime        = 0 ; in milliseconds
  PublicTimer       = No
End

the command button.ini (I tried to make 2 command button but they don't work)

CommandButton Command_SpecialAbilityTreebeardGrabBuildingChunk  ; grabs any Rock
    Command            = SPECIAL_POWER 
    SpecialPower        = SpecialAbilityGrabPassenger2
    Options            = NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT ALLOW_SHRUBBERY_TARGET ALLOW_ROCK_TARGET OPTION_ONE
    TextLabel            = CONTROLBAR:GrabBuildingChunk
    CursorName            = EnterFriendly
    InvalidCursorName   = EnterAggressive
    ButtonImage            = Ent_Building
    ButtonBorderType        = SYSTEM ; Identifier for the User as to what kind of button this is
    DescriptLabel        = CONTROLBAR:ToolTipSpecialAbilityGrabBuildingChunk
    ;Radial            = Yes
    ;UnitSpecificSound    = 
    InPalantir            = Yes
    DisableOnModelCondition = WEAPONSET_TOGGLE_1
End
CommandButton Command_SpecialAbilityTreebeardFindBuildingChunk
    Command            = WAKE_AUTO_PICKUP 
    TextLabel        = CONTROLBAR:GrabBuildingChunk
    ButtonImage        = Ent_Building
    ButtonBorderType    = SYSTEM 
    DescriptLabel        = CONTROLBAR:ToolTipSpecialAbilityGrabBuildingChunk
    Options            = OK_FOR_MULTI_SELECT OPTION_TWO ; Option flag lines up with number in AutoPickup module to differentiate multiples
    InPalantir        = Yes
   ; UnitSpecificSound    = TrollVoxFindTree
    DisableOnModelCondition = WEAPONSET_TOGGLE_1
End

I tested power with this building: OsgiliathRuin21b

 

in the kind of and the body there are:         

 

 

       KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE

CHUNK_VENDOR CAN_CAST_REFLECTIONS

 

        RadarPriority = STRUCTURE
        Body                  = ActiveBody ModuleTag_03
            MaxHealth                = 2000.0
            MaxHealthDamaged          = 1300.0
            MaxHealthReallyDamaged     = 100.0
 
            GrabObject = EntThrownBuildingRock
            GrabFX = FX_WallGrab
            GrabDamage = 490
            GrabOffset = X:16 Y:0            
 
        End

 

+

    GeometryContactPoint = X:0  Y:-40  Z:0 Grab
    GeometryContactPoint = X:-17  Y:-17  Z:95 
    GeometryContactPoint = X:-40  Y:0  Z:0 Grab
    GeometryContactPoint = X:-17  Y:17  Z:95 
    GeometryContactPoint = X:0  Y:40  Z:0 Grab
    GeometryContactPoint = X:17  Y:17  Z:95 
    GeometryContactPoint = X:40  Y:0  Z:0 Grab
    GeometryContactPoint = X:17  Y:-17  Z:95     
End

but it still does not work the cursor remains invalid


Edited by Miraak5, 28 August 2015 - 06:01 PM.

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#2 -SilverBane-

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Posted 28 August 2015 - 06:31 PM

Try adding

 

ObjectFilter    = NONE +CHUNK_VENDOR +STRUCTURE

in the special power. If it doesnt works, try messing around with options, like ANY +CHUNK_VENDOR, or like that. If it still doesn't work, I don't know, sorry.

:p


Edited by -SilverBane-, 28 August 2015 - 06:31 PM.

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#3 Miraak5

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Posted 28 August 2015 - 06:43 PM

it does not work  :sad:  :sad: help


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#4 Ridder Geel

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Posted 22 September 2015 - 04:18 PM

So it does not work in general or only the structure you are trying to grab from?


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#5 Miraak5

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Posted 12 December 2015 - 02:23 PM

i have tryed on 5 structure i have added the CHUNK_VENDOR to the KindOf

and i have added the code for grab (see it in previous post)

 

the cursor remains invalid helpppppppp pls


Edited by Miraak5, 12 December 2015 - 02:25 PM.

He was the first...


