Jump to content


Photo

Shitty bug in map.ini related to weaponsets...

weaponset bug docommandupgrade cah

  • Please log in to reply
2 replies to this topic

#1 -SilverBane-

-SilverBane-

    Inactive Noob

  • Project Team
  • 474 posts
  • Location:Bucharest
  • Projects:Life
  •  Mapper & Coder

Posted 19 October 2014 - 06:59 PM

Hey guys,

I don't know if you have the time or patience to look through this, but I have a relatively big problem:

I did changed the weaponsets for custom heroes to be based on the weapon appereance (for example trolls have splash damage), all in all works fine, however elf cah archer no longer starts on bow, no idea why. I have tried replacing DoCommandUpgrade, remove and add again, doesnt works.

The question would be: do you find anything related wich may make elf archer start on sword instead of bow (how usually does)?

If not, is there a simple way to make it switch weaponset apart from DoCommandUpgrade? ( wich doesn't work)

 

Here is the code; note that i did not add the OCL, weapons, modified commandbuttons here. They shouldn't be relevant.


;/////////////////////////////////////////////////////////////////////////////////////////////////////
;CREATE A HERO OBJECT////////////////////////////////////////////////////////////////////////////////
;///////////////////////////////////////////////////////////////////////////////////////////////////

Object CreateAHero


CommandPoints = 0

ReplaceModule ModuleTag_CreateAHeroMakeSureArcherUsesBowInitially
	Behavior = DoCommandUpgrade ModuleTag_CreateAHeroMakeSureArcherUsesBowInitially2
		TriggeredBy						=  Upgrade_CreateAHero_ClassArcher
		GetUpgradeCommandButtonName		= Command_CreateAHero_A_ToggleWeapon
		RemoveUpgradeCommandButtonName	= Command_CreateAHero_A_ToggleWeapon
	End
End





;ALL THIS STUFF BELOW IS NEEDED FOR THE TROLL CLASS. WICH NEEDS A SPLASH DAMAGE, AND MUCH STRONGER ATTACK
;EDIT: ALL WEAPONS (DESIGN ONES) SHOULD HAVE DIFFERENT BONUS DAMAGE, LIKE THE TROLL ONES .... DONE FIXED!

;====================================================================================================
//-------------------------------------------------------------
// Troll Mace Weapon upgrade.
//-------------------------------------------------------------
WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_12		// CLOSE_RANGE	 CONTESTING_BUILDING
	Weapon				   = PRIMARY CreateAHeroTrollWeapon
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

//-------------------------------------------------------------
// Troll Sword Weapon upgrade.
//-------------------------------------------------------------
WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_13		// CLOSE_RANGE	 CONTESTING_BUILDING
	Weapon				   = PRIMARY CreateAHeroTrollWeapon    ; CreateAHeroBasicMeleeWeapon
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End


//---------------------------------------------------------------
// Troll Hammer Weapon upgrade.
//---------------------------------------------------------------
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_14
	Weapon			  =	PRIMARY	CreateAHeroTrollWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End


//---------------------------------------------------------------
// Troll Tree Weapon upgrade.
//---------------------------------------------------------------
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_15
	Weapon			  =	PRIMARY	CreateAHeroTrollWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End

//---------------------------------------------------------------
// Spiked Club Weapon upgrade.
//---------------------------------------------------------------
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_29
	Weapon			  =	PRIMARY	CreateAHeroTrollWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End


//---------------------------------------------------------------
// Metal Hammer Weapon upgrade.
//---------------------------------------------------------------
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_30
	Weapon			  =	PRIMARY	CreateAHeroTrollWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End

;=================================================================================================

;END OF TROLL WEAPONSET CHANGE



;;;;;;;;;ADDITIONAL STUFF: ONCE I'VE CHANGED A FEW WEAPONSETS I NEED TO CHANGE ALL, OR GAME WILL READ THE SAME WEAPON FOR ALL
;EDIT: ALL CLASSES HAVE NOW UNIQUE WEAPONS
//-------------------------------------------------------------
// Dwarven Axe	Weapon upgrade.
//-------------------------------------------------------------

WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_01		
	Weapon				   = PRIMARY CreateAHeroAxeWeapon 
	Weapon				   = TERTIARY CreateAHeroAxeThrow
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
	AutoChooseSources	   = TERTIARY NONE
End
//-------------------------------------------------------------
// Belthronding	Weapon upgrade.
//-------------------------------------------------------------
WeaponSet
	Conditions				= WEAPONSET_CREATE_A_HERO_WS_02 WEAPONSET_TOGGLE_1
	Weapon					= PRIMARY	   CreateAHeroBasicRangedWeapon 
	AutoChooseSources		= PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End
WeaponSet
	Conditions				= WEAPONSET_CREATE_A_HERO_WS_02		
	Weapon					=	PRIMARY CreateAHeroBasicMeleeWeapon
	AutoChooseSources		= PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

