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ini crash help!

armor

Best Answer Jokuc, 12 July 2017 - 08:52 PM

 

What I mean to separate is to separate wk armor and Nazgul armor on the fellbeast.
 
Can I add your code to fellbeast.ini? Would you show me the whole code you think? I don't know Where to put your code..
 
I added your code in fellbeast, It conflicts with the game..
 
Thank you for your reply. Just a little more help plz  :smilehuh:

 

I still don't understand what you mean with "separate", they are already separate. You need to explain it better cause I don't understand what you want to do.

 

Also, you're doing it wrong with the code :p

 

In the ini.big file, open

data\ini\armor.ini

 

Press Ctrl+F to bring up the find/search window, search for NazgulArmor and it will take you to the armorsets of nazgul and with king. Here you can make a new armor for witch king while he's riding the fellbeast if you don't want him to use the one he has now. Just copy paste one of the armorsets, change the name to whatever you want and edit the values to your liking.

 

Witch King and Witch King on Fellbeast are two different objects so you have to enter the code in two different places.

 

You can find the armorset property of Witch King on foot in

 

data\ini\object\evilfaction\units\mordor\witchking.ini

 

You can change his armor on foot  under "ArmorSet" simply by changing the "Armor = ToughHeroArmor/WitchKingArmor" (whatever armorset he has in your version of the game) to the name of an armorset you created in armor.ini.

 

Same goes with Witch King on Fellbeast. If you want to edit his armor go to:

 

data\ini\objects\evilfaction\units\mordor\fellbeast.ini

 

In this ini file there are multiple objects. One called "Object MordorFellBeastInterface" which is the object template that normal fellbeasts use. This object has its own armorset. Then if you scroll down a bit you will find another object in this file called "ChildObject MordorWitchKingOnFellBeast MordorFellBeastInterface".  This object too has its own armor set. Look a few lines down further and you will see another "Armorset" line. Again, if you want to change the amor of Witch King on Fellbeast, just change "Armor = WitchKingArmor/NazgulArmor" or whatever it says to "Armor = *Name of the armor you made in armor.ini* "

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6 replies to this topic

#1 kkyuleug

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Posted 11 July 2017 - 03:43 PM

I want to add witchking armor in the fellbeast.ini because fellbeast armor only on : NazgulArmor

 

so I add upgrade code hour of the witchking because witchking's model upgrade is there. but my code crash the game. plz help me!

 

 

;---------HOUR OF THE WITCH KING---------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HOFTWEnabler
SpecialPowerTemplate = SpecialAbilityCurseEnemy
TriggeredBy = Upgrade_HourOfTheWitchKing
ObeyRechageOnTrigger = Yes
End
Behavior = SpecialPowerModule ModuleTag_HOFTW
SpecialPowerTemplate = SpecialAbilityCurseEnemy
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
InitiateSound = FellBeastVoiceAttack
End
  Behavior = CurseSpecialPower ModuleTag_HOFTWUPdate
        SpecialPowerTemplate = SpecialAbilityCurseEnemy
 
   CursePercentage = 100.0% //Curse the target's power by this amount (will not exceed maximum charge time)
 
StartAbilityRange = 200.0
 
CursedFX = FX_SarumanDominateTargets
TriggerFX = FX_CreateaHeroCurse
UnpackTime = 2000
PreparationTime = 1000
FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
    End
 
Behavior = ModelConditionUpgrade ModuleTag_MakeUsAWitchKing
TriggeredBy = Upgrade_MordorFaction
AddConditionFlags = RIDER2
Permanent = Yes
End
 
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_MordorFaction
ArmorSetFlag = WitchkingArmor
End


#2 Jokuc

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Posted 11 July 2017 - 04:38 PM

I don't get what exactly you're trying to do. 

 

If you want to change the FellBeasts' armor just change the ArmorSet

	ArmorSet
		Conditions      = None
		Armor           = WitchKingArmor
		DamageFX        = FellBeastDamageFX
	End


#3 kkyuleug

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Posted 12 July 2017 - 11:02 AM

 

I don't get what exactly you're trying to do. 

 

If you want to change the FellBeasts' armor just change the ArmorSet

	ArmorSet
		Conditions      = None
		Armor           = WitchKingArmor
		DamageFX        = FellBeastDamageFX
	End

 

Thank you for your reply! When Witchking is dismounted, he has Witchking's armorset but when he is mounted, his armor is Nazgul's armor.. I want to separate the witchking's armor and nazgul's armor!!

