Jump to content


Symonius's Content

There have been 15 items by Symonius (Search limited from 11-December 18)


By content type

See this member's

Sort by                Order  

#1056250 Upgrade different textures

Posted by Symonius on 11 April 2017 - 11:47 PM in BFME2 & RotWK Modding

Hehe I already tried with 33 different models :D. The problem is that the generic Object that randomizes the models crashes because of too much models.
Thanks to both for replies, seems that i have to play without upgrade units ;D



#1056249 Binding Troll

Posted by Symonius on 11 April 2017 - 11:41 PM in BFME2 & RotWK Modding

Hi Ridder!
It's about an year that i try to download 3dsmax 7 but i can't find any good link :(



#1056248 Variants of BECOME_UNDEAD morgul transformation

Posted by Symonius on 11 April 2017 - 11:40 PM in BFME2 & RotWK Modding

Sorry if i reply now.
Where can I look at the patch?
Hi Ridder, i already read that tutorial, the problem is that it work only if i give an upgrade to the object that use the weapon.
That means that i can make an object that always spawn major wight when kills enemies but not an object that spawn major wight only when kills heroes and spawn wight when kills any other enemies.
However, Thanks to both!



#1049073 Variants of BECOME_UNDEAD morgul transformation

Posted by Symonius on 30 January 2017 - 12:59 PM in BFME2 & RotWK Modding

Hi all!
I would modify the morgul blade so that when a Hero is killed the wight spawned is more powerful than normal wight.
There is a way to do that?
With LUA script maybe?
Can I change the OCL or is it coded in game.dat?

Thanks to anyone that will reply :)



#1047657 BFME2 ROTWK: Problem with adding audio to a unit

Posted by Symonius on 19 January 2017 - 12:05 PM in BFME2 & RotWK Modding

JUS_SAURON is the MOD folder the one with the AssetCacheBuilder?




#1047656 Upgrade different textures

Posted by Symonius on 19 January 2017 - 12:04 PM in BFME2 & RotWK Modding

Hi guys,

I have a question about the SubObjectsUpgrade for the heavy armor of the units.

There is a way to upgrade different randomtextures to their HeavyArmor counterparts?

 

Even the upgrade of the GoblinFighter (made by the EA Devs) doesn't work.

 

I spent much time creating 33 different textures for shields and now, everytime I upgrade an horde the shields gain the same texture of the first UpgradeTexture, making me very sad :(

 

I hope someone could help me




#1047121 Binding Troll

Posted by Symonius on 15 January 2017 - 05:10 PM in BFME2 & RotWK Modding

Hi all!

I'm working on some new trolls to add in my mod.

I only added new weapons to the CAH troll with Renx and now i want to bind it.
The problem is that I really don't know how to bind the stomach, I don't see bones that link Pelvis with Spine1 and the animation looks ugly.

 

Anyone knows how to do it right?

 

Thanks!




#1038118 Weaponset toggle with user_# model

Posted by Symonius on 09 September 2016 - 07:44 PM in BFME2 & RotWK Modding

Thanks very much Ganon, I really had to put it just after the default model :)




#1038074 Weaponset toggle with user_# model

Posted by Symonius on 08 September 2016 - 07:16 PM in BFME2 & RotWK Modding

Hi all!
I create a unit that swaps model with the heavy armor upgrade instead of a retexture.

The problem is that this unit has the ability to change weapon that works well until i upgrade it.

To change the model i use:

 

    Behavior = ModelConditionUpgrade ModuleTag_TurnHeavy
        TriggeredBy            = Upgrade_ElvenHeavyArmor
        AddConditionFlags    = USER_3
        ;Permanent                = No
    End

 

It works for the sword mode but while i try to change to the archer mode the model doesn't change while the animations and the weaponset work correctly.