#6 Ridder Geel

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Posted 17 December 2015 - 05:41 PM

The question was if it worked on other structures that it should be able to grab things from?

We need to determine if it is the unit that has something wrong or the structures...

Are there any other units that use this power or something that uses the same modules? Check and see what they have different compared to what you have ;)


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#7 Miraak5

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Posted 15 January 2016 - 10:47 AM

i think is not work because i have a second transport contain module behavior for the hobbit mount on treebeard and i have note that the hobbit can't mount !! i have removed the transport contain of the buildding chunk and the hobbit can mount

 

i think the porblem is the two transport contain behavior, how can i keep the two module for make the two work or merge the two module ?


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#8 Nazgûl

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Posted 15 January 2016 - 11:47 AM

This is something I always wanted in my mod too... But it does work in vanilla BFME1, no?


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#9 Miraak5

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Posted 15 January 2016 - 09:23 PM

my freind i have finally solved this (i allow you to use it in your see mod, specify only that is my code in the credit and in the ini of your mod pls)
 
Treebeard/EntInfantry.ini
 
    WeaponSet
        Conditions          =  None
        Weapon              =  PRIMARY    RohanTreeBeardRockChunkThrow
        Weapon              =  SECONDARY  RohanTreeBeardPunch
        Weapon              =  TERTIARY   RohanBuildingTeardown
        PreferredAgainst    = PRIMARY STRUCTURE BLOCKING_GATE        ; Preferred is more powerful than Only, so if we have a rock we will chuck it, but otherwise we will choke a building
        OnlyAgainst         =  TERTIARY   STRUCTURE BLOCKING_GATE
    End
 
 
    Behavior = AutoPickUpUpdate AutoPickUpForRocks
        ScanDelayTime = 0
        ScanDistance = 300;        default value is 300 units    
        PickUpFilter = NONE +ROCK_VENDOR ; Not Rock, because this module finds someone to hit with the GrabPassenger power, and in there is where vendor is handled
        RunFromButton = Yes ; No natural scanning, wakes up to run exactly once when hit with a WakeAutoPickup button
        RunFromButtonNumber = 1; In case of multiples, this lines up with the OPTION_(ONE) field in the waking button
    End
 
    ;building chunk
    Behavior = GrabPassengerSpecialPower ModuleTag_GrabBuildingChunk                      
        SpecialPowerTemplate        = SpecialAbilityGrabPassenger2
        UpdateModuleStartsAttack    = Yes
        InitiateSound            = TreebeardVoiceGrabBuildingChunk
       ; InitiateSound2            = TreebeardVoice
        AllowTree                    = No
    End
 
    Behavior = SpecialAbilityUpdate ModuleTag_082                
        SpecialPowerTemplate    = SpecialAbilityGrabPassenger2
        StartAbilityRange       = 10.0
 
        UnpackTime              = 1300 ; Nothing to touching it
        PreparationTime         = 0   ; touching it to grabbing it
        PersistentPrepTime      = 0 ; grabbing it to whacking it on the ground (if shrubbery)
        PackTime                = 1700 ; whacking it to holding it nice
        
        ContactPointOverride        = Grab    ; If the victim building has a point named this, we'll go there instead of to the bounding circle.
 
    ;    GrabChunkObject = EntThrownBuildingRock
    ;    GrabChunkFX = FX_WallGrab
    ;    GrabChunkDamage = 490
    ;    GrabChunkOffset = X:16 Y:0
 
;    PackSound               = 
;    UnpackSound             = 
;    TriggerSound            = 
;    PrepSoundLoop           = 
     AwardXPForTriggering    = 0
     RejectedConditions        = WEAPON_TOGGLE    ; Cannot pick things up when already holding a rock to throw
    End
    
    ;pick up a rock and grab it (this is a bonnus: a bfme1 ability that make the ent of treebeard can grab a little rock on a rock pile like this:  ) 
    Behavior = GrabPassengerSpecialPower ModuleTag_GrabRock                      
        SpecialPowerTemplate        = SpecialAbilityGrabPassenger
        UpdateModuleStartsAttack    = Yes
        GrabRadius                = 200
        AllowTree                = No
        InitiateSound            = TreebeardVoiceGrabRock
       ; InitiateSound2            = TreebeardVoice
    End
 