 

So The Witchking on fellbeast has a upgrade modeling and this is different from the other Nazgul. So I thought I would make a difference if I added an armor upgrade, but it failed.. 


Edited by kkyuleug, 12 July 2017 - 11:02 AM.


#4 Jokuc

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Posted 12 July 2017 - 04:02 PM

When Witchking is dismounted, he has Witchking's armorset but when he is mounted, his armor is Nazgul's armor.. I want to separate the witchking's armor and nazgul's armor!!
 
So The Witchking on fellbeast has a upgrade modeling and this is different from the other Nazgul. So I thought I would make a difference if I added an armor upgrade, but it failed..

 

Just as you said WK has two different armor sets, one for foot and one on fellbeast. What do you mean you want to separate them?

 

If you want to make WK stronger than your normal Fellbeast when he's mounted, just give the witchkingonfellbeast a new armorset.

Object MordorWitchKing
   ArmorSet
      Conditions = None
      Armor = WitchKingArmor
      DamageFX = None
   End
End

Armor BlahblahblahAmor
  Armor = DEFAULT        100%
  Armor = SLASH          100%
  Armor = SPECIALIST      80%
  Armor = CRUSH          1%
  Armor = MAGIC          180%
  Armor = HERO           100%
  Armor = HERO_RANGED    80%
  Armor = FLAME          180%
  Armor = PIERCE         72%
  Armor = SIEGE          100% 
  Armor = STRUCTURAL     100%
  Armor = CAVALRY_RANGED   115%
  Armor = LOGICAL_FIRE   0%
End

ChildObject MordorWitchKingOnFellBeast MordorFellBeastInterface
   ArmorSet
      Conditions = None
      Armor = BlahblahblahAmor
      DamageFX = None
   End
End

If you want to make WK stronger on fellbeast I'd rather change his health.



#5 kkyuleug

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Posted 12 July 2017 - 05:29 PM

What I mean to separate is to separate wk armor and Nazgul armor on the fellbeast.
 
Can I add your code to fellbeast.ini? Would you show me the whole code you think? I don't know Where to put your code..
 
I added your code in fellbeast, It conflicts with the game..
 
Thank you for your reply. Just a little more help plz  :smilehuh:

 

 

 

 
I want to show the red color of the part I added, but I can not change it. I am sorry that it is too long.
 
I placed your code in  *** DESIGN parameters ***  and ChildObject field.  please note.
;------------------------------------------------------------------------------
; Aka Nazgul, MordorNazgul, FlyingNazgul
Object MordorFellBeastInterface
	; *** ART Parameters ***

	; This is required for garrisoned objects - please put in all objects.
	ButtonImage = HINazgul
    
    ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
	SelectPortrait = HPNazgul
	
	DescriptionStrategic = CONTROLBAR:LW_ToolTip_FellBeast
	
	ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS

	Draw = W3DScriptedModelDraw ModuleTag_01
	    ExtraPublicBone = B_PASSENGER

	    OkToChangeModelColor = Yes
	    StaticModelLODMode = Yes

		DefaultModelConditionState
			Model = CUFellBst_SKN
			WeaponLaunchBone = PRIMARY BAT_TOER1
		End

		ModelConditionState = RIDER2
			Model = MUWchKngFB_SKN
		End

		IdleAnimationState
			StateName = Idle
			Animation = IDLA
				AnimationName = CUFellBst_SKL.CUFellBst_HVRA
				AnimationMode = LOOP
				AnimationBlendTime = 10
				AnimationSpeedFactorRange = 0.95 1.05
			End
		End

 		AnimationState	= BACKING_UP
   			StateName = backup
   			Animation = IDLA
   				AnimationName = CUFellBst_SKL.CUFellBst_HVRA
   				AnimationMode = LOOP
   				AnimationBlendTime = 10
				AnimationSpeedFactorRange = 0.95 1.05
   			End
   		End
   
   		AnimationState = DIVING
   			StateName = Diving
   			Animation = Diving
   				AnimationName = CUFellBst_SKL.CUFellBst_ATKD
   				AnimationMode = LOOP
   				AnimationBlendTime = 10
 				AnimationSpeedFactorRange = 0.95 1.05
  			End
   		End



		AnimationState = ABOUT_TO_HIT ; clawing
			StateName = Claw
			Animation = Claw
				AnimationName = CUFellBst_SKL.CUFellBst_ATKD
				AnimationMode = LOOP
				AnimationBlendTime = 10
			End
 	 		BeginScript
 				CurDrawableSetTransitionAnimState("Trans_Begin_Attacking") return 
 			EndScript
			
