Making New Powers
#1
Posted 02 January 2009 - 07:36 PM
ı made a new power byr using witchking mounted. ı changed this power. now my hero can mount a balrog but ı want to make this power usful when my hero become 10 lvl. ı couldnt do that from experiance.ini
ı want to add eartquake pp to my hero as special power how ı can ı do it. ı made a power that creathes balrog but ı couldnt make earthquake
#2
Posted 02 January 2009 - 10:28 PM
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_Balrogmount End Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = Yes ;InitiateSound = FellBeastVoiceMove End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted MountedTemplate = Balrog? SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech UnpackTime = 2000 PreparationTime = 0 ; none, cause we hop onto our mount in no time at all :) PackTime = 0 ; none, cause we hop onto our mount in no time at all :) OpacityTarget = .0; How see-thru to be at peak of change AwardXPForTriggering = 0 IgnoreFacingCheck = Yes ;TriggerSound = FellBeastVoiceMove Endthe only real change in your code should be these lines:
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_Balrogmount End&
StartsPaused = Yes
I will look at the earthquake
----------------------------------------
About the earthquake...
make something like this for your hero
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EarthquakeEnabler SpecialPowerTemplate = SpecialAbilityGloinSmash TriggeredBy = Upgrade_EnableEarthquake End Behavior = SpecialPowerModule ModuleTag_EarthquakeStarter SpecialPowerTemplate = SpecialAbilityGloinSmash UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_EarthquakeWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityGloinSmash WhichSpecialWeapon = 1 SkipContinue = Yes UnpackTime = 1500 PackTime = 1200 FreezeAfterTriggerDuration = 0; Hold AI for this long after we fire. AwardXPForTriggering = 0 SpecialWeapon = GloinSmashWeapon End
Edited by Ridder Geel, 02 January 2009 - 10:33 PM.
#3
Posted 03 January 2009 - 07:12 AM
and ı didnt understand the earthquake thing
ı got this error
ı wrote in upgrade ini
Upgrade Upgrade_Balrog
Type = OBJECT
End
ı wrote this to my heros ini to sp
;---------MOUNT------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_Balrog12ToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleBalrogMounted
TriggeredBy = Upgrade_Balrog
UpdateModuleStartsAttack = Yes
StartsPaused = No
;InitiateSound = FellBeastVoiceMove
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_Balrog12Toggle
SpecialPowerTemplate = SpecialAbilityToggleBalrogMounted
MountedTemplate = MordorBalrog
SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech
UnpackTime = 2000
PreparationTime = 0 ; none, cause we hop onto our mount in no time at all
PackTime = 0 ; none, cause we hop onto our mount in no time at all
OpacityTarget = .0 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
TriggerSound = FellBeastVoiceMove
End
Edited by Karyan Realm, 03 January 2009 - 08:48 AM.
#4
Posted 03 January 2009 - 12:12 PM
StartsPaused = Noshould be
StartsPaused = YES
uh and you did not do what i told you to do... I said "add" this module:
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_Balrog12Toggleunpause SpecialPowerTemplate = SpecialAbilityToggleBalrogMounted TriggeredBy = Upgrade_Balrog End
and change this one:
Behavior = SpecialPowerModule ModuleTag_Balrog12ToggleStarter SpecialPowerTemplate = SpecialAbilityToggleBalrogMounted UpdateModuleStartsAttack = Yes StartsPaused = Yes End
#5
Posted 03 January 2009 - 06:24 PM
second is how can ı make burning tornado like in rc mod
#6
Posted 03 January 2009 - 07:45 PM
the earthquake kind of attack should work with the code i gave you up there, but you must make these things to make it work:
Upgrade_EnableEarthquake ~ make it as an upgrade in upgrade.ini
and add a button for it
Edited by Ridder Geel, 03 January 2009 - 07:46 PM.
#7
Posted 03 January 2009 - 09:18 PM
#8
Posted 03 January 2009 - 10:20 PM
#9
Posted 03 January 2009 - 10:33 PM
Sorry for my English
#10
Posted 03 January 2009 - 10:44 PM
What have you tried doing?
