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How to mount Sam on Treebeard?


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#1 yakuzaBoss

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Posted 19 March 2015 - 12:14 PM

Hi people! I recently saw a video of a mod (i think SEE mod) in witch an hobbit mounted on Treebeard was costantly throwing stones from that safe position, it was so cool! I tried the same with the Rj mod but nothing it doesn't work because the function is disabled. So the question is: How to mount an hero (for example Sam) on Treebeard or other Ents?



#2 Ridder Geel

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Posted 20 March 2015 - 12:30 PM

Why not look at what SEE did, if they did that? :p :D

Most likely it would be similar to a mumakil, and then with the correct filter what units can actually enter it :p


Edited by Ridder Geel, 20 March 2015 - 12:31 PM.

Ridder Geel

#3 Valheru

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Posted 20 March 2015 - 01:29 PM

Behavior = TransportContain ModuleTag_TransportContainTag01
    ObjectStatusOfContained =  CAN_ATTACK  UNSELECTABLE
    PassengerFilter = NONE +RohanMerry +RohanPippin +RohanMerry_Summoned +RohanPippen_Summoned
     ManualPickUpFilter		= NONE +RohanMerry +RohanPippin +RohanPippen_Summoned +RohanMerry_Summoned
    Slots = 2
    ShowPips = No
    AllowEnemiesInside = No
    AllowNeutralInside = No
    AllowAlliesInside  = Yes
    AllowOwnPlayerInsideOverride	= Yes
    DamagePercentToUnits = 0%
    ;TypeOneForWeaponSet = WEAPONSET_TOGGLE_1 ; ; HOBBIT
    PassengerBonePrefix = PassengerBone:Passenger KindOf:HOBBIT
    EjectPassengersOnDeath = Yes
    KillPassengersOnDeath			= Yes
   
 
    BoneSpecificConditionState 1 PASSENGER_VARIATION_1
    BoneSpecificConditionState 2 PASSENGER_VARIATION_2

    EnterSound = TreebeardVoiceJoinHobbit

		ExitDelay							= 0
		NumberOfExitPaths					= 2 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
		ForceOrientationContainer			= Yes  ; otherwise contained units can't orient themselves towards their targets...
		
		ShowPips = No
		
		
		FadeFilter	= ALL
		FadePassengerOnEnter = Yes
		EnterFadeTime = 3000 ; ;6000
		FadePassengerOnExit = Yes
		ExitFadeTime = 1000

  End

SEE_Team_Rigger.jpg


#4 sherv

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Posted 20 March 2015 - 04:59 PM

Doesn't it need editing w3d ??

#5 Valheru

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Posted 20 March 2015 - 05:26 PM

no, ea used it for cinematic scenes


SEE_Team_Rigger.jpg


#6 sherv

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Posted 20 March 2015 - 05:52 PM

Nice. Can we use such code for mount on eagles ??

#7 yakuzaBoss

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Posted 20 March 2015 - 08:05 PM

Can I do something like this?

 

 

Behavior = TransportContain ModuleTag_TransportContainTag01
ObjectStatusOfContained = CAN_ATTACK UNSELECTABLE
PassengerFilter = NONE +RohanSam +RohanSam_Summoned
ManualPickUpFilter        = NONE +RohanSam +RohanSam_Summoned
Slots = 2
ShowPips = No
AllowEnemiesInside = No
AllowNeutralInside = No
AllowAlliesInside = Yes
AllowOwnPlayerInsideOverride    = Yes
DamagePercentToUnits = 0%
;TypeOneForWeaponSet = WEAPONSET_TOGGLE_1 ; ; HOBBIT
PassengerBonePrefix = PassengerBone:Passenger KindOf:HOBBIT
EjectPassengersOnDeath = Yes
KillPassengersOnDeath            = Yes


BoneSpecificConditionState 1 PASSENGER_VARIATION_1
BoneSpecificConditionState 2 PASSENGER_VARIATION_2

EnterSound = TreebeardVoiceJoinHobbit

        ExitDelay                            = 0
        NumberOfExitPaths                    = 2 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
        ForceOrientationContainer            = Yes ; otherwise contained units can't orient themselves towards their targets...
        
        ShowPips = No
        
        
        FadeFilter    = ALL
        FadePassengerOnEnter = Yes
        EnterFadeTime = 3000 ; ;6000
        FadePassengerOnExit = Yes
        ExitFadeTime = 1000

End


Edited by ykzB, 20 March 2015 - 08:12 PM.


#8 Valheru

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Posted 21 March 2015 - 06:20 AM

yep


SEE_Team_Rigger.jpg


#9 yakuzaBoss

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Posted 21 March 2015 - 07:42 AM

Do I have to place that code into treebeard.ini? Anyway it doesn't work. When I try to open the game it gives me error about unknown Behavior



#10 Lusta

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Posted 21 March 2015 - 10:30 AM

Just a tip, you have to add a kindof to Sam 'workingpassenger', copy it form Merry or Pippin.

(Lusta means Lazy)

my mod beta is linked here


#11 yakuzaBoss

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Posted 22 March 2015 - 09:31 AM

Just a tip, you have to add a kindof to Sam 'workingpassenger', copy it form Merry or Pippin.

 

Oh, thanks I'll try as soon as possible



#12 yakuzaBoss

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Posted 23 March 2015 - 11:53 AM

What is the right code for dismount? I can mount but not dismount..



#13 Lusta

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Posted 23 March 2015 - 07:19 PM

Well it is contained not mounted, you need to give an evacuate command to Treebeard to work.

(Lusta means Lazy)

my mod beta is linked here


#14 yakuzaBoss

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Posted 24 March 2015 - 11:01 AM

Thanks I did it :)

Anyway I noticed that Treebeard keep walking when Sam tries to mount. The main problem is that Treebeard should stop to give Sam the opportunity to mount.

How to do?



#15 Lusta

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Posted 25 March 2015 - 04:17 AM

You can't, as far as I know.


(Lusta means Lazy)

my mod beta is linked here


#16 yakuzaBoss

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Posted 25 March 2015 - 08:30 AM

An other problem: When I mount Sam, he keep running fast and when he's throwing stones there's no animation. I think there's some problem with the ini. Here it is:

Attached Files

  • Attached File  sam.ini   69.93KB   61 downloads


#17 Lusta

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Posted 25 March 2015 - 10:58 AM

1. Add this to Kindof:

 

  WORKING_PASSENGER  

 

2. and that after the Locomotorset ended :

 
  LocomotorSet
    Locomotor = HumanContainedLocomotor
    Condition = SET_CONTAINED
    Speed = 0.0
  End

(Lusta means Lazy)

my mod beta is linked here


#18 yakuzaBoss

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Posted 25 March 2015 - 05:56 PM

It doesn't work yet. When sam mounts on slot 2 he keep running fast, If he mounts on slot 1 it remains standing motionless. I'm not totally sure about the precise slot number but thats my problems. Here are my modified treebeard.ini and sam.ini (WORKING_PASSENGER and Locomotorset included):

 

Attached Files






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