i add this from orcpit
but on barracks hero from fortress (witch-king)
how to add Gothmog only?
i found Entmoot commandset
but if i add command_constructMordorGothmog game writes an error
Edited by Slava Shadrinov, 11 January 2016 - 10:40 AM.
Posted 11 January 2016 - 10:28 AM
i add this from orcpit
Edited by Slava Shadrinov, 11 January 2016 - 10:40 AM.
Posted 11 January 2016 - 03:58 PM
Your commandsets have "1 = ..." twice. You should change it to something like this.
CommandSet MordorOrcPitCommandSetLevel1 1 = Command_ConstructMordorOrcFighterHorde 2 = Command_ConstructMordorOrcArcherHorde 3 = Command_ConstructMordorBlackOrcFighterHorde 4 = Command_PurchaseTechnologyMordorBasicTraining 5 = Command_UpgradeMordorOrcPitLevel2 6 = Command_Sell 8 = Command_GenericReviveSlot1 End
Then obviously you need to create a commandbutton for Gothmog, or you get an error.
CommandButton Command_ConstructMordorGothmog Command = UNIT_BUILD Object = MordorGothmog Options = CANCELABLE TextLabel = CONTROLBAR:MordorGothmogHotkey ButtonImage = HIGothmog ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:MordorGothmogRecruit Radial = Yes InPalantir = Yes ShowProductionCount = Yes ; UnitSpecificSound = GondorArcherVoiceBuy End
Add this newly created button to the CommandSet to the 7th slot now.
Now I'm not sure if heroes can be revived properly in other structures, but try replacing his RespawnUpdate with this one:
Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn DeathFX = FX_LurtzDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 6033 ; 1133 ;How long DeathAnim will take. InitialSpawnFX = FX_LurtzInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_LurtzRespawn ;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +MordorOrcPit ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HIGothmogRecall ;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:600 Time:90000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:700 Time:90000 ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:800 Time:90000 RespawnEntry = Level:4 Cost:900 Time:90000 RespawnEntry = Level:5 Cost:1000 Time:120000 RespawnEntry = Level:6 Cost:1100 Time:120000 RespawnEntry = Level:7 Cost:1200 Time:120000 RespawnEntry = Level:8 Cost:1300 Time:120000 RespawnEntry = Level:9 Cost:1400 Time:120000 RespawnEntry = Level:10 Cost:1500 Time:120000 End
Edited by Echo, 11 January 2016 - 03:59 PM.
Posted 12 January 2016 - 11:25 AM
Ok this work but no image on orcpit only "Command_ConstructMordorGothmog" )
and when gothmog die, a can respawn him from fortress and create again from orcpit, i have two gothmogs one of them revive with level 2 for example and gothmog from orcpit create again on level 1
How to make sure that it can not revive? Be good if he do not revive from fortress)
UPD: i change portrait
ButtonImage = WOR_Gothmog
now look right)
UPD:
i delete this from gothmog.ini:
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn
DeathFX = FX_LurtzDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 6033 ; 1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_LurtzInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_LurtzRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +MordorOrcPit ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIGothmogRecall
;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:600 Time:90000 Health:100% ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:700 Time:90000 ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:800 Time:90000
RespawnEntry = Level:4 Cost:900 Time:90000
RespawnEntry = Level:5 Cost:1000 Time:120000
RespawnEntry = Level:6 Cost:1100 Time:120000
RespawnEntry = Level:7 Cost:1200 Time:120000
RespawnEntry = Level:8 Cost:1300 Time:120000
RespawnEntry = Level:9 Cost:1400 Time:120000
RespawnEntry = Level:10 Cost:1500 Time:120000
End
and now he recreate from orcpit on level 1
now this is good work for me, thanks!
Edited by Slava Shadrinov, 12 January 2016 - 12:09 PM.
Posted 03 May 2016 - 10:57 AM
Hey guys i wrote also here because after i also add heroes as you. But i have this prob:
CommandSet DwarvenFortressExpansionPadSideCommandSet 1 = Command_ConstructDwarvenWallHubExpansion 2 = Command_ConstructDwarvenWallHubExpansion 3 = Command_ConstructDwarvenWallHubExpansion 4 = Command_ConstructDwarvenWallHubExpansion End
CommandSet DwarvenFortressExpansionPadSideCommandSet 1 = Command_ConstructDwarvenCatapultExpansion 2 = Command_ConstructDwarvenEreborTowerTowerExpansion 3 = Command_ConstructDwarvenHallExpansion 4 = Command_ConstructDwarvenWallHubExpansion End
Posted 26 May 2016 - 03:20 PM
Maybe you have the wrong commandset? Maybe it uses a corner one?
Are you sure your changes are being read by the game?
Posted 27 May 2016 - 10:17 AM
1) Maybe you have the wrong commandset?
2) Maybe it uses a corner one?
3) Are you sure your changes are being read by the game?
1) I use the commandset taken from .ini files of 2.01
2) I use PadSide not Corner but anyway ingame i cheked both
3) Some change are read. Idk why this don't work
Posted 27 May 2016 - 08:49 PM
1. Make sure your changes in a BIG files are always first. Throw a few ___ (underlines) in the front of the name of your BIG archive with your changes.
2. Also, its best to create a new never-before-used name for your commandset. Try like this :
CommandSet DwarvenFortressExpansionPadSideCommandSetNew
Make sure you update the code in object too.
3. If none of the steps above work, try this:
C:\Users\YOUR_USERNAME\AppData\Local\VirtualStore\Program Files (x86)\Electronic Arts\The Battle for Middle-earth (tm) II
Delete everything from that folder, if its any.
Hope it helped!
Posted 28 May 2016 - 02:01 PM
MMM this mean that i have to do a mod... I wanna only make a map with a map.ini config... Thx for answers guys
Posted 29 May 2016 - 11:33 AM
I hope it works
EDIT: fine the first changes now appear. Now i have to insert my heroes. TBH i asked a tard question. But i told you. First time i approch to code.
Edited by Xan Mako, 30 May 2016 - 09:35 AM.
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