    Behavior = SpecialAbilityUpdate ModuleTag_08                
        SpecialPowerTemplate    = SpecialAbilityGrabPassenger
        StartAbilityRange       = 8.0
 
        UnpackTime              = 600 ; Nothing to touching it
        PreparationTime         = 0   ; touching it to grabbing it
        PersistentPrepTime      = 0 ; grabbing it to whacking it on the ground (if shrubbery)
        PackTime                = 1333 ; whacking it to holding it nice
        
        ;GrabChunkObject = EntThrownBuildingRock
        ;GrabChunkFX = FX_WallGrab
        ;GrabChunkDamage = 490
        ;GrabChunkOffset = X:16 Y:0
 
;    PackSound               = 
;    UnpackSound             = 
;    TriggerSound            = 
;    PrepSoundLoop           = 
     AwardXPForTriggering    = 0
     RejectedConditions        = WEAPON_TOGGLE    ; Cannot pick things up when already holding a rock to throw
    End
    
    Behavior = TransportContain ModuleTag_09
        ObjectStatusOfContained = UNSELECTABLE
        PassengerFilter = ANY +ROCK 
        CanGrabStructure = Yes ; Overrides buildings' natural 0 in TransportSlotCount that makes them uncontainable
        Slots = 1
        ShowPips = No
        AllowEnemiesInside = Yes
        AllowNeutralInside = Yes
        AllowAlliesInside  = No
        DamagePercentToUnits = 0%
        TypeOneForWeaponState = ROCK
        
        PassengerBonePrefix = PassengerBone:Firepoint    KindOf:ROCK 
    End
 
in the generic ent anim.inc replace this:
 
;--------------------------------------------------
;
; HAND ATTACKS
;
;-------------------------------------------------- 
 
AnimationState = MOVING FIRING_OR_PREATTACK_A WEAPONSET_ENRAGED
Animation = RunAndFire
AnimationName       = RUTreeberd_ATRB
AnimationMode       = LOOP
End
End
 
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = RunAndFire
AnimationName       = RUTreeberd_ATRA
AnimationMode       = LOOP
End
End
 
AnimationState = FIRING_OR_PREATTACK_A
Animation = Punch
AnimationName = RUTreeberd_ATKA 
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
Animation = Punt
AnimationName = RUTreeberd_ATKD 
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
Animation = FrontKick
AnimationName = RUTreeberd_ATKE 
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
Animation = KirkPunch
AnimationName = RUTreeberd_ATKF 
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
BeginScript
if CurDrawableIsCurrentTargetKindof("MONSTER") then
if GetClientRandomNumberReal(0,1) > 0.50 then
return ("FrontKick")
else
return ("KirkPunch")
end
else
if GetClientRandomNumberReal(0,1) > 0.50 then
return ("Punch")
else
return ("Punt")
end
end
EndScript
End
 
AnimationState = FIRING_OR_PREATTACK_B
Animation = FrontKickOnBuilding
AnimationName = RUTreeberd_ATKE 
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
Animation = KirkPunchOnBuilding
AnimationName = RUTreeberd_ATKF 
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
End
 
AnimationState = INITIAL_ENRAGED
StateName = Enraged
Animation = RUTreeBerd_MADA
AnimationName = RUTreeBerd_MADA 
AnimationMode = ONCE
End
End

 

 

TO this: 

 

;--------------------------------------------------
;
; HAND ATTACKS
;
;-------------------------------------------------- 
 
AnimationState        = FIRING_OR_PREATTACK_A AIM_NEAR
Animation       = CloseRock
AnimationName     = RUTreeberd_THRC
AnimationMode       = ONCE
UseWeaponTiming = Yes
AnimationBlendTime  = 0
End
 
FrameForPristineBonePositions = 39
BeginScript
CurDrawableHideSubObjectPermanently("ROCK")
EndScript
End
 
AnimationState        = FIRING_OR_PREATTACK_A
Animation       = FarRock
AnimationName     = RUTreeberd_THRB
AnimationMode       = ONCE
UseWeaponTiming = Yes
AnimationBlendTime  = 0
End
 
