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How to add heroes to the barracks?

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#1 Slava Shadrinov

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Posted 11 January 2016 - 10:28 AM

i add this from orcpit
 

CommandSet MordorOrcPitCommandSetLevel1
  1 = Command_ConstructMordorOrcFighterHorde
  2 = Command_ConstructMordorOrcArcherHorde
  3 = Command_ConstructMordorBlackOrcFighterHorde
  4 = Command_PurchaseTechnologyMordorBasicTraining
  5 = Command_UpgradeMordorOrcPitLevel2
  6 = Command_Sell
      //Hero Menu
1 = Command_GenericReviveSlot1
 
End
 
CommandSet MordorOrcPitCommandSetLevel2
  1 = Command_ConstructMordorOrcFighterHorde
  2 = Command_ConstructMordorOrcArcherHorde
  3 = Command_ConstructMordorBlackOrcFighterHorde
  4 = Command_PurchaseTechnologyMordorBasicTraining
  5 = Command_UpgradeMordorOrcPitLevel3
  6 = Command_Sell
      //Hero Menu
1 = Command_GenericReviveSlot1
 
End
 
CommandSet MordorOrcPitCommandSetLevel3
  1 = Command_ConstructMordorOrcFighterHorde
  2 = Command_ConstructMordorOrcArcherHorde
  3 = Command_ConstructMordorBlackOrcFighterHorde
  4 = Command_PurchaseTechnologyMordorBasicTraining
  6 = Command_Sell
      //Hero Menu
1 = Command_GenericReviveSlot1
 
End

but on barracks hero from fortress (witch-king)
how to add Gothmog only?

i found Entmoot commandset

CommandSet EntsMootCommandSet
  1 = Command_ConstructEntGeneric
  2 = Command_ConstructEntTreeBeard
  6 = Command_Sell
End

but if i add command_constructMordorGothmog game writes an error

Edited by Slava Shadrinov, 11 January 2016 - 10:40 AM.


#2 Echo

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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.

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#3 Slava Shadrinov

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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.


#4 Mako

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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:

 

I made a simple commandset to see how ini works
CommandSet DwarvenFortressExpansionPadSideCommandSet
1 = Command_ConstructDwarvenWallHubExpansion

2 = Command_ConstructDwarvenWallHubExpansion

3 = Command_ConstructDwarvenWallHubExpansion

4 = Command_ConstructDwarvenWallHubExpansion

End
But when i start game Pad of Dwraf's fortress and single pad object still remain standard as this
 
CommandSet DwarvenFortressExpansionPadSideCommandSet

1 = Command_ConstructDwarvenCatapultExpansion

2 = Command_ConstructDwarvenEreborTowerTowerExpansion

3 = Command_ConstructDwarvenHallExpansion

4 = Command_ConstructDwarvenWallHubExpansion

End
 


#5 Ridder Geel

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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?


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#6 Mako

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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



#7 -SilverBane-

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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!


2qm3dd5.jpg


#8 Mako

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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



#9 -SilverBane-

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Posted 28 May 2016 - 02:50 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

Thats the problem. Map.ini . You need to rename commandset to something not used before. Otherwise it wont work.


2qm3dd5.jpg


#10 Mako

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Posted 29 May 2016 - 11:33 AM

I hope it works :) <3

 

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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