How to make sauron the balrog and the wolf rebuildable?
#1
Posted 13 November 2012 - 03:22 PM
#2
Posted 13 November 2012 - 09:35 PM
2) Their "respawn" section of code needs to be properly edited.
3) I did this once...and I don't remember exactly how. Since I'm not at my computer currently, I can't check it right now. I'll do it when I get home and get back to you with the specific code I used.
#3
Posted 14 November 2012 - 12:05 PM
#4
Posted 14 November 2012 - 07:00 PM
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#5
Posted 15 November 2012 - 12:08 PM
Edited by vegetassj2345, 15 November 2012 - 12:08 PM.
#6
Posted 15 November 2012 - 05:21 PM
Saruman has these lines :
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = SARUMAN_HEALTH ;BALANCE Saruman Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame CheerRadius = EMOTION_CHEER_RADIUS End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;DeathAnim = STUNNED ;Model condition to play when killed-to-respawn DeathFX = FX_SarumanDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 5500 ;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_SarumanInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_SarumanRespawn ;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 = HISaruman_res ;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:No Cost:2250 Time:90000 Health:100% ;DEFAULT VALUES End
Sauron has these lines :
Body = ActiveBody ModuleTag_Body MaxHealth = SAURON_HEALTH End
So, Sauron has an ActiveBody which means he has a life and will not respawn.
Saruman has a RespawnBody and a RespawnUpdate which mean that he could respawn.
Finally, you just have to substitute the ActiveBody of Sauron with a RespawnBody and a RespawnUpdate. You'll see that in the RespawnUpdate you'll find the time and cost to rebuild the hero, and the button image used in the fortress.
I think it's all you have to do if I'd forget nothing... :-p
#7
Posted 16 November 2012 - 11:30 PM
On second thought, that'd be very interesting to see if you could build multiple ring heroes on a map by killing multiple Saurons and taking the rings they drop...
#8
Posted 16 November 2012 - 11:52 PM
Gourbish beat me to it.
About the "One Ring" like you say, there will be no problem as there are the object "MordorSauron" plus his childobject "MordorSauron_RingHero" (only this one will spawn the ring on his death).
So using MordorSauron will solve that. But it's true that it would be interesting to try to have more than only one ring to see what the game will do...
#9
Posted 21 November 2012 - 06:10 PM
and behaviour = RespawnUpdateModuleTag_RespawnUpdate just this i didnt touched any other paramenter....but the Balrog doesn't respawn...should i add other things? (for example should i replace all the 3 behaviour of the balrgo with RespawnUpdate etc) i want a simple respawn without sound or any other thing...i want to see again the icon of the balrgo in my fortress after he died...and of course (above all) i want to see the ai rebuild the barlog.
Edited by vegetassj2345, 21 November 2012 - 06:10 PM.
#10
Posted 21 November 2012 - 09:09 PM
So in "neutralunits.ini" there is the MordorBalrog' definitions.
1) He has an ActiveBody that you have to remove or comment.
2) Give him a RespawnBody.
3) Give him a RespawnUpdate. It is the RespawnUpdate which determines the sounds or FX played when you will respawn him.
4) Don't remove any other Behavior.
I think that it sould be working. We agree that you already added it as hero for a side.
a) About the side, are they already many heroes in the side the Balrog is ? Because the number of button showed for the heroes in the fortress is limited. Don't remember exactly the number but for example : if you have 10 heroes, the game will only show the first eight. And when you will build one of them, another will appear to be built. So if you first built hero die, he will not be showed because there are already 8 heroes. So you'll need to build 2 more heroes to see the respawn button.
b) Another thing, don't know if it could be important, but you can remove/comment the key "SUMMONED" which is put at the end of le line "KindOf".
c) About the AI we will speak on how to do that after you'll be able to correctly create and respawn him because you'll need to do other things.
d) Is it working well for Sauron and the Wolf (which is like the Balrog, so he will have the same problems/solutions) ?
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