FrameForPristineBonePositions = 39
BeginScript
CurDrawableHideSubObjectPermanently("ROCK")
EndScript
End
 
AnimationState = MOVING FIRING_OR_PREATTACK_B WEAPONSET_ENRAGED
Animation = RunAndFire
AnimationName       = RUTreeberd_ATRB
AnimationMode       = LOOP
End
End
 
AnimationState = MOVING FIRING_OR_PREATTACK_B
Animation = RunAndFire
AnimationName       = RUTreeberd_ATRA
AnimationMode       = LOOP
End
End
 
AnimationState = FIRING_OR_PREATTACK_B
Animation = Punch
AnimationName = RUTreeberd_ATKA 
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
Animation = Punt
AnimationName = RUTreeberd_ATKD 
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
Animation = FrontKick
AnimationName = RUTreeberd_ATKE 
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
Animation = KirkPunch
AnimationName = RUTreeberd_ATKF 
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
BeginScript
if CurDrawableIsCurrentTargetKindof("MONSTER") then
if GetClientRandomNumberReal(0,1) > 0.50 then
return ("FrontKick")
else
return ("KirkPunch")
end
else
if GetClientRandomNumberReal(0,1) > 0.50 then
return ("Punch")
else
return ("Punt")
end
end
EndScript
End
 
AnimationState = FIRING_OR_PREATTACK_C
Animation = FrontKickOnBuilding
AnimationName = RUTreeberd_ATKE 
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
Animation = KirkPunchOnBuilding
AnimationName = RUTreeberd_ATKF 
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
End
 
AnimationState = INITIAL_ENRAGED
StateName = Enraged
Animation = RUTreeBerd_MADA
AnimationName = RUTreeBerd_MADA 
AnimationMode = ONCE
End
End
 
SpecialPower.ini 
 
add this:
 
SpecialPower SpecialAbilityGrabPassenger2
  Enum              = SPECIAL_GRAB_CHUNK
  ReloadTime        = 0 ; in milliseconds
  PublicTimer       = No
End
 
Weapon.ini
 
add this:
 
Weapon RohanTreeBeardRockChunkThrow  ; BALANCE TreeBeard Weapon Rock
    IdleAfterFiringDelay        = 2000 ;Yes if I want to throw rock, then wait until the followthrough is complete, then go idle.
    AttackRange                    = ROHAN_TREEBEARD_ROCK_RANGE
    WeaponSpeed                    = 200.0        ; dist/sec (huge value == effectively instant)
    ProjectileFilterInContainer        = ANY +ROCK +INFANTRY; We don't make the projectile, it is in our Contain module.
    FireFX                        = FX_EntThrowSmallRock
    PreAttackDelay                = 1400
    PreAttackType                = PER_SHOT ; Do the delay each time we attack a new target
    HitPercentage                = 0 ; never auto hits, always hits ground
    ScatterRadius                = 4.0     ;When this weapon misses it can randomly miss by as much as this distance.
    FiringDuration                = 2000
    DelayBetweenShots            = 4000
    IsAimingWeapon                = Yes    ; Shooter will use his AimWeaponBehavior to get extra model condition flags
    NoVictimNeeded                = Yes ; Need no target
    LeechRangeWeapon            = Yes
 
    ProjectileNugget                        ; A Nugget that creates an Object and sends it to the target with a Warhead
        WarheadTemplateName         = RohanTreeBeardRockThrowWarhead
    End
End

 

CommandBoutton.ini

 

add this:

 

CommandButton Command_SpecialAbilityTreebeardGrabBuildingChunk  ; grabs any Rock
    Command            = SPECIAL_POWER 
    SpecialPower        = SpecialAbilityGrabPassenger2
    Options            = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT
    TextLabel            = CONTROLBAR:GrabBuildingChunk
    CursorName            = EnterFriendly
    InvalidCursorName   = EnterAggressive
    ButtonImage            = Ent_Building
    ButtonBorderType        = SYSTEM ; Identifier for the User as to what kind of button this is
    DescriptLabel        = CONTROLBAR:ToolTipSpecialAbilityGrabBuildingChunk
    ;Radial            = Yes
    ;UnitSpecificSound    = 
    InPalantir            = Yes
End
 
resotre this: (remove the ; )
 
