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change hero build time/cost in map.ini


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#1 Miraak5

Miraak5

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  • Location:France
  • Projects:ROTWK Patch 2.02, Wars of the North, BFME1 1.08 Complete Edition
  •  BIG coding, Map scripting and AI coding

Posted 13 December 2015 - 12:29 PM

(I Presice I am very good at modding)

i have tried to change shelob build cost and build time in a map.ini (because i use T3A online and i musun't modif the ini otherwise I could not play multiplayer)

but it don't work, in the game i have shelob in the mordor citadel with build cost 0 and the non build time

my code (the shelob code is in the bottom) :

 

CommandButton Command_SpecialWitchKingAbilityScreech
  Command                 = SPECIAL_POWER 
  SpecialPower            = SpecialAbilityScreech
  TextLabel               = CONTROLBAR:Screech
  ButtonImage             = HSWitchKingScreech
  ButtonBorderType        = ACTION 
  DescriptLabel           = CONTROLBAR:TooltipScreech
  InPalantir			  = Yes
  AutoAbility			  = Yes
End

CommandSet MordorWitchKingCommandSet
  1  = Command_WitchKingLeadership
  3  = Command_FireWitchKingMorgulBlade
  4 = Command_SpecialAbilityWitchKingChangeWeapon
  5 = Command_SpecialWitchKingAbilityScreech
  ;5  = Command_FireWitchKingMace
End

Weapon SauronMace
  LeechRangeWeapon      = Yes
  CanFireWhileMoving    = No
  AttackRange           = 30.0
  MeleeWeapon           = Yes
  AcceptableAimDelta    = 60          ; Just needs to sort of face in the general direction.
  FireFX                = FX_SauronMaceHit
  DelayBetweenShots     = 500            ; time between shots, msec
  PreAttackDelay        = 2000             ; 300 is mace swing delay time before contact with target.
  PreAttackType         = PER_SHOT ; Do the delay each time we attack
  FiringDuration        = 3667    ; Duration of the mace swing
  DamageDealtAtSelfPosition = Yes ; A melee based AoE.  Arc radiates from me, not them

  DamageNugget                        ; A basic Nugget that just does damage
    Damage        = 2000
    Radius        = 60.0
    DamageArc      = 180
    DelayTime     = 0
    DamageType    = CRUSH
    DamageFXType  = MAGIC
    DeathType     = NORMAL
  End
  MetaImpactNugget                    ; A Nugget that throws things back with force
	HeroResist			= .75
    ShockWaveAmount   = 60 ;50 
    ShockWaveRadius   = 60 ;30 
    ShockWaveArc      = 180 ;85 Should generally be equal to damage arc
    ShockWaveTaperOff = 1.0
    ShockWaveSpeed    = 0.0
    ShockWaveZMult    = 1.6
  End
End

Weapon ShelobMandibles     ; BALANCE Shelob Weapon 
  LeechRangeWeapon      = Yes
  AttackRange           = 25.0
  MeleeWeapon           = Yes
  DelayBetweenShots     = 1666           ; time between shots, msec
  PreAttackDelay        = 900            ; 300 is mace swing delay time before contact with target.
  PreAttackType         = PER_SHOT ; Do the delay each time we attack
  FireFX                = FX_GondorSwordHit
  FiringDuration        = 766    ; Duration of the mace swing 
  RequireFollowThru		= Yes
  
  DamageNugget                        ; A basic Nugget that just does damage
    Damage        = 800
    Radius        = 0.0
    DelayTime     = 0
    DamageType    = HERO
    DamageFXType  = SWORD_SLASH
    DeathType     = NORMAL
  End
;	MetaImpactNugget                    ; A Nugget that throws things back with force
;		HeroResist			= .75
;		ShockWaveAmount   = 30.0
;		ShockWaveRadius   = 30.0
;		ShockWaveTaperOff = 0.75
;	End  
End