		End
		TransitionState = Trans_Begin_Attacking 
			Animation = Grab
				AnimationName = CUFellBst_SKL.CUFellBst_GRBA
				AnimationMode = ONCE
				AnimationBlendTime = 10
				AnimationSpeedFactorRange = 0.4 0.4
			End
		End



	    AnimationState  STUNNED SPECIAL_DAMAGED
			StateName =  STUNNED
			Animation = HitA
				AnimationName = CUFellBst_SKL.CUFellBst_ATKH
				AnimationMode = ONCE
				AnimationBlendTime = 6
			End
		End
	    AnimationState  STUNNED
			StateName =  STUNNED
			Animation = HitA
				AnimationName = CUFellBst_SKL.CUFellBst_HITA
				AnimationMode = ONCE
				AnimationBlendTime = 6
			End
		End

		AnimationState = SPECIAL_WEAPON_TWO					; Screech
			Animation
				AnimationName		= CUFellBst_SKL.CUFellBst_ATKA
				AnimationMode		= ONCE
				AnimationBlendTime	= 20
			End
			FXEvent					= Frame:30 Name:FX_FearBlast
		End


		;--- HARD FLAPPING ------------------------
		AnimationState = CLIMBING
			StateName = Climbing
			Animation = Moving
				AnimationName = CUFellBst_SKL.CUFellBst_HVRB
				AnimationMode = LOOP
				AnimationBlendTime = 10
				AnimationSpeedFactorRange = 0.95 1.05
			End
		End
		AnimationState = FREEFALL
			StateName = Freefall
			Animation = Moving
				AnimationName = CUFellBst_SKL.CUFellBst_IDLA
				AnimationMode = LOOP
				AnimationBlendTime = 10
			End
		End

		AnimationState = MOVING SPECIAL_WEAPON_ONE
			StateName = Moving
			Animation = Moving
				AnimationName = CUFellBst_SKL.CUFellBst_ATKB
				AnimationMode = LOOP
				AnimationBlendTime = 10
			End
 	 		BeginScript
 				Prev = CurDrawablePrevAnimationState()
 				if Prev == "Idle"	then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
 				if Prev == "Climbing"	then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
 			EndScript
	    End
	
		AnimationState = MOVING
			StateName = Moving
			Animation = Moving
				AnimationName = CUFellBst_SKL.CUFellBst_FLYA
				AnimationMode = LOOP
				AnimationBlendTime = 10
				AnimationSpeedFactorRange = 0.9 1.1
			End
 	 		BeginScript
 				Prev = CurDrawablePrevAnimationState()
 				if Prev == "Idle"	then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
 				if Prev == "Climbing"	then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
 			EndScript
	    End

   	    TransitionState = Trans_Begin_Moving
   			Animation = Transition
   				AnimationName = CUFellBst_SKL.CUFellBst_HVRC
   				AnimationMode = ONCE
   				AnimationBlendTime = 6
   			End  
   		End

  		AnimationState = DYING
 			Animation = DyingA
				AnimationName = CUFellBst_SKL.CUFellBst_HVRC
  				AnimationMode = LOOP
  				AnimationBlendTime = 10
                AnimationSpeedFactorRange = 0.5 0.5
  			End
  			StateName = DYING
		End

		AnimationState = RUBBLE 
			Animation = RubbleDieF
				AnimationName = CUFellBst_SKL.CUFellBst_DIVA
				AnimationMode = ONCE
				AnimationBlendTime = 4
			End
		End
	    
	End ; Draw

	; ***DESIGN parameters ***
	Side				= Mordor
	EditorSorting		= UNIT
	ThreatLevel			= FELL_BEAST_THREAT_LEVEL
	ThingClass			= LARGE_MONSTER
	TransportSlotCount	= TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE

	;//DisplayMeleeDamage = NAZGUL_PLOW_DAMAGE_INNER			

 	BuildCost         = NAZGUL_BUILDCOST				
 	BuildTime         = NAZGUL_BUILDTIME				

	WeaponSet
		Weapon				= PRIMARY		NazgulPlowAttack
		PreferredAgainst	= PRIMARY		STRUCTURE MACHINE HORDE

		Weapon				= SECONDARY		NazgulGrabAttack
		PreferredAgainst	= SECONDARY		INFANTRY THROWN_OBJECT CAVALRY