//-------------------------------------------------------------
// Gurthang	(Sword)	Weapon upgrade.
//-------------------------------------------------------------
WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_03		// CLOSE_RANGE	 CONTESTING_BUILDING
	Weapon				   = PRIMARY	CreateAHeroMenWeapon
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End


//-------------------------------------------------------------
// Westron (Sword) Weapon upgrade.
//-------------------------------------------------------------
WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_04		// CLOSE_RANGE	 CONTESTING_BUILDING
	Weapon				   = PRIMARY CreateAHeroMenWeapon
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End




//-------------------------------------------------------------
// TrollBane (Sword) Weapon	upgrade.
//-------------------------------------------------------------
WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_05		// CLOSE_RANGE	 CONTESTING_BUILDING
	Weapon				   = PRIMARY CreateAHeroMenWeapon
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

//-------------------------------------------------------------
// FireBrand (Sword) Weapon	upgrade.
//-------------------------------------------------------------
WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_06		// CLOSE_RANGE	 CONTESTING_BUILDING
	Weapon				   = PRIMARY CreateAHeroMenWeapon
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

//-------------------------------------------------------------
// Wizard Staff	1 Weapon upgrade.
//-------------------------------------------------------------
WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_07		//CLOSE_RANGE	 CONTESTING_BUILDING
	Weapon				   = PRIMARY CreateAHeroWizardWeapon 
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
//-------------------------------------------------------------
// MithlondBow Bow Weapon upgrade.
//-------------------------------------------------------------
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_08 WEAPONSET_TOGGLE_1	   // CLOSE_RANGE	CONTESTING_BUILDING
	Weapon			  =	PRIMARY CreateAHeroBasicRangedWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End
WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_08		// CLOSE_RANGE	 CONTESTING_BUILDING
	Weapon			  =	PRIMARY CreateAHeroBasicMeleeWeapon
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
//-------------------------------------------------------------
// Wizard Staff	2 Weapon upgrade.
//-------------------------------------------------------------
WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_09		// CLOSE_RANGE	 CONTESTING_BUILDING
	Weapon				   = PRIMARY CreateAHeroWizardWeapon 
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
//-------------------------------------------------------------
// Wizard Staff	3 Weapon upgrade.
//-------------------------------------------------------------
WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_10		// CLOSE_RANGE	 CONTESTING_BUILDING
	Weapon				   = PRIMARY CreateAHeroWizardWeapon 
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

//-------------------------------------------------------------
// Wizard Staff	4 Weapon upgrade.
//-------------------------------------------------------------

WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_11		// CLOSE_RANGE	 CONTESTING_BUILDING
	Weapon				   = PRIMARY CreateAHeroWizardWeapon 
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

//--------------------------------------------------------------
// Uruk	Weapons
//--------------------------------------------------------------

WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_18
	Weapon				   = PRIMARY CreateAHeroBasicMeleeWeapon ; modified normal weapon to fix the poison attack from starting bug
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_19
	Weapon				   = PRIMARY CreateAHeroBasicMeleeWeapon
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_20
	Weapon				   = PRIMARY CreateAHeroBasicMeleeWeapon
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
//---------------------------------------------------------------
// Club for CM Weapon upgrade.
//---------------------------------------------------------------
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_21 WEAPONSET_TOGGLE_1	   // CLOSE_RANGE	CONTESTING_BUILDING
	Weapon			  =	PRIMARY	   CreateAHeroBasicRangedWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_21
	Weapon			  =	PRIMARY	CreateAHeroAssassinClubWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End


//---------------------------------------------------------------
// Hammer for CM Weapon upgrade.
//---------------------------------------------------------------

WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_22 WEAPONSET_TOGGLE_1	   // CLOSE_RANGE	CONTESTING_BUILDING
	Weapon			  =	PRIMARY	   CreateAHeroBasicRangedWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_22
	Weapon			  =	PRIMARY	CreateAHeroHammerWeapon 
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End

//---------------------------------------------------------------
// Sword 03 for CM Weapon upgrade.
//---------------------------------------------------------------

WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_23 WEAPONSET_TOGGLE_1	   // CLOSE_RANGE	CONTESTING_BUILDING
	Weapon			  =	PRIMARY	   CreateAHeroBasicRangedWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_23
	Weapon			  = PRIMARY	CreateAHeroAssassinSwordWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End


//---------------------------------------------------------------
// Sword 04 for CM Weapon upgrade.
//---------------------------------------------------------------
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_24 WEAPONSET_TOGGLE_1	   // CLOSE_RANGE	CONTESTING_BUILDING
	Weapon			  =	PRIMARY	   CreateAHeroBasicRangedWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_24
	Weapon			  =	PRIMARY CreateAHeroAssassinSwordWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End


//---------------------------------------------------------------
// Corrupted Man Weapon 1 upgrade.
//---------------------------------------------------------------

WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_25 WEAPONSET_TOGGLE_1	   // CLOSE_RANGE	CONTESTING_BUILDING
	Weapon			  =	PRIMARY	   CreateAHeroBasicRangedWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_25
	Weapon			  = PRIMARY	CreateAHeroAssassinSwordWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End