Object MordorSauron

    ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
	SelectPortrait = HPSauron
    
    ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
    ButtonImage = HPSauron

  ReplaceModule ModuleTag_03
  Body = ActiveBody ModuleTag_SauronHealth
    MaxHealth         = 15000     ;10000             BALANCE Sauron Health
    ;MaxHealthDamaged  = 5000
    ;;RecoveryTime      = 5000
  End
End
End

Object MordorWitchKing
	RadarPriority = UNIT
	KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MONSTER PATH_THROUGH_INFANTRY SCARY

        ReplaceModule ModuleTag_RespawnUpdate
	Behavior = RespawnUpdate ModuleTag_RespawnUpdate01
		DeathAnim			= USER_1			;Model condition to play when killed-to-respawn
		DeathFX				= FX_WitchKingDeath		;FXList to play when killed-to-respawn
		DeathAnimationTime		= 5133				;How long DeathAnim will take.
		RespawnAnim			= LEVELED		;Animation to play when respawning.
		RespawnFX			= FX_Resurrection		;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			= HIWitchKing
		RespawnAsTemplate		= MordorWitchKing
		
		;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:2500		Time:600		Health:100%		;DEFAULT VALUES
		RespawnEntry =	Level:2			Cost:2500		Time:600						;For other levels, only override what is different.
		RespawnEntry =	Level:3			Cost:2500		Time:600
		RespawnEntry =	Level:4			Cost:2500		Time:600
		RespawnEntry =	Level:5			Cost:2500		Time:600
		RespawnEntry =	Level:6			Cost:2500		Time:600
		RespawnEntry =	Level:7			Cost:2500		Time:600
		RespawnEntry =	Level:8			Cost:2500		Time:600
		RespawnEntry =	Level:9			Cost:2500		Time:600
		RespawnEntry =	Level:10		Cost:2500		Time:600
	End
End

        AddModule ;ModuleTag_WitchScreech
 	Behavior = SpecialPowerModule ModuleTag_WitchScreech                      
		SpecialPowerTemplate		= SpecialAbilityScreech
		UpdateModuleStartsAttack	= Yes
	End
End

        AddModule ;ModuleTag_WitchScreechSAUpdate
	Behavior = SpecialAbilityUpdate ModuleTag_WitchScreechSAUpdate  
		SpecialPowerTemplate		= SpecialAbilityScreech
		UnpackTime					= 0  
		AwardXPForTriggering		= 0		
		TriggerSound				= NazgulScreech
		Instant						= Yes
	End
      End
End

Object MordorShelob
    BuildCost = 2000
    BuildTime = 30
End

Object ElvenElrond

	RadarPriority = UNIT
	KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY HERO
	PathfindDiameter = 40.0

       ; ReplaceModule ModuleTag_02
	;Body = RespawnBody ModuleTag_ElrondNewHealth
		;CheerRadius 			= EMOTION_CHEER_RADIUS
		;MaxHealth         		= ELROND_HEALTH                 
		;PermanentlyKilledByFilter	= NONE
	End


PlayerTemplate FactionRohan
BuildableHeroesMP = RohanTheoden RohanEomer RohanEowyn RohanGimli RohanLegolas GondorAragornMP ElvenElrond RohanMerry
End

PlayerTemplate FactionGondor
BuildableHeroesMP = GondorGandalf GondorBoromir GondorFaramir GondorAragorn GondorIsildur RohanPippin RohanFrodo RohanSam
End

PlayerTemplate FactionMordor
BuildableHeroesMP = MordorSauron MordorWitchKing MordorFellBeast MordorFellBeast MordorFellBeast MordorFellBeast MordorShelob NeutralGollum
End

Edited by Miraak5, 13 December 2015 - 12:34 PM.

He was the first...


#2 Ruthrelad

Ruthrelad
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Posted 17 January 2016 - 11:13 PM

It's a shame that there are no replies here. I have the same problem in rise of the witch king. Basically editing the object values for heroes doesn't work. Changing anything there doesn't do anything be it commandset, buildcost, anything really.
 

I have seen maps with heroes sporting different commandsets, however. I even looked at the code of one these maps and it was exactly the same as the one that doesn't work. Nothing makes sense.






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