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Public Beta Version - Hero Creator


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#21 TKelly

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Posted 27 September 2005 - 12:50 AM

Here is the public beta version. Changes since the alpha version:

-All animation templates work
-Creates custom Strings
-Tells you which animation you are using
-A restart button
-A few fixes of bugs

Currently Not Working

Currently Not Working

EDIT:( SEE MY NEW POST FOR LINK)

Any comments, suggestions, errors, anything is greatly appreciated

Edited by Gandalf, 27 September 2005 - 08:45 PM.

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#22 |MeMw|Elessar

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Posted 27 September 2005 - 03:55 AM

can i test it please? and add rhohirim anim, rohirim archer ones and troll ones
w00t the mighty leader TKelly has returned!
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#23 Lord Of Gifts

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Posted 27 September 2005 - 04:14 AM

Here is the public beta version.
.....
Downloadable Version

Online Version

No you cant test it. :p :p

#24 darklordofmondor

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Posted 27 September 2005 - 10:09 AM

Alpha Version finished, if you sent me a PM or posted you recieved an e-mail with a link to the online version, and a downloadable .exe version, online version is 45 KB, .exe is exactly 1 MB

Here's an image of all the codes in it, see all the things around the outside of it



And for those of you testing, you have to already have the OBJECT: code made in your .str file, in the next version, it'll make it for you

<{POST_SNAPBACK}>

i would like to test this program

#25 [OoM]TheNazgul

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Posted 27 September 2005 - 01:00 PM

<_< Does anyone even read these posts anymore
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#26 Lauri

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Posted 27 September 2005 - 02:12 PM

WOW this is great :p
Only there should be anims, right now there's only i think moving anims. :p

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#27 TKelly

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Posted 27 September 2005 - 07:58 PM

add rhohirim anim, rohirim archer ones and troll ones


I am currently working on adding almost every moving animations possible. After that I'll be working on making it so that you can pick spells that you want the hero to have.

But next I'm working on a unit creator where you can pick what upgrades it should have, even a footman having a horse shield, and it'll make the commandset for him too.

Only there should be anims, right now there's only i think moving anims.

Right now all the anims that the template person has is in there. But if anybody would like to help me make new custom animations, I'm going to try to upload new custom ones into the program so that you can choose new animations for your special power that pertains only to your template.

So if anybody would like to help me with making the animations please contact me

Edited by Gandalf, 27 September 2005 - 08:00 PM.

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#28 Lauri

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Posted 27 September 2005 - 08:26 PM

Only there should be anims, right now there's only i think moving anims.

Right now all the anims that the template person has is in there. But if anybody would like to help me make new custom animations, I'm going to try to upload new custom ones into the program so that you can choose new animations for your special power that pertains only to your template.

So if anybody would like to help me with making the animations please contact me

<{POST_SNAPBACK}>

so why is this?
Object hr
SelectPortrait = g
 ButtonImage = g
DefaultModelConditionState
Model               = hf
undefinedSide = Mordor
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = CHARACTER_UNIT
	DisplayMeleeDamage = undefined
	IsTrainable = Yes
	BuildCost = gg34
 BuildTime = 43
TransportSlotCount = 1
WeaponSet
Conditions= None 
Weapon= PRIMARY    GondorAragornSword
End
WeaponSet
Conditions= WEAPONSET_HERO_MODE
Weapon= PRIMARY    GondorAragornHeroSword
End
WeaponSet
Conditions= PASSENGER_TYPE_ONE 
Weapon= SECONDARY    GondorAragornDwarfToss
End

ArmorSet
Conditions= None
Armor           = HeroArmor
DamageFX        = NormalDamageFX
End

	VisionRange = 323242
	BountyValue = undefined
	DisplayName = OBJECT:undefined
RecruitText = CONTROLBAR:WOWRecruit
ReviveText	= CONTROLBAR:WOWRevive
	CrushableLevel = 42
CommandSet = g
CommandPoints = 32

; *** AUDIO Parameters ***;