//---------------------------------------------------------------
// Corrupted Man Weapon 2 upgrade.
//---------------------------------------------------------------

WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_26 WEAPONSET_TOGGLE_1	   // CLOSE_RANGE	CONTESTING_BUILDING
	Weapon			  =	PRIMARY	   CreateAHeroBasicRangedWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_26
	Weapon			  = PRIMARY	CreateAHeroAssassinSwordWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End





//---------------------------------------------------------------
// Dwarf Hammer upgrade.
//---------------------------------------------------------------


WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_31
	Weapon			  =	PRIMARY	CreateAHeroHammerWeapon 
	Weapon			  = TERTIARY CreateAHeroAxeThrow
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
	AutoChooseSources = TERTIARY NONE
End

//---------------------------------------------------------------
// Dwarf Axe 02 upgrade.
//---------------------------------------------------------------
WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_32
	Weapon			  =	PRIMARY	CreateAHeroAxeWeapon 
	Weapon			  = TERTIARY CreateAHeroAxeThrow
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
	AutoChooseSources = TERTIARY NONE
End

//---------------------------------------------------------------
// Hero of the West Axe upgrade.
//---------------------------------------------------------------

WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_27
	Weapon			  =	PRIMARY	CreateAHeroAxeWeapon 
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End

//---------------------------------------------------------------
// Hero of the West Sword upgrade.
//---------------------------------------------------------------

WeaponSet
	Conditions		  =	WEAPONSET_CREATE_A_HERO_WS_28
	Weapon			  =	PRIMARY	CreateAHeroMenWeapon
	AutoChooseSources =	PRIMARY	FROM_PLAYER	FROM_SCRIPT	FROM_AI
End






;==============================================================================================================
;==============================================================================================================
;==============================================================================================================
;
;END OF WEAPONSETS
;
;==============================================================================================================
;==============================================================================================================
;==============================================================================================================
;==============================================================================================================
;==============================================================================================================
;==============================================================================================================
;==============================================================================================================
;==============================================================================================================

;//////////////////////////HEALING MUCH MORE FASTER////////////////////////////////////////////////////



  ReplaceModule ModuleTag_FaramirHealing
	Behavior = AutoHealBehavior ModuleTag_BlaBlaBlaHealForCAH
		StartsActive		  =	Yes
		HealingAmount		  =	80
		HealingDelay		  =	500
		StartHealingDelay	  =	5000
		HealOnlyIfNotInCombat =	Yes
	End
  END






//-------------------------------------------------------------------------------
//LEADERSHIP CHANGED
//-------------------------------------------------------------------------------
ReplaceModule ModuleTag_CreateAHeroLeaderShip
Behavior = AttributeModifierAuraUpdate ModuleTag_CreateAHeroLeaderShipNew
	StartsActive = No // If no, requires upgrade to turn on.
	BonusName	 = CAHLeadership ; GenericHeroLeadership
	TriggeredBy	 = Upgrade_CreateAHeroLeadership
	RefreshDelay = 2000
	Range		 = 200
	AntiCategory = BUFF
	ObjectFilter = ANY +INFANTRY +CAVALRY +HERO -STRUCTURE -BASE_FOUNDATION -DOZER -HORDE
End
End
//--------------------------------------------------------------------------	
// TRAIN ALLIES SPECIAL POWER (All Classes): now it affects only heroes
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_TrainAllies_Level_1 
Behavior = LevelGrantSpecialPower ModuleTag_TrainAllies_Level_1_New
	SpecialPowerTemplate	   = SpecialAbilityCreateAHeroTrainAllies_Level_1
	StartAbilityRange		   = 100.0
	Experience				   = 60
	RadiusEffect			   = 100
	AcceptanceFilter		   = NONE +HERO ; we want this power to affect only heroes
	UnpackTime				   = 1000
	PackTime				   = 2000
	UnpackingVariation		   = 2
	FreezeAfterTriggerDuration = 500 //	Hold AI	for	this long after	we fire.	   
	LevelFX					   = FX_LevelUp
End
End

//-----------------------------------------------------------------------------


ReplaceModule ModuleTag_TrainAllies_Level_2
Behavior = LevelGrantSpecialPower ModuleTag_TrainAllies_Level_2_New
	SpecialPowerTemplate	   = SpecialAbilityCreateAHeroTrainAllies_Level_2
	StartAbilityRange		   = 100.0
	Experience				   = 120
	RadiusEffect			   = 125
	AcceptanceFilter		   = NONE +HERO ; we want this power to affect only heroes
	UnpackTime				   = 1000
	PackTime				   = 2000
	UnpackingVariation		   = 2
	FreezeAfterTriggerDuration = 500 //	Hold AI	for	this long after	we fire.	   
	LevelFX					   = FX_LevelUp
End
End