CommandButton Command_SpecialAbilityTreebeardFindRock (this is for the bonus of bfme1 grab  little rock on rock pile)
    Command            = WAKE_AUTO_PICKUP 
    TextLabel        = CONTROLBAR:EntFindRock
    ButtonImage        = UCEntRock
    ButtonBorderType    = SYSTEM 
   DescriptLabel        = CONTROLBAR:ToolTipSpecialAbilityEntFindRock
    Options            = OK_FOR_MULTI_SELECT OPTION_ONE ; Option flag lines up with number in AutoPickup module to differentiate multiples
    InPalantir        = Yes
End

 

add this: 

 

CommandButton Command_SpecialAbilityTreebeardHiddenRockGrabForMouse (this is for the bonus of bfme1 grab  little rock on rock pile)
  Command                 = SPECIAL_POWER 
  SpecialPower            = SpecialAbilityGrabPassenger
  Options                 = NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT ALLOW_ROCK_TARGET
  InPalantir              = No
End

 

CommandSet 

 

replace this:

 

CommandSet RohanTreeBeardCommandSet
    1    = Command_ToggleStance
    2    = Command_ToggleTreebeardRockThrow
    3    = Command_SpecialAbilityTreebeardGrabBuildingChunk
    4    = Command_CrewEvacuateTreebeard (my mod, hobbit evacuate)
    5    = Command_TreeBeardFakeLeadershipButton
    11    = Command_SpecialAbilityTreebeardHiddenRockGrabForMouse
    12    = Command_SpecialAbilityTreebeardFindRock
    13    = Command_AttackMove
    14    = Command_Stop  
    16      = Command_SetStanceBattle
    17      = Command_SetStanceAggressive
    18      = Command_SetStanceHoldGround
End
 
CommandSet RohanTreeBeardRockCommandSet
    1    = Command_ToggleStance
    2    = Command_ToggleTreebeardRockThrow
    3    = Command_SpecialAbilityTreebeardGrabBuildingChunk
    4    = Command_CrewEvacuateTreebeard (my mod, hobbit evacuate)
    5    = Command_TreeBeardFakeLeadershipButton
    6    = Command_Bombard
    13    = Command_AttackMove
    14    = Command_Stop
    16  = Command_SetStanceBattle
    17  = Command_SetStanceAggressive
    18  = Command_SetStanceHoldGround
End
 
CommandSet RohanTreeBeardRockCommandSetStopBombard
    1    = Command_ToggleStance
    2    = Command_ToggleTreebeardRockThrow
    3    = Command_SpecialAbilityTreebeardGrabBuildingChunk
    4    = Command_CrewEvacuateTreebeard (my mod, hobbit evacuate)
    5    = Command_TreeBeardFakeLeadershipButton
    6    = Command_StopBombard
    13    = Command_AttackMove
    14    = Command_Stop
    16      = Command_SetStanceBattle
    17      = Command_SetStanceAggressive
    18      = Command_SetStanceHoldGround
End
 
CommandSet RohanEntCommandSet
    1    = Command_ToggleStance
    2    = Command_ToggleEntRockThrow
    3    = Command_SpecialAbilityTreebeardGrabBuildingChunk
    11    = Command_SpecialAbilityTreebeardHiddenRockGrabForMouse
    12    = Command_SpecialAbilityTreebeardFindRock
    13    = Command_AttackMove    
    14    = Command_Stop
    16      = Command_SetStanceBattle
    17      = Command_SetStanceAggressive
    18      = Command_SetStanceHoldGround
End
 
CommandSet RohanEntRockCommandSet
    1    = Command_ToggleStance
    2    = Command_ToggleEntRockThrow
    3    = Command_SpecialAbilityTreebeardGrabBuildingChunk
    4    = Command_Bombard
    13    = Command_AttackMove
    14    = Command_Stop
    16     = Command_SetStanceBattle
    17      = Command_SetStanceAggressive
    18      = Command_SetStanceHoldGround
End
 