		Weapon				= TERTIARY		NazgulClawAttack
		OnlyAgainst			= TERTIARY		MONSTER
		
		ReadyStatusSharedWithinSet = Yes
	End
	
	ArmorSet
		Conditions      = None
		Armor           = NazgulArmor
		DamageFX        = FellBeastDamageFX
	End

        Object MordorWitchKing
         ArmorSet
            Conditions = None
            Armor = WitchKingArmor
            DamageFX = None
         End
      End

         Armor BlahblahblahAmor
           Armor = DEFAULT        100%
           Armor = SLASH          100%
           Armor = SPECIALIST      80%
           Armor = CRUSH          1%
           Armor = MAGIC          180%
           Armor = HERO           100%
           Armor = HERO_RANGED    80%
           Armor = FLAME          180%
           Armor = PIERCE         72%
           Armor = SIEGE          100% 
           Armor = STRUCTURAL     100%
           Armor = CAVALRY_RANGED   115%
           Armor = LOGICAL_FIRE   0%
        End

	VisionRange			= VISION_FLIER
	ShroudClearingRange = SHROUD_CLEAR_FLIER
	DisplayName			= OBJECT:MordorFellBeast
	DisplayNameStrategic			= OBJECT:MordorFellBeast
	RecruitText			= CONTROLBAR:MordorFellBeastRecruit
	ReviveText			= CONTROLBAR:MordorFellBeastRevive
	Hotkey				= CONTROLBAR:MordorFellBeastHotkey
	RamPower			= 45
	RamZMult			= 0.5
	CrusherLevel		= 3  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
	CrushKnockback		= 50
	CrushZFactor		= 1.0
	CommandSet			= FellBeastCommandSet		; CommandSet is overridden by Behavior Rider changes.
	CommandPoints		= 50


	; *** AUTO RESOLVE DATA *** 
	AutoResolveUnitType = AutoResolveUnit_Hero
	AutoResolveCombatChain = AutoResolve_HeroCombatChain
	
	AutoResolveBody = AutoResolve_NazgulBody
	
	AutoResolveWeapon
		Weapon = AutoResolve_NazgulWeapon
	End
	AutoResolveArmor
		Armor = AutoResolve_NazgulArmor
	End

	;AutoResolveLeadership = AutoResolve_NazgulBonus
	

	; *** AUDIO Parameters ***;

	VoiceAttack			= FellBeastVoiceAttackMS
	;VoiceCreated		= CampOrcCreateNazgul		;this conflicts with his respawn dialogue line -- rehooked to spawn FX
	;VoiceFullyCreated 	= CampOrcCreateNazgul		;this conflicts with his respawn dialogue line -- rehooked to spawn FX
	VoiceFear			= FellBeastAlert
	VoiceMove			= FellBeastVoiceMoveMS
	VoicePriority		= 76
	VoiceSelect			= FellBeastVoiceSelectMS
	VoiceGuard			= FellBeastVoiceMove

	SoundAmbient		= FellBeastVoxAmbientLoop
	SoundMoveStart		= FellBeastMoveStart
	SoundImpact			= ImpactHorse			;FellBeastDie
  
	;UnitSpecificSounds
	;End

    #include "..\..\..\includes\StandardUnitEvaEvents.inc"

	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800

		AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_IDLA Frames: 33

		AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_ATKB Frames: 1 24 65 87 112
		AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_ATKD Frames: 5

		AnimationSound = Sound: FellBeastEagleAttack	Animation:CUFELLBST_SKL.CUFELLBST_ATKD Frames: 10

		AnimationSound = Sound: FellBeastHurt		Animation:CUFELLBST_SKL.CUFELLBST_ATKH Frames: 0
		AnimationSound = Sound: FellBeastHurt		Animation:CUFELLBST_SKL.CUFELLBST_HITA Frames: 0
		AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_HITA Frames: 10

		AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_FLYA Frames: 5
		AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_HVRA Frames: 7
		AnimationSound = Sound: FellBeastWingFlapsShort	Animation:CUFELLBST_SKL.CUFELLBST_HVRB Frames: 3 
		AnimationSound = Sound: FellBeastWingFlapsShort	Animation:CUFELLBST_SKL.CUFELLBST_HVRC Frames: 5 32 
		AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_HVRC Frames: 62 103

		;-------- animation unused anymore -----------
		;AnimationSound = Sound: FellBeastEagleAttack	Animation:CUFELLBST_SKL.CUFELLBST_ATKE Frames: 20
		;AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_ATKA Frames: 1 24 46
		;AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_ATKC Frames: 16
		;AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_ATKE Frames: 7
		;AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_ATKF Frames: 7 
		;AnimationSound = Sound: FellBeastDie		Animation:CUFELLBST_SKL.CUFELLBST_DIEC Frames: 5
	End