//-----------------------------------------------------------------------------


ReplaceModule ModuleTag_TrainAllies_Level_3
Behavior = LevelGrantSpecialPower ModuleTag_TrainAllies_Level_3_New
	SpecialPowerTemplate	   = SpecialAbilityCreateAHeroTrainAllies_Level_3
	StartAbilityRange		   = 100.0
	Experience				   = 240
	RadiusEffect			   = 150
	AcceptanceFilter		   = NONE +HERO ; we want this power to affect only heroes
	UnpackTime				   = 1000
	PackTime				   = 2000
	UnpackingVariation		   = 2
	FreezeAfterTriggerDuration = 500 //	Hold AI	for	this long after	we fire.	   
	LevelFX					   = FX_LevelUp
End
End




//--------------------------------------------------------------------------	
//	INVULNERABILITY SPECIAL POWERS
//--------------------------------------------------------------------------	

//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level1
Behavior = SpecialPowerModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level1New
	SpecialPowerTemplate		 = SpecialAbilityCreateAHeroInvulnerability_Level1
	UpdateModuleStartsAttack	 = No
	StartsPaused				 = Yes
	AttributeModifier			 = CreateAHeroInvulnerabilityBonus_Level1
	AttributeModifierRange		 = 1
	AttributeModifierAffectsSelf = Yes
	AttributeModifierAffects	 = NONE +HERO
	AttributeModifierFX			 = FX_CreateAHeroInvulnerability_Start
End
End

//--------------------------------------------------------------------------	
ReplaceModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level2
Behavior = SpecialPowerModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level2New
	SpecialPowerTemplate		 = SpecialAbilityCreateAHeroInvulnerability_Level2
	UpdateModuleStartsAttack	 = No
	StartsPaused				 = Yes
	AttributeModifier			 = CreateAHeroInvulnerabilityBonus_Level2
	AttributeModifierRange		 = 1
	AttributeModifierAffectsSelf = Yes
	AttributeModifierAffects	 = NONE +HERO
	AttributeModifierFX			 = FX_CreateAHeroInvulnerability_Start
End
End

//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level3
Behavior = SpecialPowerModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level3New
	SpecialPowerTemplate		 = SpecialAbilityCreateAHeroInvulnerability_Level3
	UpdateModuleStartsAttack	 = No
	StartsPaused				 = Yes
	AttributeModifier			 = CreateAHeroInvulnerabilityBonus_Level3
	AttributeModifierRange		 = 1
	AttributeModifierAffectsSelf = Yes
	AttributeModifierAffects	 = NONE +HERO
	AttributeModifierFX			 = FX_CreateAHeroInvulnerability_Start
End
End


//------------------Wizard blast attack range fixed-----------------------------------

ReplaceModule ModuleTag_ForcePushUpdate_Level1
	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_ForcePushUpdate_Level1New
		SpecialPowerTemplate	= SpecialAbilityForcePush_Level1
		WhichSpecialWeapon	= 2
		SkipContinue		= Yes	

		UnpackTime		= 900
		PreparationTime		= 1   
		PersistentPrepTime	= 1500	
		PackTime		= 1100	

		AwardXPForTriggering	= 0	 
		StartAbilityRange	= 50.0	
		MustFinishAbility	= Yes
		SpecialWeapon		= ForcePush_Level1
	End
END

ReplaceModule ModuleTag_ForcePushUpdate_Level2
	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_ForcePushUpdate_Level2New
		SpecialPowerTemplate	= SpecialAbilityForcePush_Level2
		WhichSpecialWeapon	= 2
		SkipContinue		= Yes

		UnpackTime		= 900
		PreparationTime		= 1   
		PersistentPrepTime	= 1500	
		PackTime		= 1100	

		AwardXPForTriggering	= 0	 
		StartAbilityRange	= 50.0	
		MustFinishAbility	= Yes
		SpecialWeapon		= ForcePush_Level2
	End
END

ReplaceModule ModuleTag_ForcePushUpdate_Level3
	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_ForcePushUpdate_Level3New
		SpecialPowerTemplate	= SpecialAbilityForcePush_Level3
		WhichSpecialWeapon	= 2
		SkipContinue		= Yes	

		UnpackTime		= 900
		PreparationTime		= 1   
		PersistentPrepTime	= 1500	
		PackTime		= 1100	

		AwardXPForTriggering	= 0	 
		StartAbilityRange	= 50.0	;180 was by EA - bug....
		MustFinishAbility	= Yes
		SpecialWeapon		= ForcePush_Level3
	End
END






//---------------- Assassin now works with multiple weapons!!!-------------------

ReplaceModule ModuleTag_CreateAHeroAssassinUpdate_Level1
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroAssassinUpdate_Level1New
	SpecialPowerTemplate = SpecialAbilityCreateAHeroAssassin_Level1
	UnpackTime			= 2000
	PackTime			= 2000	
	AwardXPForTriggering		= 0
	StartAbilityRange		= CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE
	ApproachRequiresLOS		= Yes
	SpecialWeapon			= CreateAHeroAssassinWeaponL1
	WhichSpecialWeapon		= 5
	LoseStealthOnTrigger		= Yes
	PreTriggerUnstealthTime		= 2100
End
END