#11
Posted 03 January 2009 - 10:47 PM
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_EarthquakeWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityGloinSmash WhichSpecialWeapon = 1 SkipContinue = Yes UnpackTime = 1500 PackTime = 1200 FreezeAfterTriggerDuration = 0; Hold AI for this long after we fire. AwardXPForTriggering = 0 SpecialWeapon = GloinSmashWeapon End
change all that into:
Behavior = OCLSpecialPower ModuleTag_EarthquakeWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityGloinSmash OCL = OCL_SpellBookEarthquake CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes End
#12
Posted 03 January 2009 - 11:01 PM
I want to do my own effects for spells. I dont know exactly what spell i want to create,i want to know what i must do in this folders : fxlist and fxparticlesystem. For example we can take your burning tornado,if you not against.What exactly do you want to do? Make your own effects?
What have you tried doing?
#13
Posted 03 January 2009 - 11:13 PM
FXParticleSystem RCFireTornadoMagic01 System Priority = ALWAYS_RENDER;;HIGH_OR_ABOVE ParticleName = EXGlow02.tga Lifetime = 300 300 SortLevel = 1 Size = 25 50 BurstDelay = 1 1 BurstCount = 1 1 InitialDelay = 25 25 End Color = DefaultColor Color1 = R:255 G:128 B:64 0 Color2 = R:255 G:128 B:0 50 Color3 = R:0 G:0 B:0 300 End Alpha = DefaultAlpha Alpha2 = 0.5 0.5 5 Alpha3 = 0.5 0.5 190 Alpha4 = 0 0 200 End Update = DefaultUpdate SizeRateDamping = 1 1 AngleZ = 0 7 AngularRateZ = -0.25 0.25 AngularDamping = 1 1 AngleXY = 0.1 0.1 AngularRateXY = 0.5 0.9 AngularDampingXY = 0.9 0.9 End Physics = DefaultPhysics VelocityDamping = 1 1 DriftVelocity = X:0 Y:0 Z:1.5 Swirly = Yes End EmissionVelocity = OutwardEmissionVelocity Speed = 0.5 1 End EmissionVolume = CylinderEmissionVolume Radius = 25 Length = 50 Offset = X:0 Y:0 Z:15 End Draw = DefaultDraw End End FXParticleSystem RCFireTornadoMagic02 System Priority = ALWAYS_RENDER;;HIGH_OR_ABOVE ParticleName = EXGlow02.tga Lifetime = 125 125 SortLevel = 1 Size = 4 10 BurstDelay = 1 1 BurstCount = 1 1 InitialDelay = 25 25 End Color = DefaultColor Color1 = R:255 G:128 B:64 0 Color2 = R:0 G:0 B:0 125 Color3 = R:187 G:179 B:157 0 End Alpha = DefaultAlpha Alpha2 = 0.5 0.5 5 Alpha3 = 0.5 0.5 190 Alpha4 = 0 0 200 End Update = DefaultUpdate SizeRateDamping = 1 1 AngleZ = 0 7 AngularRateZ = -0.25 0.25 AngularDamping = 1 1 AngleXY = 0.1 0.1 AngularRateXY = 0.5 0.9 AngularDampingXY = 0.9 0.9 End Physics = DefaultPhysics VelocityDamping = 1 1 DriftVelocity = X:0 Y:0 Z:1.5 Swirly = Yes End EmissionVelocity = OutwardEmissionVelocity Speed = 0.5 1 End EmissionVolume = CylinderEmissionVolume Radius = 25 Length = 50 Offset = X:0 Y:0 Z:15 End Draw = DefaultDraw End End FXParticleSystem RCFireTornadoMagic03 System Priority = ALWAYS_RENDER;;HIGH_OR_ABOVE ParticleName = EXEmbersLight.tga Lifetime = 125 125 SortLevel = 1 Size = 50 50 BurstDelay = 2 4 BurstCount = 1 1 InitialDelay = 25 25 End Color = DefaultColor Color1 = R:255 G:128 B:64 0 Color2 = R:255 G:128 B:0 0 Color3 = R:255 G:0 B:0 0 End Alpha = DefaultAlpha Alpha2 = 0.5 0.5 20 Alpha3 = 0.5 0.5 150 Alpha4 = 0 0 200 End Update = DefaultUpdate SizeRateDamping = 1 1 AngleZ = 0 7 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngleXY = 0.1 0.1 AngularRateXY = 0.5 0.9 AngularDampingXY = 0.9 0.9 End Physics = DefaultPhysics VelocityDamping = 1 1 DriftVelocity = X:0 Y:0 Z:1.5 Swirly = Yes End EmissionVelocity = OutwardEmissionVelocity Speed = 0.5 1 End EmissionVolume = CylinderEmissionVolume Radius = 25 Length = 50 Offset = X:0 Y:0 Z:15 End Draw = DefaultDraw End End
Its not too hard to understand what some of these things do...