	; *** ENGINEERING Parameters ***

	RadarPriority = UNIT
	KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER SCARY MONSTER CANNOT_RETALIATE ARMY_SUMMARY
 
	Body = RespawnBody ModuleTag_02
		CheerRadius 	  = EMOTION_CHEER_RADIUS
		MaxHealth         = NAZGUL_HEALTH	;BALANCE FellBeast Health
;		MaxHealthDamaged  = 750
;		;RecoveryTime      = 15000

		HealingBuffFx     = None
	End

	Behavior = AutoHealBehavior ModuleTag_FellbeastHealing
		StartsActive = Yes
		HealingAmount = NAZGUL_HEAL_AMOUNT
		HealingDelay = 1000
		StartHealingDelay = 15000
		HealOnlyIfNotInCombat = Yes
	End
	
	Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = Hero
    End
    
    Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
	End

	Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim				= DYING
		;DeathFX				= FX_SarumanDieToRespawn	;FXList to play when killed-to-respawn
		;DeathAnimationTime		= 5500 ;1133			;How long DeathAnim will take.
		InitialSpawnFX			= FX_NazgulInitialSpawn
		RespawnFX				= FX_NazgulRespawn		;FXList to play when respawning.
		;RespawnAnim			= LEVELED				;Animation 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				= HINazgul_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:120000	Health:100%		;DEFAULT VALUES
	End
	
 
	 Behavior = GiantBirdAIUpdate ModuleTag_GiantBirdAI
	    AutoAcquireEnemiesWhenIdle	=	Yes ATTACK_BUILDINGS
	    MoodAttackCheckRate			=	500
	    AILuaEventsList				=	FellBeastFunctions	
		FollowThroughDistance		=	200
		FollowThroughCheckStep		=	50
		FollowThroughGradient		=	1.0
		
		GrabTossTimeTrigger			=	2.5
		GrabTossHeightTrigger		=   100.0
		TossFX				= FX_DiebyFalling
		SpecialContactPoints		= Swoop
		
		AttackPriority = AttackPriority_FellBeast
	  End
	
	  LocomotorSet
	    Locomotor = FellBeastLocomotor ;BALANCE FellBeast
	    Condition = SET_NORMAL 
	    Speed     = 95  ;88
	  End
	  LocomotorSet
	    Locomotor = FellBeastLocomotor ; BALANCE FellBeast
	    Condition = SET_SUPERSONIC 
	    Speed     = 150 ;114
	  End
	  LocomotorSet
	    Locomotor = FellBeastLocomotor ; BALANCE FellBeast
	    Condition = SET_WANDER 
	    Speed     = 78
	  End
	  LocomotorSet
	    Locomotor = FellBeastSwoopLocomotor ; BALANCE FellBeast
	    Condition = SET_PANIC
	    Speed     = 160
	  End
	
	Behavior = PhysicsBehavior ModuleTag_04
		;;VehicleCrashesIntoBuildingWeaponTemplate = NazgulCrashingOnBuildingWeapon
		;;VehicleCrashesIntoNonBuildingWeaponTemplate = NazgulCrashingOnNonBuildingWeapon
	End
 
	Behavior = SpecialPowerModule ModuleTag_FellbeastLevelAttack                      
		SpecialPowerTemplate      = SpecialAbilityLevelAttack
		UpdateModuleStartsAttack  = Yes
		;InitiateSound           = 
	End

	Behavior = FellBeastSwoopPower ModuleTag_FellBeastSwoopPower ; special fellbeast swoop power
		SpecialPowerTemplate		= SpecialAbilityLevelAttack
		UnpackTime					= 1 ; hit the guy
		AwardXPForTriggering		= 0		
		StartAbilityRange			= 1000.0		
	End
  
	Behavior = TransportContain TransportContainModuleTag
		
		;Victim passenger
		ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE
		PassengerFilter = ANY +INFANTRY +HULK +CAVALRY +GRAB_AND_DROP -HERO -PORTER
		Slots = 1
		
		ShowPips = No
		CollidePickup = No
		AllowEnemiesInside = Yes
		AllowNeutralInside = Yes
		AllowAlliesInside  = Yes
		DamagePercentToUnits = 0%
		PassengerBonePrefix = PassengerBone:B_PASSENGER       KindOf:GRAB_AND_DROP
		EjectPassengersOnDeath = No ;Let RiderChangeContain handle this
		