ReplaceModule ModuleTag_CreateAHeroAssassinUpdate_Level2
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroAssassinUpdate_Level2New
	SpecialPowerTemplate = SpecialAbilityCreateAHeroAssassin_Level2
	UnpackTime			= 2000
	PackTime			= 2000	
	AwardXPForTriggering		= 0
	StartAbilityRange		= CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE
	ApproachRequiresLOS		= Yes
	SpecialWeapon			= CreateAHeroAssassinWeaponL2
	WhichSpecialWeapon		= 5
	LoseStealthOnTrigger		= Yes
	PreTriggerUnstealthTime		= 2100
End
END

ReplaceModule ModuleTag_CreateAHeroAssassinUpdate_Level3
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroAssassinUpdate_Level3New
	SpecialPowerTemplate = SpecialAbilityCreateAHeroAssassin_Level3
	UnpackTime			= 2000
	PackTime			= 2000	
	AwardXPForTriggering		= 0
	StartAbilityRange		= CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE
	ApproachRequiresLOS		= Yes
	SpecialWeapon			= CreateAHeroAssassinWeaponL3
	WhichSpecialWeapon		= 5
	LoseStealthOnTrigger		= Yes
	PreTriggerUnstealthTime		= 2100
End
END

ReplaceModule ModuleTag_CreateAHeroAssassinUpdate_Level4
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroAssassinUpdate_Level4New
	SpecialPowerTemplate = SpecialAbilityCreateAHeroAssassin_Level4
	UnpackTime			= 2000
	PackTime			= 2000	
	AwardXPForTriggering		= 0
	StartAbilityRange		= CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE
	ApproachRequiresLOS		= Yes
	SpecialWeapon			= CreateAHeroAssassinWeaponL4
	WhichSpecialWeapon		= 5
	LoseStealthOnTrigger		= Yes
	PreTriggerUnstealthTime		= 2100
End
END



;///////////////------------- Howl of Rage Lv1 -------------//////////////////////////



ReplaceModule ModuleTag_CreateAHeroHowlOfRageStarter_Level1
  Behavior = SpecialPowerModule ModuleTag_CreateAHeroHowlOfRageStarter_Level1New
	SpecialPowerTemplate		= SpecialAbilityCreateAHeroHowlOfRage_Level1
	AttributeModifier		= HowlOfRageLv1
	AttributeModifierRange		= CREATE_A_HERO_HOWL_OF_RAGE_RADIUS_L1
	AttributeModifierAffects	= ANY +INFANTRY +CAVALRY +MONSTER +HERO
	TriggerFX			= FX_HowlofRage1
	UpdateModuleStartsAttack	= No
	StartsPaused			= Yes
	TargetEnemy			= No
  End
END

;///////////////////------------- Howl of Rage Lv2 -------------////////////////



ReplaceModule ModuleTag_CreateAHeroHowlOfRageStarter_Level2
  Behavior = SpecialPowerModule ModuleTag_CreateAHeroHowlOfRageStarter_Level2New
	SpecialPowerTemplate		= SpecialAbilityCreateAHeroHowlOfRage_Level2
	AttributeModifier		= HowlOfRageLv2
	AttributeModifierRange		= CREATE_A_HERO_HOWL_OF_RAGE_RADIUS_L2
	AttributeModifierAffects	= ANY +INFANTRY +CAVALRY +MONSTER +HERO
	TriggerFX			= FX_HowlofRage2
	UpdateModuleStartsAttack	= No
	StartsPaused			= Yes
	TargetEnemy			= No
  End
End

;///////////////////------------- Howl of Rage Lv3 -------------//////////////////


ReplaceModule ModuleTag_CreateAHeroHowlOfRageStarter_Level3
  Behavior = SpecialPowerModule ModuleTag_CreateAHeroHowlOfRageStarter_Level3New
	SpecialPowerTemplate		= SpecialAbilityCreateAHeroHowlOfRage_Level3
	AttributeModifier		= HowlOfRageLv3
	AttributeModifierRange		= CREATE_A_HERO_HOWL_OF_RAGE_RADIUS_L3
	AttributeModifierAffects	= ANY +INFANTRY +CAVALRY +MONSTER +HERO
	TriggerFX			= FX_HowlofRage3
	UpdateModuleStartsAttack	= No
	StartsPaused			= Yes
	TargetEnemy			= No
  End
END






//--------------------------------------------------------------------------	
// CONVERT SPECIAL POWER LEVEL 1//      - now temporary                   
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_ConvertEnemySpecialPower_L1
Behavior = DominateEnemySpecialPower ModuleTag_ConvertEnemySpecialPower_L1New
    SpecialPowerTemplate		= SpecialAbilityConvertEnemy_L1 
	UnpackingVariation			= 2
	StartAbilityRange			= 200.0
	
	DominateRadius				= 60 //100 //150
	DominatedFX					= FX_SarumanDominateTargets
	TriggerFX					= FX_CreateaHeroConvert
	PermanentlyConvert			= No
	UnpackTime					= 2000
	PreparationTime				= 1   
	FreezeAfterTriggerDuration	= 2500 // Hold AI for this long after we fire.		
	AttributeModifierAffects	= ALL -DOZER -HERO -STRUCTURE -ARMY_OF_DEAD -MOVE_ONLY ENEMIES NEUTRAL
End
End