 

The code i took for the models is that of the rohirrim with the user_3 added:

 

        ;-----Spear-----
        DefaultModelConditionState
            Model                = EUMirkRider_SKN
        End
        ModelConditionState        = SWAPPING_TO_WEAPONSET_1    ; swapping to bow
            Model                = EUMirkRider_SKN
        End
        
        ModelConditionState = USER_3
            Model           = EUMirkRdrHA_SKN
        End

        ModelConditionState        = USER_3 SWAPPING_TO_WEAPONSET_1    ; swapping to bow
            Model                = EUMirkRdrHA_SKN
        End

        ;-----Bow-----
        ModelConditionState        = SWAPPING_TO_WEAPONSET_2        ; swapping to spear
            Model                = EUMirkMArch_SKN
            WeaponLaunchBone    = SECONDARY FIREAROWTIP
        End
        ModelConditionState        = WEAPONSET_TOGGLE_1
            Model                = EUMirkMArch_SKN
            WeaponLaunchBone    = SECONDARY FIREAROWTIP
        End
        ModelConditionState = USER_3 WEAPONSET_TOGGLE_1
            Model           = EUMrkMArcHA_SKN
            WeaponLaunchBone    = SECONDARY FIREAROWTIP
        End
        ModelConditionState        = USER_3 SWAPPING_TO_WEAPONSET_2        ; swapping to spear
            Model                = EUMrkMArcHA_SKN
            WeaponLaunchBone    = SECONDARY FIREAROWTIP
        End

 

Anyone knows how to make it work or a workaround or if I did something wrong?




#1036770 Gandalf bubble shield like sphere

Posted by Symonius on 19 August 2016 - 12:45 PM in BFME Art & Graphics

Hi all!
I'm a coder not a designer\modeler but i need a light sphere for a special power like Gandalf bubble shield.
However, I took the model of that sphere "GUGandalfCrstl" and changed something but now I don't know how to apply the texture to the model to have it like the original.

 

This is the Gandalf original sphere

GandalfSphere.PNG

 

This is my new sphere

MySphere.PNG

 

As you can see, my sphere isn't transparent as the first...How can I obtain that effect?

 

Thanks to everyone that will reply...




#1036657 Two little question about the lotr.str and one other problem

Posted by Symonius on 18 August 2016 - 08:37 AM in BFME2 & RotWK Modding

2) Add them to the experiencelevels.ini.
You can add their name in the #define at the top or create a new list of level for your unit with a copy past.



#1036656 Blocking projectiles aura

Posted by Symonius on 18 August 2016 - 08:23 AM in BFME2 & RotWK Modding

Right! I forgot this skill.
Today I'll try, thanks very much rider.



#1036631 Blocking projectiles aura

Posted by Symonius on 17 August 2016 - 10:45 PM in BFME2 & RotWK Modding

I'm trying to make an ability that actives a shield aura that protects some units inside from projectiles (arrows, rocks and so on).

If you played Lotr Conquest or War In the North you should know what i'm Tolkien about, I mean the special power of the loremasters.

 

I don't know if the game allow something similiar.
 

I tried with attributemodifier that affect every kind of projectile with:

SPEED = 0%
DAMAGE_MULT = 0%

 

But it doesn't work...
Then i tried with a FireWeaponUpdate with a weapon that does damage only against projectile with:

 

        Damage        = 1000       
        DamageScalar  = 0% ALL -PROJECTILE

 

Nothing worked.

 

It will be good also if i can increase the armor of the units inside only against PIERCE damage type but with the AttributeModifier I can only increase the entire Armor.

 

I hope someone have an advice for me...

 

Thanks for everyone that will reply.