VoiceAmbushed= AragornVoiceAmbush
VoiceAttack= AragornVoiceAttack
VoiceAttackStructure= AragornVoiceAttackBuilding
VoiceAttackMachine= AragornVoiceAttack
VoiceAttackCharge= AragornVoiceAttackCharge
VoiceEnterStateAttack= AragornVoiceEnterStateAttack
VoiceEnterStateAttackStructure= AragornVoiceEnterStateAttackBuilding
VoiceEnterStateAttackMachine= AragornVoiceEnterStateAttackBuilding
VoiceEnterStateAttackCharge= AragornVoiceEnterStateAttackCharge
;VoiceCreated= AragornVoiceSalute;this conflicts with his respawn dialogue line -- rehooked to FX_GandalfInitialSpawn
VoiceFear = AragornVoiceHelpMe
VoiceMove= AragornVoiceMove
VoiceMoveToCamp= AragornVoiceMoveCamp
VoiceMoveWhileAttacking= AragornVoiceDisengage
VoiceEnterStateMove= AragornVoiceEnterStateMove
VoiceEnterStateMoveToCamp= AragornVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking= AragornVoiceEnterStateDisengage
VoicePriority= 90  ;Default is 5. In mixed groups, Aragorn almost always 'wins'
VoiceRetreatToCastle= AragornVoiceRetreat
VoiceEnterStateRetreatToCastle= AragornVoiceEnterStateRetreat
VoiceSelect= AragornVoiceSelect
VoiceSelect2= HeroVoiceSelect2
VoiceSelectBattle= AragornVoiceSelectBattle
VoiceGuard= AragornVoiceMove

SoundImpact= ImpactHorse

;AragornVoiceDismissOathbreakers
;AragornVoiceJoinAnybody

UnitSpecificSounds
VoiceGarrison= AragornVoiceGarrison
End

EvaEventDamagedOwner= UnitUnderAttack;Eva event to trigger when unit is damaged
EvaEventDieOwner= AragornDie;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
    ; For deaths you can respawn from, use the DeathFX

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU; Tie into LargeGroupAudio system
Key = Human Unit Infantry Hero
UnitWeight = 2
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:AragornVoiceElendil Animation:GUAragorn_SKL.GUAragorn_ATKLFrames:21
AnimationSound = Sound:AragornVoiceSummonOathbreakersAnimation:GUAragorn_SKL.GUAragorn_CHRBFrames:20
AnimationSound = Sound:AragornVoiceEnterStateElendil Animation:GUAragorn_SKL.GUAragorn_ATKLFrames:21
AnimationSound = Sound:AragornVoiceEnterStateSummonOathbreakersAnimation:GUAragorn_SKL.GUAragorn_ATKNFrames:60
AnimationSound = Sound:FootstepDirtAAnimation:GUAragorn_SKL.GUAragorn_RUNBFrames:8 17 26 36

AnimationSound = Sound:BodyFallGenericNoArmorAnimation:GUAragorn_SKL.GUAragorn_DIEAFrames:55
AnimationSound = Sound:BodyFallGenericNoArmorAnimation:GUAragorn_SKL.GUAragorn_DIEBFrames:70
AnimationSound = Sound:BodyFallSoldierAnimation:GUAragorn_SKL.GUAragorn_LNDAFrames:1
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY ARAGORN
PathfindDiameter = 40.0

Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth         = 434242;BALANCE Aragorn Health
PermanentlyKilledByFilter= NONE;Who kills me permanently?
   DodgePercent      = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim= DYING;Model condition to play when killed-to-respawn
DeathFX= FX_AragornDieToRespawn    ;FXList to play when killed-to-respawn
DeathAnimationTime= 3933;How long DeathAnim will take.
InitialSpawnFX= FX_AragornInitialSpawn;FXList to play when respawning.
RespawnAnim= LEVELED;Animation to play when respawning.
RespawnFX= FX_ResurrectionAragorn;FXList to play when respawning.
RespawnAnimationTime= 2000;Time it takes for respawn to play.
AutoRespawnAtObjectFilter= NONE +CASTLE_KEEP;Respawn at this location -- and at it's exit production point if possible.
ButtonImage= HIAragorn

;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:NoCost:800Time:90000Health:100%;DEFAULT VALUES
RespawnEntry =Level:2Cost:1000Time:90000;For other levels, only override what is different.
RespawnEntry =Level:3Cost:1200Time:90000
RespawnEntry =Level:4Cost:1400Time:90000
RespawnEntry =Level:5Cost:1600Time:120000
RespawnEntry =Level:6Cost:1800Time:120000
RespawnEntry =Level:7Cost:2000Time:120000
RespawnEntry =Level:8Cost:2200Time:120000
RespawnEntry =Level:9Cost:2400Time:120000
RespawnEntry =Level:10Cost:3000Time:120000
End

Behavior = SubObjectsUpgrade Anduril_Upgrade
TriggeredBy= Upgrade_Anduril
ShowSubObjects= PLANE02
End