//--------------------------------------------------------------------------	
// CONVERT SPECIAL POWER LEVEL 2//     - now temporary                    
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_ConvertEnemySpecialPower_L2
Behavior = DominateEnemySpecialPower ModuleTag_ConvertEnemySpecialPower_L2New
    SpecialPowerTemplate		= SpecialAbilityConvertEnemy_L2 
	UnpackingVariation			= 2
	StartAbilityRange			= 200.0
	
	DominateRadius				= 100 //100 //150
	DominatedFX					= FX_SarumanDominateTargets
	TriggerFX					= FX_CreateaHeroConvert
	PermanentlyConvert			= No
	UnpackTime					= 2000
	PreparationTime				= 1   
	FreezeAfterTriggerDuration	= 2500 // Hold AI for this long after we fire.		
	AttributeModifierAffects	= ALL -DOZER -HERO -STRUCTURE -ARMY_OF_DEAD -MOVE_ONLY ENEMIES NEUTRAL
End
End



//--------------------------------------------------------------------------	
// COERCE SPECIAL POWER LEVEL 1 - now temporary
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_CreateAHeroCoercePower_Level1
Behavior = DominateEnemySpecialPower ModuleTag_CreateAHeroCoercePower_Level1New
    SpecialPowerTemplate		= SpecialAbilityCreateAHeroCoerce_Level1
	UnpackingVariation			= 2
	StartAbilityRange			= CREATE_A_HERO_COERCE_RANGE_L1
	
	DominateRadius				= CREATE_A_HERO_COERCE_RADIUS_L1
	DominatedFX					= FX_SarumanDominateTargets
	TriggerFX					= FX_CreateaHeroConvert
	TriggerSound				= SarumanWormtongue
	PermanentlyConvert			= No
	UnpackTime					= 2000
	PreparationTime				= 1   
	FreezeAfterTriggerDuration	= 2000 // Hold AI for this long after we fire.	
	AttributeModifierAffects	= ALL -DOZER -HERO -STRUCTURE -ARMY_OF_DEAD -MOVE_ONLY ENEMIES NEUTRAL
End
End

//--------------------------------------------------------------------------	
// COERCE SPECIAL POWER LEVEL 2 - now temporary
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_CreateAHeroCoercePower_Level2
Behavior = DominateEnemySpecialPower ModuleTag_CreateAHeroCoercePower_Level2New
    SpecialPowerTemplate		= SpecialAbilityCreateAHeroCoerce_Level2
	UnpackingVariation			= 2
	StartAbilityRange			= CREATE_A_HERO_COERCE_RANGE_L2
	
	DominateRadius				= CREATE_A_HERO_COERCE_RADIUS_L2
	DominatedFX					= FX_SarumanDominateTargets
	TriggerFX					= FX_CreateaHeroConvert
	PermanentlyConvert			= No
	UnpackTime					= 2000
	PreparationTime				= 1   
	FreezeAfterTriggerDuration	= 2000 // Hold AI for this long after we fire.		
	AttributeModifierAffects	= ALL -DOZER -HERO -STRUCTURE -ARMY_OF_DEAD -MOVE_ONLY ENEMIES NEUTRAL
End
End

//--------------------------------------------------------------------------	
// COERCE SPECIAL POWER LEVEL 3 - now temporary
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_CreateAHeroCoercePower_Level3
Behavior = DominateEnemySpecialPower ModuleTag_CreateAHeroCoercePower_Level3New
    SpecialPowerTemplate		= SpecialAbilityCreateAHeroCoerce_Level3
	UnpackingVariation			= 2
	StartAbilityRange			= CREATE_A_HERO_COERCE_RANGE_L3
	
	DominateRadius				= CREATE_A_HERO_COERCE_RADIUS_L3
	DominatedFX					= FX_SarumanDominateTargets
	TriggerFX					= FX_CreateaHeroConvert
	PermanentlyConvert			= No
	UnpackTime					= 2000
	PreparationTime				= 1   
	FreezeAfterTriggerDuration	= 2000 // Hold AI for this long after we fire.		
	AttributeModifierAffects	= ALL -DOZER -HERO -STRUCTURE -ARMY_OF_DEAD -MOVE_ONLY ENEMIES NEUTRAL
End
End






//--------------------------------------------------------------------------	
//	STEAL MONEY SPECIAL POWER Level 1  - now drains life
//--------------------------------------------------------------------------

ReplaceModule ModuleTag_CreateAHeroStealMoneyStarter_Level1
Behavior = SpecialPowerModule ModuleTag_CreateAHeroStealMoneyStarter_Level1New
	SpecialPowerTemplate		= SpecialAbilityCreateAHeroStealMoney_Level1
	UpdateModuleStartsAttack	= Yes
	StartsPaused			= Yes
	InitiateSound			= WormtongueVenomousWords ;HeroEvilManVoiceStealResources
End
End

