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Vapulas Fellbeast tutorial


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#1 Hostile

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Posted 05 April 2005 - 05:55 PM

Let me know if this is visible, loadable, and functioning...

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#2 nickthemenace

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Posted 05 April 2005 - 08:46 PM

thanks for this a lot vapula, nice and easy to understand, well explained, and some very interesting ideas. Im sure a lot of this code will get used a lot, for many other things, for example unmounting infantry. A big step forward, well done!

EDIT: Mwahaha! No one noticed:

unmounting infantry


:p

Edited by nickthemenace, 05 April 2005 - 10:21 PM.

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#3 Hostile

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Posted 05 April 2005 - 08:49 PM

Someone has to tell me that have followed the tutorial and repeated what Vapula did. I'd like to add this whenever you all test this for me.

#4 Vapula!

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Posted 05 April 2005 - 09:47 PM

To Hostile
I've already asked Micks and got a reply from him saying it's working well :p

To nickthemenace
Thanks. I wish someday someone would make a real toggle for fellbeast.

#5 nickthemenace

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Posted 05 April 2005 - 10:19 PM

To Hostile
I've already asked Micks and got a reply from him saying it's working well :p

To nickthemenace
Thanks. I wish someday someone would make a real toggle for fellbeast.

<{POST_SNAPBACK}>


I assume the problem is that if you use the MOUNTED condition set you get problems with the nazgul being airborn? This may sound odd, and i doubt it will work, but have you thought about have a different weaponset model? Like weaponset_toggle_1, it would probably get the same problems, but you never know :)
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#6 Vapula!

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Posted 05 April 2005 - 10:56 PM

I assume the problem is that if you use the MOUNTED condition set you get problems with the nazgul being airborn? This may sound odd, and i doubt it will work, but have you thought about have a different weaponset model? Like weaponset_toggle_1,  it would probably get the same problems, but you never know :p

<{POST_SNAPBACK}>


Well, the problem is that I can't find a way to switch AI when Nazgul is on fell beast. Fell Beast uses Behavior = GiantBirdAIUpdateModuleTag_GiantBirdAI so I need to switch his AI from normal groud AI to giantbird AI when hes on fell beast. I tried things like "RequiredCondition =" but it just didn't work.

#7 nickthemenace

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Posted 06 April 2005 - 02:09 AM

I assume the problem is that if you use the MOUNTED condition set you get problems with the nazgul being airborn? This may sound odd, and i doubt it will work, but have you thought about have a different weaponset model? Like weaponset_toggle_1,  it would probably get the same problems, but you never know :)

<{POST_SNAPBACK}>


Well, the problem is that I can't find a way to switch AI when Nazgul is on fell beast. Fell Beast uses Behavior = GiantBirdAIUpdateModuleTag_GiantBirdAI so I need to switch his AI from normal groud AI to giantbird AI when hes on fell beast. I tried things like "RequiredCondition =" but it just didn't work.

<{POST_SNAPBACK}>


Eee.. Ive no idea about this, ill look into it at some point, till then keep trying :p
And Good Luck with the hero mod :)
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#8 Hostile

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Posted 07 April 2005 - 04:46 PM

Just doesn't sound finished to me. Le'ts complete this before we add it to the site.

#9 Guest_Guest_*

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Posted 14 April 2005 - 11:38 AM

If you still continue to have mounting on Fellbeast Nazgul problems, make the Nazgul allowed to enter the citadel so he can switch between horse and Fellbeast. Maybe you could even make it so that the Nazgul can't enter the citadel when the citadel or base is under attack to prevent cheating.

#10 Vapula!

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Posted 15 April 2005 - 06:16 AM

If you  still continue to have mounting on Fellbeast Nazgul problems, make the Nazgul allowed to enter the citadel so he can switch between horse and Fellbeast. Maybe you could even make it so that the Nazgul can't enter the citadel when the citadel or base is under attack to prevent cheating.

<{POST_SNAPBACK}>


sounds very interesting, I guess I can manage it by looking at the mechanism of Mordor's meat factory thing. I will have a try on it. Thanks for a nice idea.

#11 Flame Of Udûn

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Posted 18 April 2005 - 07:39 PM

I'm just testing the tutorial.
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#12 Flame Of Udûn

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Posted 22 April 2005 - 09:08 PM

Yup, works fine :ninja:
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#13 Hostile

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Posted 23 April 2005 - 04:52 AM

Tutorial added to the site under ini. Thanks for the hard work and resolving the testing. Vap make sure all updates are made to the listed tutorial ok?

Cause I'm gonna add it as is so you know. I'd hate to find later that something was ommitted. :ninja:

#14 Guest_Guest_*

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Posted 17 July 2005 - 10:14 PM

Does this not work in 1.02? I have tried it twice, and neither time has it worked?

#15 GothmogtheOrc

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Posted 18 July 2005 - 02:32 AM

Yes it does work...I used it for my mods that I made in the past month. Maybe you forgot to add something? If you could go into more detail of the problem we might be able to help.

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#16 Guest_Guest_*

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Posted 18 July 2005 - 03:13 AM

got it, IDK what I did different, but its working, one question now.

when I mount/dismount the witchking's health goes back up full, how can I make it so that when he mounts/dismounts it stays the same?

#17 GothmogtheOrc

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Posted 18 July 2005 - 04:02 AM

That is an unfortunate side effect of the mount...

When you mount or dismount the Witchking you are actually killing the WK and building another (on foot or mounted) version of the WK... and at the moment there is no way around this...

I explain it to myself like this: When mounted, its the Fellbeast's heath. When on Foot, its the WitchKing's health. :shiftee:

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#18 Celeglin

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Posted 18 July 2005 - 12:43 PM

Someone here has gotten past this bug... I don't remember who or where though...

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#19 Guest_Guest_*

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Posted 18 July 2005 - 05:00 PM

thx for the help guys, if any one knows how to get around it, please tell!




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