Behavior = SubObjectsUpgrade Costume_01
TriggeredBy= Upgrade_AragornCostume_01
UpgradeTexture= guaragorn_2trs.tga 0 guaragorn_rotk.tga
RecolorHouse= Yes
End
Behavior = SubObjectsUpgrade Costume_01a
TriggeredBy= Upgrade_AragornCostume_01
UpgradeTexture= guaragfel.tga 0 guaragorn_rotk.tga
RecolorHouse= Yes
End

Behavior = SubObjectsUpgrade Costume_02
TriggeredBy= Upgrade_AragornCostume_02
UpgradeTexture= guaragorn_rotk.tga 0 guaragfel.tga
RecolorHouse= Yes
End
Behavior = SubObjectsUpgrade Costume_02a
TriggeredBy= Upgrade_AragornCostume_02
UpgradeTexture= guaragorn_2trs.tga 0 guaragfel.tga
RecolorHouse= Yes
End

Behavior = SubObjectsUpgrade Costume_03
TriggeredBy= Upgrade_AragornCostume_03
UpgradeTexture= guaragfel.tga 0 guaragorn_2trs.tga
RecolorHouse= Yes
End
Behavior = SubObjectsUpgrade Costume_03a
TriggeredBy= Upgrade_AragornCostume_03
UpgradeTexture= guaragorn_rotk.tga 0 guaragorn_2trs.tga
RecolorHouse= Yes
End

Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear
StartsActive= No;If no, requires upgrade to turn on.
BonusName= HeroRadiateFear
TriggeredBy= Upgrade_HeroRadiateFear
RefreshDelay= 2000
Range= 500
TargetEnemy= Yes
ObjectFilter= ANY +ORC
End

Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate        = 500
AILuaEventsList= AragornFunctions
End

LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL 
Speed     = 32undefined

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#29 TKelly

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Posted 27 September 2005 - 08:42 PM

Stupid me *Bangs head on desk* See the undefined right before Side = Mordor, that's where the animations should be, the code must have a bug, but all the animations should be in there
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#30 TKelly

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Posted 27 September 2005 - 08:43 PM

Okay, I fixed it. Here's the online version. I'll upload the downloadable one and the online version soon

Attached Files


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#31 Dain Ironfoot

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Posted 29 September 2005 - 09:37 PM

Would it be possible to have a skin selector? say a seperate mesh for the head, the body etc.. then being able to toggle between different skins.

Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?


#32 TKelly

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Posted 29 September 2005 - 09:56 PM

It could be possible, I would just have to make all the different combinations, and upload them to my program, but if enough people would like it then yes, I could
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#33 Dain Ironfoot

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Posted 30 September 2005 - 04:37 PM

Ok.. lets think about this.. we could have the model seperated into 3 parts, then be able to apply different textures to each of them? this could also include shields and stuff...

One could do say 5 textures for this model and have quite a lot of possible combinations using different ones for each bit... could be horribly wrong but you work out number of combinations for somthing by multiplying? 5x5x5 would give us 125 combos... plus I'm sure people could import their own skins?

Skins would have to be careful to ensure smooth transition...

We could even get more ambitious and try different models through turning on and off subobjects..

Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?


#34 Lauri

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Posted 30 September 2005 - 06:00 PM

It could be possible, I would just have to make all the different combinations, and upload them to my program, but if enough people would like it then yes, I could

<{POST_SNAPBACK}>

I say, Yes! :blush:

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#35 TKelly

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Posted 30 September 2005 - 08:10 PM

Okay, I'll do it, but I need skinners who would like to help me make all the different combinations, or people who would like to donate extra skins that they have just sitting around on their hard drive.
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#36 fazza

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Posted 15 January 2006 - 09:50 PM

Hi i would certainly like to test this please could you send it me via this adress...

fazza01@hotmail.com

i cant use pm for some reason please can i have this dude

#37 fazza

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Posted 15 January 2006 - 10:07 PM

i dont understand wot to do with this how do you make the heroe playable in gmame and how you give him abilities you should have included that not custom ones but existing ones such as word of power or athelas and choose wot opowers your heroes have.

And {IP} Gil-Galad are you doing one where you can put powers in?

when is your goin to be done gil??

(dont pm me)

#38 thursti

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Posted 16 January 2006 - 06:41 AM

your not the only one

#39 Cobra

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Posted 21 February 2006 - 05:10 PM

come on tk no offece but it still isnt that easy to use what about having an example list for all the different boxes like formal player and all that just so its more understandable

Edited by Lord Glorfindel, 21 February 2006 - 05:14 PM.

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#40 Guest_Guest_*

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Posted 28 February 2006 - 07:10 PM

maybe you could add in a scale option it should be easy.




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