ReplaceModule ModuleTag_CreateAHeroStealMoneyUpdate_Level1
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroStealMoneyUpdate_Level1New
	SpecialPowerTemplate    = SpecialAbilityCreateAHeroStealMoney_Level1

	UnpackTime              = 2000
	PackTime                = 2000 

	AwardXPForTriggering    = 0
	
	StartAbilityRange		= CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE
	ApproachRequiresLOS		= Yes
	LoseStealthOnTrigger		= Yes
	PreTriggerUnstealthTime		= 2100
	
	SpecialWeapon = CreateAHeroDrainLifeWeaponLv1
	WhichSpecialWeapon = 5 ;1 - for anim
End
End

//--------------------------------------------------------------------------	
//	STEAL MONEY SPECIAL POWER Level 2 - now drains life
//--------------------------------------------------------------------------
ReplaceModule ModuleTag_CreateAHeroStealMoneyStarter_Level2
Behavior = SpecialPowerModule ModuleTag_CreateAHeroStealMoneyStarter_Level2New
	SpecialPowerTemplate		= SpecialAbilityCreateAHeroStealMoney_Level2
	UpdateModuleStartsAttack	= Yes
	StartsPaused			= Yes
	InitiateSound			= WormtongueVenomousWords ;HeroEvilManVoiceStealResources
End
End



ReplaceModule ModuleTag_CreateAHeroStealMoneyUpdate_Level2
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroStealMoneyUpdate_Level2New
	SpecialPowerTemplate    = SpecialAbilityCreateAHeroStealMoney_Level2

	UnpackTime              = 2000
	PackTime                = 2000 

	AwardXPForTriggering    = 0
	
	StartAbilityRange		= CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE
	ApproachRequiresLOS		= Yes
	LoseStealthOnTrigger		= Yes
	PreTriggerUnstealthTime		= 2100
	
	SpecialWeapon = CreateAHeroDrainLifeWeaponLv2
	WhichSpecialWeapon = 5;1
End
End

//--------------------------------------------------------------------------	
//	STEAL MONEY SPECIAL POWER Level 3 - now drains life
//--------------------------------------------------------------------------



ReplaceModule ModuleTag_CreateAHeroStealMoneyStarter_Level3
Behavior = SpecialPowerModule ModuleTag_CreateAHeroStealMoneyStarter_Level3New
	SpecialPowerTemplate		= SpecialAbilityCreateAHeroStealMoney_Level3
	UpdateModuleStartsAttack	= Yes
	StartsPaused			= Yes
	InitiateSound			= WormtongueVenomousWords ;HeroEvilManVoiceStealResources
End
End



ReplaceModule ModuleTag_CreateAHeroStealMoneyUpdate_Level3
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroStealMoneyUpdate_Level3New
	SpecialPowerTemplate    = SpecialAbilityCreateAHeroStealMoney_Level3

	UnpackTime              = 2000
	PackTime                = 2000 

	AwardXPForTriggering    = 0
	
	StartAbilityRange		= CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE
	ApproachRequiresLOS		= Yes
	LoseStealthOnTrigger		= Yes
	PreTriggerUnstealthTime		= 2100
	
	SpecialWeapon = CreateAHeroDrainLifeWeaponLv3
	WhichSpecialWeapon = 5;1
End
End

;////////////////////////////////////////////////////////////////////////////////////////////////////


//--------------------------------------------------------------------------	
// Servant of Sauron Summon Allies Level 1
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_OCLSpecialPowerSoSSummonAllies_Level1
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerSoSSummonAllies_Level1New
	SpecialPowerTemplate	= SpecialAbilityCreateAHeroSoSSummonAllies_Level1
	OCL						= OCL_CreateAHeroSoSReinforcements_Level1   ; changed OCLs
	TriggerFX				= FX_SummonWildmen
	CreateLocation			= CREATE_AT_LOCATION
	StartsPaused			= Yes
	SetModelCondition		= ModelConditionState:USER_1
	SetModelConditionTime	= 8.1
End
End

//--------------------------------------------------------------------------	
// Servant of Sauron Summon Allies Level 2
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_OCLSpecialPowerSoSSummonAllies_Level2
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerSoSSummonAllies_Level2New
	SpecialPowerTemplate	= SpecialAbilityCreateAHeroSoSSummonAllies_Level2
	OCL						= OCL_CreateAHeroSoSReinforcements_Level2
	TriggerFX				= FX_SummonWildmen
	CreateLocation			= CREATE_AT_LOCATION
	StartsPaused			= Yes
	SetModelCondition		= ModelConditionState:USER_1
	SetModelConditionTime	= 8.1
End
End

//--------------------------------------------------------------------------	
// Servant of Sauron Summon Allies Level 3
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_OCLSpecialPowerSoSSummonAllies_Level3
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerSoSSummonAllies_Level3New
	SpecialPowerTemplate	= SpecialAbilityCreateAHeroSoSSummonAllies_Level3
	OCL						= OCL_CreateAHeroSoSReinforcements_Level3
	TriggerFX				= FX_SummonWildmen
	CreateLocation			= CREATE_AT_LOCATION
	StartsPaused			= Yes
	SetModelCondition		= ModelConditionState:USER_1
	SetModelConditionTime	= 8.1
End
End