		GrabWeapon = FellbeastGrabWeapon ; fire this weapon when fellbeast grabs a victim
		FireGrabWeaponOnVictim = No
		
		ReleaseSnappyness = 0.05 ; 1.0 is very snappy, 0.0 is very loose
		
	End

	Behavior = SlowDeathBehavior ModuleTag_SlowDeath
		DeathTypes			= ALL -FADED
		DestructionDelay	= 500
		ShadowWhenDead		= No
		Sound				= INITIAL FellBeastDie
		FX					= INITIAL FX_FellBeastDeath
	End

	Behavior = SlowDeathBehavior ModuleTag_SlowDeathFaded
		DeathTypes			= NONE +FADED
		DestructionDelay	= 0
		FadeTime			= 1000
		FadeDelay			= 100
		ShadowWhenDead		= No
	End

	Behavior = SquishCollide ModuleTag_06
		;nothing
	End
 
	;;; AUTO ABILITY MODULE ;;;
	Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
	End	
	
	;///////////////////
	; AISpecialPowers
	;///////////////////
	
	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
		CommandButtonName = Command_SetStanceBattle
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
	End

	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
		CommandButtonName = Command_SetStanceAggressive
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
	End

	Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
		CommandButtonName = Command_SetStanceHoldGround
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
	End

	
	Behavior = AISpecialPowerUpdate ScreechAI
		CommandButtonName = Command_SpecialAbilityScreech
		SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
	End
	
	FormationPreviewDecal 
        	Texture = FPflyingUnitDecal
        	Width = 128
        	Height = 128
    	End

	Geometry			= CYLINDER
	GeometryMajorRadius = 39.0
	GeometryHeight		= 40.0
	GeometryOffset		= X:0 Y:0 Z:-10
	GeometryIsSmall		= No
	Shadow				= SHADOW_VOLUME_NON_SELF_3	; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_3
	ShadowSunAngle		= 89						; clamp the angle so shadow casts straight down.
	Scale				= 0.80
End

;--------------------------------------------------------------------

ChildObject MordorFellBeast MordorFellBeastInterface

 	Behavior = SpecialPowerModule ModuleTag_FellbeastScreech                      
		SpecialPowerTemplate		= SpecialAbilityScreech
		UpdateModuleStartsAttack	= Yes
	End

	Behavior = SpecialAbilityUpdate ModuleTag_FellBeastScreechSAUpdate  
		SpecialPowerTemplate		= SpecialAbilityScreech
		UnpackTime					= 1
		AwardXPForTriggering		= 0		
		TriggerSound				= NazgulScreech
		EffectRange					= 180
		PreparationTime				= 1
		PackTime					= 3000
		CustomAnimAndDuration		= AnimState:SPECIAL_WEAPON_TWO AnimTime:3000
	End	

	Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim					= DYING
		DeathFX						= FX_NazgulOnFellbeastDieToRespawn	;FXList to play when killed-to-respawn
		;DeathAnimationTime			= 5500 ;1133						;How long DeathAnim will take.
		InitialSpawnFX				= FX_NazgulInitialSpawn
		RespawnFX					= FX_NazgulRespawn					;FXList to play when respawning.
		;RespawnAnim				= LEVELED							;Animation 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					= HINazgul_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:120000	Health:100%		;DEFAULT VALUES
		End

	EvaEventDieOwner 			= NazgulDie		;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
End

;--------------------------------------------------------------------

ChildObject MordorWitchKingOnFellBeast MordorFellBeastInterface		;Real witchking
    ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
	SelectPortrait = HPWitchKing
	
	DisplayName			= OBJECT:MordorWitchKingOnFellBeast
	DisplayNameStrategic = OBJECT:MordorWitchKingOnFellBeast
	RecruitText			= CONTROLBAR:MordorWitchKingOnFellBeastRecruit
	ReviveText			= CONTROLBAR:MordorWitchKingOnFellBeastRevive
	Hotkey				= CONTROLBAR:MordorWitchKingOnFellBeastHotkey
    
    ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
    ButtonImage			= HIWitchKing
        
    CommandSet			= MordorWitchKingRidingFellBeastCommandSet
	BuildCost			= WITCHKING_ON_FELLBEAST_BUILDCOST		
	BuildTime			= WITCHKING_ON_FELLBEAST_BUILDTIME		
	CommandPoints		= WITCHKING_COMMAND_POINTS

    ArmorSet			= MordorWitchKingRidingFellBeastCommandSet
       Conditions = None
       Armor = BlahblahblahAmor
       DamageFX = None
    End
 End