But there is even a program that could help you with making FX's...
Here:
http://www.the3rdage...item-58?addview
Its a fairly good program, but it also crashes at times
#14
Posted 03 January 2009 - 11:18 PM
#15
Posted 03 January 2009 - 11:24 PM
#16
Posted 03 January 2009 - 11:32 PM
Find the 'spaces' with those 'names' and fill the numbers in
System = 2 'tab'
Update = 3 'tab' or something like that
#17
Posted 04 January 2009 - 09:50 AM
#18
Posted 04 January 2009 - 10:20 AM
Ok save this as tornado.xml:
<!--ParticleSystem in XML Format--> <FXParticleSystem Name="Tornado"> <System Priority="0" Shader="1" ParticleName="exexplo03" SystemLifetime="0" SortLevel="0" InitialDelayMin="0" InitialDelayMax="0" LifetimeMin="30" LifetimeMax="30" SizeMin="10" SizeMax="10" BurstCountMin="1" BurstCountMax="1" BurstDelayMin="0.1" BurstDelayMax="0.1" IsOneShot="0" IsGroundAligned="-1" /> <Colors Color1R="255" Color1G="255" Color1B="255" Color1Time="0" Color2R="0" Color2G="0" Color2B="0" Color2Time="30" Color3R="0" Color3G="0" Color3B="0" Color3Time="0" Color4R="0" Color4G="0" Color4B="0" Color4Time="0" Color5R="0" Color5G="0" Color5B="0" Color5Time="0" Color6R="0" Color6G="0" Color6B="0" Color6Time="0" Color7R="0" Color7G="0" Color7B="0" Color7Time="0" Color8R="0" Color8G="0" Color8B="0" Color8Time="0" /> <Alphas Alpha1Min="1" Alpha1Max="1" Alpha1Time="0" Alpha2Min="0" Alpha2Max="0" Alpha2Time="60" Alpha3Min="0" Alpha3Max="0" Alpha3Time="0" Alpha4Min="0" Alpha4Max="0" Alpha4Time="0" Alpha5Min="0" Alpha5Max="0" Alpha5Time="0" Alpha6Min="0" Alpha6Max="0" Alpha6Time="0" Alpha7Min="0" Alpha7Max="0" Alpha7Time="0" Alpha8Min="0" Alpha8Max="0" Alpha8Time="0" /> <Update SizeRateMin="1" SizeRateMax="1" SizeRateDampingMin="1.04" SizeRateDampingMax="1.04" AngleZMin="0" AngleZMax="0" AngularRateZMin="20" AngularRateZMax="20" AngularDampingMin="0.99" AngularDampingMax="0.99" /> <Physics VelocityDampingMin="1.025" VelocityDampingMax="1.025" GravityMin="0" GravityMax="0" DriftVelocityX="0" DriftVelocityY="0" DriftVelocityZ="0" /> <EmissionVelocity Type="1" RadialMin="0.8" RadialMax="0.8" NormalMin="2" NormalMax="2" XMin="0" XMax="0" YMin="0" YMax="0" ZMin="1" ZMax="1" SpeedMin="0" SpeedMax="0" /> <EmissionVolume Type="1" IsHollow="0" HalfSizeX="0" HalfSizeY="0" HalfSizeZ="0" OffsetX="0" OffsetY="0" OffsetZ="0" Radius="2" Length="0" StartPointX="0" StartPointY="0" StartPointZ="0" EndPointX="0" EndPointY="0" EndPointZ="0" /> </FXParticleSystem>
And then do Import and import the tornado.xml, then you should see something like what i did...
Well that is if you took all the textures in the EX folder (one of the textures.big) and put them in the Particles folder in the fx editor
#19
Posted 04 January 2009 - 11:00 AM
Edited by Vardamir, 04 January 2009 - 11:05 AM.
#20
Posted 04 January 2009 - 11:09 AM
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