//--------------------------------------------------------------------------	
// Servant of Sauron Summon Allies Level 4
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_OCLSpecialPowerSoSSummonAllies_Level4
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerSoSSummonAllies_Level4New
	SpecialPowerTemplate	= SpecialAbilityCreateAHeroSoSSummonAllies_Level4
	OCL						= OCL_CreateAHeroSoSReinforcements_Level4
	TriggerFX				= FX_SummonWildmen
	CreateLocation			= CREATE_AT_LOCATION
	StartsPaused			= Yes
	SetModelCondition		= ModelConditionState:USER_1
	SetModelConditionTime	= 8.1
End
End




//--------------------------------------------------------------------------	
// Hero of the West Summon Allies Level 1
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_OCLSpecialPowerHotWSummonAllies_Level1
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerHotWSummonAllies_Level1New
	SpecialPowerTemplate	= SpecialAbilityCreateAHeroHotWSummonAllies_Level1
	OCL						= OCL_CreateAHeroHotWReinforcements_Level1
	TriggerFX				= FX_DunedainSummon
	CreateLocation			= CREATE_AT_LOCATION
	StartsPaused			= Yes
	SetModelCondition		= ModelConditionState:USER_1
	SetModelConditionTime	= 8.1
End
End

//--------------------------------------------------------------------------	
// Hero of the West Summon Allies Level 2
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_OCLSpecialPowerHotWSummonAllies_Level2
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerHotWSummonAllies_Level2New
	SpecialPowerTemplate	= SpecialAbilityCreateAHeroHotWSummonAllies_Level2
	OCL						= OCL_CreateAHeroHotWReinforcements_Level2
	TriggerFX				= FX_DunedainSummon
	CreateLocation			= CREATE_AT_LOCATION
	StartsPaused			= Yes
	SetModelCondition		= ModelConditionState:USER_1
	SetModelConditionTime	= 8.1
End
End

//--------------------------------------------------------------------------	
// Hero of the West Summon Allies Level 3
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_OCLSpecialPowerHotWSummonAllies_Level3
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerHotWSummonAllies_Level3New
	SpecialPowerTemplate	= SpecialAbilityCreateAHeroHotWSummonAllies_Level3
	OCL						= OCL_CreateAHeroHotWReinforcements_Level3
	TriggerFX				= FX_DunedainSummon
	CreateLocation			= CREATE_AT_LOCATION
	StartsPaused			= Yes
	SetModelCondition		= ModelConditionState:USER_1
	SetModelConditionTime	= 8.1
End
End

//--------------------------------------------------------------------------	
// Hero of the West Summon Allies Level 4
//--------------------------------------------------------------------------	

ReplaceModule ModuleTag_OCLSpecialPowerHotWSummonAllies_Level4
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerHotWSummonAllies_Level4New
	SpecialPowerTemplate	= SpecialAbilityCreateAHeroHotWSummonAllies_Level4
	OCL						= OCL_CreateAHeroHotWReinforcements_Level4
	TriggerFX				= FX_DunedainSummon
	CreateLocation			= CREATE_AT_LOCATION
	StartsPaused			= Yes
	SetModelCondition		= ModelConditionState:USER_1
	SetModelConditionTime	= 8.1
End
End






;===========================NOTE==============================================
;===========================ATTRIBUTES========================================

;------------------- life bonus ----------------------

  AddModule 
	Behavior = AttributeModifierUpgrade ModuleTag_DwarfLifeBonus
		TriggeredBy		=	Upgrade_DwarfLifeBonus
		AttributeModifier	=	DwarfLifeBonus
	End
  END

;------------------- life bonus  ----------------------

  AddModule 
	Behavior = AttributeModifierUpgrade ModuleTag_CorruptedMenLifeBonus
		TriggeredBy		=	Upgrade_CorruptedMenLifeBonus
		AttributeModifier	=	CorruptedMenLifeBonus
	End
  END



END










2qm3dd5.jpg


#2 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 22 October 2014 - 01:10 PM

What if you have no code on the toggling, does that fix it?

If you didn't change the weaponset toggle and the way it works, i can't really think of a reason for it not to work. Also why are you doing this in map.ini? :p (its bound to cause unexplainable glitches :p )


Ridder Geel

#3 -SilverBane-

-SilverBane-

    Inactive Noob

  • Project Team
  • 474 posts
  • Location:Bucharest
  • Projects:Life
  •  Mapper & Coder

Posted 23 October 2014 - 07:16 PM

because of this:http://www.the3rdage...tem-797?addview

Well I've tried everything about it, even removing the map ini entirely to see if it fixes it and still not ( really weird), anyway its a minor problem and to compensate for it now the toggle weapons may be available on any level.

Thx anyway


2qm3dd5.jpg





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users