	;--- AUDIO Parameters ---

	SoundMoveStart		= NoSound

	;-------
	
	KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER SCARY MONSTER CANNOT_RETALIATE ARMY_SUMMARY GIANT_BIRD
	

	Behavior = SpecialAbilityUpdate ModuleTag_FellBeastScreechSAUpdate  
		SpecialPowerTemplate		= SpecialAbilityScreech
		UnpackTime					= 1
		AwardXPForTriggering		= 0		
		TriggerSound				= WitchKingScreechMS
		EffectRange					= 180
		PreparationTime				= 1
		PackTime					= 3000
		CustomAnimAndDuration		= AnimState:SPECIAL_WEAPON_TWO AnimTime:3000
	End	

	Body = RespawnBody ModuleTag_02
		CheerRadius 	  = EMOTION_CHEER_RADIUS
		MaxHealth         = WITCHKING_ON_FELLBEAST_HEALTH			
		HealingBuffFx     = None
	End

	Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim					= DYING
		DeathFX						= FX_WitchKingDieToRespawn	;FXList to play when killed-to-respawn
		;DeathAnimationTime			= 5500 ;1133				;How long DeathAnim will take.
		InitialSpawnFX				= FX_WitchKingInitialSpawn
		RespawnFX					= FX_WitchKingRespawn		;FXList to play when respawning.
		;RespawnAnim				= LEVELED					;Animation 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_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:3750	Time:120000	Health:100%		;DEFAULT VALUES
		End

	EvaEventDieOwner 			= WitchKingDie		;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths

	Behavior = TransportContain TransportContainModuleTag
		
		;Victim passenger
		ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE
		PassengerFilter = ANY +INFANTRY +HULK +CAVALRY +GRAB_AND_DROP -HERO -PORTER
		Slots = 1
	
		;Standard TransportContain stuff
		ShowPips = No
		CollidePickup = No
		AllowEnemiesInside = Yes
		AllowNeutralInside = Yes
		AllowAlliesInside  = Yes
		DamagePercentToUnits = 0%
		PassengerBonePrefix = PassengerBone:B_PASSENGER       KindOf:GRAB_AND_DROP
		EjectPassengersOnDeath = No
		
		GrabWeapon = FellbeastGrabWeapon ; fire this weapon when fellbeast grabs a victim
		FireGrabWeaponOnVictim = No
	End
	
	;---------DISMOUNT------------------------------------------------------------------------
 	Behavior = SpecialPowerModule ModuleTag_DismountStarter
 		SpecialPowerTemplate		= SpecialAbilityToggleMountedFromFellBeast
 		UpdateModuleStartsAttack	= Yes
 		StartsPaused				= No
		InitiateSound				= FellBeastVoiceMove
 	End
	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_Dismount
 		SpecialPowerTemplate    = SpecialAbilityToggleMountedFromFellBeast
 		StartAbilityRange		= 50.0									; pretty small so we are forced to the right place.
 		MountedTemplate			= MordorWitchKing
 		SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech
 		UnpackTime              = 0
 		PreparationTime         = 1  
; 		PersistentPrepTime      = 250
 		PackTime                = 0
 		OpacityTarget			= 1										; How see-thru to be at peak of change
 		AwardXPForTriggering    = 0
 		IgnoreFacingCheck		= Yes
	End

	;---------SCREECH------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ScreechUnPause
		SpecialPowerTemplate		= SpecialAbilityScreech
		TriggeredBy					= Upgrade_Screech
		ObeyRechageOnTrigger		= Yes
	End
	Behavior = SpecialPowerModule ModuleTag_Screech                      
		SpecialPowerTemplate		= SpecialAbilityScreech
		UpdateModuleStartsAttack	= Yes
		StartsPaused				= Yes
	End
	Behavior = SpecialAbilityUpdate ModuleTag_ScreechUpdate  
		SpecialPowerTemplate		= SpecialAbilityScreech
		UnpackTime					= 1
		AwardXPForTriggering		= 0
		TriggerSound				= NazgulScreech
		EffectRange					= 180
		PreparationTime				= 1
		PackTime					= 3000
		CustomAnimAndDuration		= AnimState:SPECIAL_WEAPON_TWO AnimTime:3000
	End	
	
