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#21 Bart

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Posted 07 August 2006 - 02:34 PM

just wondering, what effect does the crush have if it doesn't do damage or knockback? can you even see it ? :)
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#22 zimoo

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Posted 07 August 2006 - 02:40 PM

Would have thought it'd just allow the units to move through each other more easily

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#23 Der Alte

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Posted 08 August 2006 - 12:38 PM

I've got another problem now...
How can I make a combined horde buildable in the barracks ? It doesn't work...

#24 Bart

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Posted 08 August 2006 - 01:08 PM

just like any other horde. it worked in bfme 1
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#25 Der Alte

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Posted 08 August 2006 - 03:01 PM

Yes, it works in the BFME I-way.
But I want a combo-horde to be buildable in the barracks and that DOESNT work :(

#26 Bart

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Posted 08 August 2006 - 03:04 PM

well, like i said, in bfme 1 you could just build combo hordes from the barracks. maybe the problem is somewhere else, post your codes please :p
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#27 Der Alte

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Posted 08 August 2006 - 03:46 PM

Sure it worked in BFME I ???


these are the Codes from the menhordes.ini:
[codebox]
;------------------------------------------------------------------------------
Object GondorTestHorde
SelectPortrait = UPGondor_Army
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_TAUNTING EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End

ModelConditionState = WORLD_BUILDER
Model = HordeTemp_7By6
End
End

Side = Gondor
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeGondorSoldierArcherCombo

WeaponSet
Conditions = None
Weapon = PRIMARY NormalMissileHordeRangefinder
End

; *** AUDIO Parameters ***;
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members


BuildCost = 50
BuildTime = 5.0
VisionRange = 320
ShroudClearingRange = 161
CommandPoints = 20

CrushableLevel = 0;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0

FormationWidth = 2; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2; Depth it occupies in formations. Current choices are 1 or 2.

TransportSlotCount = 1
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE COMBO_HORDE ARMY_SUMMARY ARCHER;UNATTACKABLE

Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End

Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
CanAttackWhileContained = Yes; Can fire out of garrisoned building
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Archer
End

Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = GondorFighter 5
InitialPayload = GondorArcher 5
Slots = 10
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes;Used to determine which armorset to use (and anything else we want!)

; Banner Carrier info
BannerCarriersAllowed = GondorBanner ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorFighter Pos:X:40.0 Y:0.0; (DEFAULT) position of banner carrier for fighter horde
; BannerCarrierPosition = UnitType:GondorArcher Pos:X:40.0 Y:0.0; position of banner carrier for archer horde

; Positions for 10
RankInfo = RankNumber:1 UnitType:GondorArcher Position:X:0 Y:0 Position:X:0 Y:20 Position:X:0 Y:-20 Position:X:0 Y:40 Position:X:0 Y:-40
RankInfo = RankNumber:2 UnitType:GondorFighter Position:X:20 Y:0 Position:X:20 Y:20 Position:X:20 Y:-20 Position:X:20 Y:40 Position:X:20 Y:-40


MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.
RanksThatStopAdvance = 1
RanksToReleaseWhenAttacking = 1 2
RanksToJustFreeWhenAttacking = 1 2
End


Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE +GondorGwaihir +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorBalrog +MordorFellBeast +MordorWitchKingOnFellBeast +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorMumakil;Must be SCARY kindof as well.
AlwaysAfraidOf = NONE +MordorBalrog +RohanOathbreaker +MordorSauron;+MordorWitchKing +MordorWitchKingOnFellBeast
PointAt = NONE +MordorFellBeast +MordorWitchKingOnFellBeast
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS

AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = UncontrollableFear_Base
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base

AddEmotion = OVERRIDE Taunt_Base
; AttributeModifier = GondorFighterTaunt
End

AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End

LocomotorSet
Locomotor = NormalRangedHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_INFANTRY_HORDE_SPEED
End

Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End

Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_GondorBasicTraining Upgrade_TechnologyGondorBasicTraining
RequiresAllTriggers = Yes
LevelsToGain = 1
LevelCap = 2
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_GondorForgedBlades Upgrade_TechnologyGondorForgedBlades
RequiresAllTriggers = Yes
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_TechnologyGondorFireArrows Upgrade_GondorFireArrows
RequiresAllTriggers = Yes
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
TriggeredBy = Upgrade_GondorHeavyArmor Upgrade_TechnologyGondorHeavyArmor
RequiresAllTriggers = Yes
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality4
TriggeredBy = Upgrade_GondorHeavyArmor Upgrade_TechnologyGondorHeavyArmor
RequiresAllTriggers = Yes
End

CommandSet = GondorFighterCommandSet
Geometry = BOX
GeometryMajorRadius = 24.0
GeometryMinorRadius = 24.0
GeometryHeight = 20.0
GeometryIsSmall = No
End

[/codebox]

I dont know whats wrong :(
Im sure the other Codes (comandset.ini & commandbutton.ini) are right.

but when I try to build them in the baracks nothing hapens :p

Edited by Lord Of Gifts, 09 August 2006 - 02:01 AM.


#28 Guest_Lain_*

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Posted 10 August 2007 - 07:17 PM

Maybe you should try changing the way to do it; instead of building them in the barracks maybe we could try and make them join after building them like in bfme1

One thing that is bad about the game and i've tried changing and managed partly is making the cavalry charge each other. does it bother you too, have you tried changing it?.

Any ideas accepted




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