CommandSet RohanEntRockCommandSetStopBombard
    1    = Command_ToggleStance
    2    = Command_ToggleEntRockThrow
    3    = Command_SpecialAbilityTreebeardGrabBuildingChunk
    4    = Command_StopBombard
    13    = Command_AttackMove
    14    = Command_Stop
    16      = Command_SetStanceBattle
    17      = Command_SetStanceAggressive
    18      = Command_SetStanceHoldGround
End
 
NatureRocks.ini
 
find this: ObjectReskin EntThrownBuildingRock GenericThrowableRock
 
and add this:
 
Scale 1.5 (because the rock is verry verry small)
 
 
......................................................
 
in vanilla bfme1 & bfme2 lot of ruins structure are already grabbable like the ruined tower, osgiliath ruins ...
 
to make a new structure are grabbalbe add this in is ini
 
CHUNK_VENDOR (to the KindOf)
 
    GrabObject = EntThrownBuildingRock (in the Body of the structure)
    GrabFX = FX_WallGrab
    
GrabDamage = 490
    GrabOffset = X:16 Y:0
 
 
;Grab point for rock-wielding ents (at the end of the normal geometry)
GeometryContactPoint X:26 Y:0 Z:0 Grab
GeometryContactPoint X:13 Y:-13 Z:80
GeometryContactPoint X:0 Y:-26 Z:0 Grab
GeometryContactPoint X:-13 Y:-13 Z:80
GeometryContactPoint X:-26 Y:0 Z:0 Grab
GeometryContactPoint X:-13 Y:13 Z:80
GeometryContactPoint X:0 Y:26 Z:0 Grab
 
 
Now the ent and treebeard (i don't know if that work on ent ash) can grab building chunk
(the buttonimmage of grab building chunk don't exist in bfme2 don't forget to put it in your bfme mod asset)
 
the only problem is that the hobbit can't mount on treebeard because he have two transport contain behaviour module
we must find how to put 2 behaviour contain module or try to fusion the tow module

Edited by Miraak5, 15 January 2016 - 09:26 PM.

He was the first...


#10 Nazgûl

Nazgûl

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Posted 15 January 2016 - 11:27 PM

There you go! haven't tested this yet, but I assume you have, so I congratulate you at your findings, and I thank you for the permission to use it in SEE =)

Always nice to see new talent here at T3A  :thumbsuphappy:


Edited by Nazgûl, 15 January 2016 - 11:34 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#11 Miraak5

Miraak5

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  • 389 posts
  • Location:France
  • Projects:ROTWK Patch 2.02, Wars of the North, BFME1 1.08 Complete Edition
  •  BIG coding, Map scripting and AI coding

Posted 16 January 2016 - 11:14 AM

thanks, i have a special gift for the bfme codding (i have never see any tuto except: how to add arnor [my first modification] lol ) when i have a game crash i have post my problem and my mod is verry great (rohan added, bfme1 evil & good campaign added, arnor added to skirmish and war of the ring, lots of new unit and building like the all 5 istari ...) but it's a french mod because i am french  :) the name of my mod is "war of the north" (i work the 2.0) and i am alone to make all the mod !!

 

(i have already tested your mod great work  :thumbsuphappy: )  if you want i can give to you so many code in PM

 

 

 


He was the first...


#12 Nazgûl

Nazgûl

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Posted 16 January 2016 - 11:34 AM

Hehe well confidence is good  :thumbsupxd: Perhaps you should go for english and apply for hosting here, so you could get your own subforum. I bet you'd get more fans and players of your mod if it was in english? =)

And thank you, my mod is old now though and the new version "Director's Cut" will be a total rewamp in terms of models and functionality ^^


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#13 Miraak5

Miraak5

    title available

  • Members
  • 389 posts
  • Location:France
  • Projects:ROTWK Patch 2.02, Wars of the North, BFME1 1.08 Complete Edition
  •  BIG coding, Map scripting and AI coding

Posted 16 January 2016 - 11:47 AM

yes it's a possibility but i am actually on an second forum for french user but i like your forum for diffrent news ... 

 

my french forum is Imladris Production


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