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Capturing the flag with new heroes


Best Answer Echo, 16 December 2015 - 05:08 PM

Try troubleshooting problems by looking at other heroes and how they did it, in Legolas.ini I found a note that referred to a "SpecialAbilityCaptureBuilding". If you see that, it is mostly linked to a commandbutton too. I checked commandset.ini:

CommandSet RohanLegolasCommandSet
    1    = Command_ToggleStance
    2      = Command_LegolasHawkStrike
    3      = Command_SpecialAbilityTrainArchers ; ;
    4      = Command_LegolasKnifeFightingMode ; ;
    5      = Command_SpecialAbilityArrowStorm
    12     = Command_CaptureBuilding
    13     = Command_AttackMove
    14     = Command_Stop
End

Add this

    12     = Command_CaptureBuilding

to Isildurs Commandset.

CommandSet GondorIsildurCommandSet    
    1    =    Command_ToggleStance
    2    = Command_SpecialAbilityNarsilAttack
    12     = Command_CaptureBuilding
    13    = Command_AttackMove
    15    = Command_Stop
End

Let me know if this works. :)

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#1 yakuzaBoss

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Posted 16 December 2015 - 11:21 AM

Hi people yesterday I descovered Isildur.ini inside a mod. I activated it, i set the Buildcost, the health and the Buildtime and all is working perfect. The problem is that Isildur doesn't capture any flag. how to activate the OnCaptureFlag or what is the right code?



#2 Echo

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Posted 16 December 2015 - 03:02 PM

I would assume add that line to his engineering parameters? ;)

#include "..\..\..\includes\CaptureBuilding.inc"

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#3 yakuzaBoss

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Posted 16 December 2015 - 04:36 PM

I would assume add that line to his engineering parameters? ;)

#include "..\..\..\includes\CaptureBuilding.inc"

 
Thanks Echo. I added it, but it is not working yet

    ; *** ENGINEERING Parameters ***
    RadarPriority = UNIT
    KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO
    PathfindDiameter = 40.0

;    Body = ActiveBody ModuleTag_02
;        MaxHealth         = RJ_ARAGORN_HEALTH                    ;BALANCE Man at Arms Health
;        MaxHealthDamaged  = 5
;        RecoveryTime      = 5000
;    End

    Body = RespawnBody ModuleTag_RespawnBody
        CheerRadius             = RJ_EMOTION_CHEER_RADIUS
        MaxHealth                 = 4000    ;BALANCE Aragorn Health
        PermanentlyKilledByFilter    = NONE        ;Who kills me permanently?
           DodgePercent              = RJ_HERO_DODGE_PERCENT
    End

    Behavior = RespawnUpdate ModuleTag_RespawnUpdate
        DeathAnim            = DYING                ; Model condition to play when killed-to-respawn
        DeathFX                = FX_AragornDieToRespawn         ; FXList to play when killed-to-respawn
        DeathAnimationTime        = 3933                ; How long DeathAnim will take.
        InitialSpawnFX            = FX_AragornInitialSpawn    ; FXList to play when respawning.
        RespawnAnim            = LEVELED            ; Animation to play when respawning.
        RespawnFX            = FX_ResurrectionAragorn    ; 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            = HIIsildur
        
        ;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:1500        Time:60000    Health:100%    ; DEFAULT VALUES
    End

    Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = Hero
    End
 
    #include "..\..\..\includes\CaptureBuilding.inc"
    
    Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
    End
    
    Behavior = AIUpdateInterface ModuleTag_03
        AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
        MoodAttackCheckRate            = 500
    End
    
    Behavior = SpecialPowerModule ModuleTag_IsildurNarsilAttack
        SpecialPowerTemplate            = SpecialAbilityHeroModeNarsil
        AttributeModifier                = NarsilFXThing
        AttributeModifierFX                = FX_Anduril
        AttributeModifierRange            = 0
        AttributeModifierAffectsSelf    = Yes
        StartsPaused                    = No
    End
    
    Behavior = EmotionTrackerUpdate    Module_EmotionTracker
        TauntAndPointDistance        =    250        ; max distance to taunted/pointed objet
         TauntAndPointUpdateDelay    =    1000    ; how often scan (milliseconds)
         