#1036118 Weapon OCL nugget

Posted by Symonius on 10 August 2016 - 03:29 PM in BFME2 & RotWK Modding

If someone is still interested in how to spawn an object with a warhead, this is what I did to throw an isengard explosive mine:

First the weapon.ini, a simple weapon with a warhead and the projectile template with the model of a mine:
;------------------------------------------------------------------------------
Weapon UrgannThrowExplosiveMine         ; BALANCE CaveTroll Weapon Rock
    ;IdleAfterFiringDelay        = 2000                            ; Do NOT idle after throwing or Bombard will break
    HoldDuringReload            = Yes
    AttackRange                    = MORDOR_TROLL_ROCK_RANGE
    WeaponSpeed                    = 200.0                            ; dist/sec (huge value == effectively instant)
    FireFX                        = FX_EntThrowSmallRock
    PreAttackDelay                = 1400
    FiringDuration                = 2000
    PreAttackType                = PER_SHOT                        ; Do the delay each time we attack a new target
    DelayBetweenShots            = 6100
    HitPercentage                = 0                                ; never auto hits, always hits ground
    ScatterRadius                = 4.0                            ; When this weapon misses it can randomly miss by as much as this distance.
    IsAimingWeapon                = Yes                            ; Shooter will use his AimWeaponBehavior to get extra model condition flags
    NoVictimNeeded                = Yes                            ; Need no target
    LeechRangeWeapon            = Yes

    AutoReloadWhenIdle            = 1500                            ; should be a bit less than IdleAfterFiringDelay
    ClipSize                     = 1
    AutoReloadsClip             = Yes
    ClipReloadTime                 = 2100

    ProjectileNugget                                ; A Nugget that creates an Object and sends it to the target with a Warhead
        ProjectileTemplateName    = ThrowableExplosiveMine ;IsengardExplosiveMine ;RockBigTroll
        WarheadTemplateName        = UrgannExplosiveMineThrowWarhead
    End
End

;-----------------------------------
Weapon UrgannExplosiveMineThrowWarhead
    ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS            ; Remember, the projectile is a rock, who has no allies
;        FireFX = FX_RockDetonation
        DamageNugget                                                            ; A basic Nugget that just does damage
        Damage            = MORDOR_CAVE_TROLL_ROCK_DAMAGE
        Radius            = 12.0
        DamageType        = SIEGE
        DamageFXType    = SMALL_ROCK
        DeathType        = NORMAL
    End
    MetaImpactNugget                                                            ; A Nugget that throws things back with force
;        HeroResist            = .75
        ShockWaveAmount        = 50.0
        ShockWaveRadius        = 12.0
        ShockWaveTaperOff    = 0.5
        ShockWaveZMult        = 1.20
    End
End

;-----------------------------------------------------

 

This is the projectile template, the object inherit the treebeard rock but it isn't important

 

ChildObject ThrowableExplosiveMine RockBigTreeberd
    Draw = W3DScriptedModelDraw ModuleTag_01
        DefaultModelConditionState
            Model = IU_BOMB_SKN
        End
    End

 

Here i used a behaviour that spawn an ocl when the unit die...in this case when the warhead hit the ground or the target

 

    Behavior = CreateObjectDie ModuleTag_CrushUnitsOnDeath
        CreationList = OCL_SpawnExplosiveMine
     End
End

 

I hope this could help someone




#1035347 Balrog Animation

Posted by Symonius on 31 July 2016 - 12:45 PM in BFME2 & RotWK Modding

I know this is an old topic, but if someone is interested in how to trigger the balrog hit reaction, this is how i did that:

 

Added this to the GandalfLightningSwordBlastWeapon

 

    SpecialModelConditionNugget
        ModelConditionNames = HIT_LEVEL_2    ; Can be used to set multiple, and it doesn't use the normal hit reaction because this one is special
        ModelConditionDuration = 2000
        SpecialObjectFilter = NONE +MordorBalrog
    End

 

It simply trigger the modelcondition of the balrog, making it stagger.
For the paraysis (i don't know if the HIT_LEVEL_2 condition do that) i also added this:

 

    ParalyzeNugget
        Radius                = 0.0
        Duration            = 2000 ; or whatever you want
        SpecialObjectFilter    = NONE +MordorBalrog
        ParalyzeFX            = FX_UnitBurningElectric
    End

 

 

I hope this could help someone