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spawning Balrog in a script


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#1 Peldor

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Posted 06 May 2006 - 01:29 PM

I'm trying to spawn the Balrog via script, but when it spawns it just pops out of thin air. How can I get it to spawn in a script complete with the animation just like when it spawns via power?

#2 xnode

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Posted 07 May 2006 - 04:40 AM

I'm trying to spawn the Balrog via script, but when it spawns it just pops out of thin air. How can I get it to spawn in a script complete with the animation just like when it spawns via power?



ahh this is a trick, the trick here is you have to script this in two parts and sadly it will be huge. the section to script animations and sound will need to be put in the nutral folder, then spawning balrog is put in a folder under that team it that controls it. Think of it this way, you need to sound and animate then spawn then sound and animate again. As I have posted on the offical forums, soon a 3 pack of mine will be released on file planet and IGN, Called xnodes 3pack suprisingly enough,.. and once out there u can edit the map called "the 9" which has scripting just like this in it. sadly i don't have the time atm to post allot here or get into details, finals week.


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#3 Bart

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Posted 08 May 2006 - 08:58 AM

that's not really true. i think, all you have to do is to spawn the so-called "balrog egg", and that object will handle the spawning of the balrog and the effects

if you know anything about coding, check the balrog OCL
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#4 xnode

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Posted 08 May 2006 - 02:14 PM

that's not really true. i think, all you have to do is to spawn the so-called "balrog egg", and that object will handle the spawning of the balrog and the effects

if you know anything about coding, check the balrog OCL



aye, but from what I gathered on this question, he wanted more control of the actual spawn effect. So actually it is true, but there are alternatives, as there are in most of any of my suggestions.


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#5 Guest_Guest_*

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Posted 08 May 2006 - 03:46 PM

I first want to start off with just spawning the Balrog. I'll check out the egg thing tonite. Eventually I would like more control (once I'm better at scripting) so I will check out xnode's pack at that time.

Thanks to both of you!

#6 Peldor

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Posted 08 May 2006 - 05:28 PM

I first want to start off with just spawning the Balrog. I'll check out the egg thing tonite. Eventually I would like more control (once I'm better at scripting) so I will check out xnode's pack at that time.

Thanks to both of you!



Forgot to login. That was me. Thanks again.

#7 Peldor

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Posted 09 May 2006 - 04:49 AM

Where is the Balrog Egg? I can't find it in the Object lists.

#8 Bart

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Posted 10 May 2006 - 12:05 PM

here's the OCL:
ObjectCreationList OCL_BalrogSummoning
; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
	CreateObject
		ObjectNames = MordorBalrogEgg
		Count = 1
		Disposition = LIKE_EXISTING
	End
	CreateObject
		ObjectNames = MordorBalrogEggPlaceHolder
		Count = 1
		Disposition = LIKE_EXISTING
	End
End

so, all you have to do is spawn those 2 objects

later when you want more control, you can edit the Egss and the Particle Effects in map.ini, which is generally easier and better for performance than scripts (no offense xnode :huh:)

Edited by 2playgames, 10 May 2006 - 12:06 PM.

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#9 Gumby22don

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Posted 11 May 2006 - 06:13 AM

easier and better for performance?

Better have some sort of basis for this statement... given that map.inis are stuffed up and you have to quit the whole program and come back in again to play another map after using one with them.

I'm waiting...

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#10 Bart

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Posted 12 May 2006 - 04:15 PM

easier: that's just what i think. i prefer typing and copy/pasting over the unhandy map scripting. you can also change just 1 thing, whereas if you scripted it, you'd first have to recreate the entire spawning process in scripts

better for performance: the game engine reads the code in map.ini at the start of the map, so when the balrog is spawned all of the effects are handled quickly. when you use scripts, the game first has to check what scripts to run and all the other stuff. however, the difference is not that big here...

Edited by 2playgames, 12 May 2006 - 04:16 PM.

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#11 Fingulfin

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Posted 12 May 2006 - 05:21 PM

Also, Ive found that maps with a Ton of Scripts tend to LAAGGGG, but those with a huge map.ini don't really affect Gameplay :shiftee:
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#12 Peldor

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Posted 12 May 2006 - 06:27 PM

Ok, I'm a total noob but for the life of me I can't find this balrog egg. I'm not familar with OCL so I'm probably looking at the wrong places.

Any help please?

#13 Bart

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Posted 14 May 2006 - 01:03 PM

it's called MordorBalrogEgg. you might have to look trough every single object list in worldbuilder, but it has to be somewhere in there
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#14 Peldor

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Posted 14 May 2006 - 10:27 PM

I was told it was under Civilian->none. No wonder I couldn't find it, lol. I wanted to post it here in case any one else is looking for it.

Thanks!




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