        AddEmotion            =    Terror_Base
        AddEmotion            =    Doom_Base
        //    AddEmotion            =   BraceForBeingCrushed_Base
        AddEmotion            =    UncontrollableFear_Base
        //    AddEmotion            =    FearIdle_Base
        //    AddEmotion            =    FearBusy_Base
        AddEmotion            =    Point_Base
        AddEmotion            =    Taunt_Base
         AddEmotion            =    CheerIdle_Base
        AddEmotion            =    CheerBusy_Base
        //    AddEmotion            =    HeroCheerIdle_Base
        //    AddEmotion            =    HeroCheerBusy_Base
        AddEmotion            =    Alert_Base
        AddEmotion            =    CheerForAboutToCrush_Base
     End
    
    Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IsildurNarsilAttackUpdate
        SpecialPowerTemplate    = SpecialAbilityHeroModeNarsil        
        HeroAttributeModifier    = IsildurNarsilAttack
        HeroEffectDuration        = 999999999 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
        UnpackTime              = 1666 ;
    End


    LocomotorSet
        Locomotor = IsildurHumanLocomotor
        Condition = SET_NORMAL
        Speed     = 48
    End
    
    Behavior = PhysicsBehavior ModuleTag_04
        GravityMult = 1.0
        ShockStandingTime    = 3333
        ShockStunnedTimeLow    = 1000
        ShockStunnedTimeHigh= 1200
    End
    
    Behavior = SlowDeathBehavior ModuleTag_05
        DeathTypes = ALL
        SinkDelay = 3000
        SinkRate = 0.40     ; in Dist/Sec
        DestructionDelay = 22000
        Sound = INITIAL IsildurVoiceDie
    End
    
    Behavior = SquishCollide ModuleTag_06
        ;nothing
    End

    ; Tie into LargeGroupAudio system
    Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
        Key = Humanoid_Male Elf Elf_Male Unit Infantry
    End
    
    Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
        HitReactionLifeTimer1 = 2867 ; level 1 (light  damage)  hit reaction animations in frames (5 per sec)
        HitReactionLifeTimer2 = 15 ; level 2 (medium damage)  hit reaction animations in frames (5 per sec)
        HitReactionLifeTimer3 = 10 ; level 3 (heavy  damage)  hit reaction animations in frames (5 per sec)

        HitReactionThreshold1 = 0.0   ; level 1 (light  damage) threshold trigger
        HitReactionThreshold2 = 2500.0  ; level 2 (medium damage) threshold trigger
        HitReactionThreshold3 = 5000.0  ; level 3 (heavy  damage) threshold trigger
    End
    
    ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
        MaxUpdateRangeCap = 800
        ; AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_WLKA Frames: 0
        AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_RUNB Frames: 2 12
    End

Edited by ykzB, 16 December 2015 - 04:37 PM.


#4 Echo

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Posted 16 December 2015 - 05:08 PM   Best Answer

Try troubleshooting problems by looking at other heroes and how they did it, in Legolas.ini I found a note that referred to a "SpecialAbilityCaptureBuilding". If you see that, it is mostly linked to a commandbutton too. I checked commandset.ini:

CommandSet RohanLegolasCommandSet
    1    = Command_ToggleStance
    2      = Command_LegolasHawkStrike
    3      = Command_SpecialAbilityTrainArchers ; ;
    4      = Command_LegolasKnifeFightingMode ; ;
    5      = Command_SpecialAbilityArrowStorm
    12     = Command_CaptureBuilding
    13     = Command_AttackMove
    14     = Command_Stop
End

Add this

    12     = Command_CaptureBuilding

to Isildurs Commandset.

CommandSet GondorIsildurCommandSet    
    1    =    Command_ToggleStance
    2    = Command_SpecialAbilityNarsilAttack
    12     = Command_CaptureBuilding
    13    = Command_AttackMove
    15    = Command_Stop
End

Let me know if this works. :)


26285.png


#5 yakuzaBoss

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Posted 16 December 2015 - 06:39 PM

Thanks so much! now it works like a charm :thumbsupxd:






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