	;---------DREAD VISAGE------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DreadVisage
		SpecialPowerTemplate		= SpecialAbilityFakeLeadership
		TriggeredBy					= Upgrade_DreadVisage
	End
	Behavior = SpecialPowerModule ModuleTag_DreadVisageUpdate
		SpecialPowerTemplate		= SpecialAbilityFakeLeadership
		UpdateModuleStartsAttack	= Yes
		StartsPaused				= Yes
	End
	Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisageAura
		StartsActive	= No														;If no, requires upgrade to turn on.
		TriggeredBy		= Upgrade_DreadVisage
		RefreshDelay	= 2000
		Range			= WITCHKING_DREADVISAGE_EFFECT_RADIUS_MOUNTED
		TargetEnemy		= Yes
		AntiCategory	= LEADERSHIP BUFF
		BonusName		= GenericDebuff
		ObjectFilter	= ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION  -HERO -HORDE
	End
	Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
		InitiallyActive						= No
		TriggeredBy							= Upgrade_DreadVisage
		WhichSpecialPower					= 1
		GenerateFear						= Yes
		EmotionPulseRadius					= WITCHKING_DREADVISAGE_EFFECT_RADIUS_MOUNTED
		EmotionPulseInterval				= 2000
	End
	
	;---------HOUR OF THE WITCH KING---------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HOFTWEnabler
		SpecialPowerTemplate		= SpecialAbilityCurseEnemy
		TriggeredBy					= Upgrade_HourOfTheWitchKing
		ObeyRechageOnTrigger		= Yes
	End
	Behavior = SpecialPowerModule ModuleTag_HOFTW
		SpecialPowerTemplate		= SpecialAbilityCurseEnemy
		StartsPaused				= Yes
		UpdateModuleStartsAttack	= Yes
		InitiateSound				= FellBeastVoiceAttack
	End
 	Behavior = CurseSpecialPower ModuleTag_HOFTWUPdate
        SpecialPowerTemplate		= SpecialAbilityCurseEnemy

	    CursePercentage				= 100.0% //Curse the target's power by this amount (will not exceed maximum charge time)

		StartAbilityRange			= 200.0
		
		CursedFX					= FX_SarumanDominateTargets
	TriggerFX					= FX_CreateaHeroCurse
		UnpackTime					= 2000
		PreparationTime				= 1000
		FreezeAfterTriggerDuration	= 2500 ; Hold AI for this long after we fire.
    End	

	Behavior = ModelConditionUpgrade ModuleTag_MakeUsAWitchKing
		TriggeredBy			= Upgrade_MordorFaction
		AddConditionFlags	= RIDER2
		Permanent			= Yes
	End

	;///////////////////
	; AISpecialPowers
	;///////////////////
	
	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
		CommandButtonName = Command_SetStanceBattle
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
	End

	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
		CommandButtonName = Command_SetStanceAggressive
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
	End

	Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
		CommandButtonName = Command_SetStanceHoldGround
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
	End

	
	Behavior = AISpecialPowerUpdate ToggleMountedAI
		CommandButtonName = Command_WitchKingToggleMounted
		SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
	End
	
	Behavior = AISpecialPowerUpdate ScreechAI
		CommandButtonName = Command_SpecialAbilityScreechWitchKing
		SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
	End
	
	Behavior = AISpecialPowerUpdate HourOfTheWitchKingAI
		CommandButtonName = Command_HourOfTheWitchKing
		SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
	End	
End

;--------------------------------------------------------------------

ChildObject KhamulFellBeast MordorFellBeastInterface

	DisplayName		= OBJECT:MordorKhamul
	DisplayNameStrategic		= OBJECT:MordorKhamul
	RecruitText		= CONTROLBAR:MordorKhamulRecruit
	ReviveText		= CONTROLBAR:MordorKhamulRevive
	Hotkey			= CONTROLBAR:MordorKhamulHotkey

	CommandSet		= KhamulFellBeastCommandSet				; CommandSet is overridden by Behavior Rider changes.
	
	KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER SCARY MONSTER CANNOT_RETALIATE ARMY_SUMMARY GIANT_BIRD
	

 	Behavior = SpecialPowerModule ModuleTag_FellbeastScreech                      
		SpecialPowerTemplate		= SpecialAbilityScreech
		UpdateModuleStartsAttack	= Yes
	End

	Behavior = SpecialAbilityUpdate ModuleTag_FellBeastScreechSAUpdate  
		SpecialPowerTemplate		= SpecialAbilityScreech
		UnpackTime			= 1
		AwardXPForTriggering		= 0		
		TriggerSound			= NazgulScreech
		EffectRange			= 180
		PreparationTime			= 1
		PackTime			= 3000
		CustomAnimAndDuration		= AnimState:SPECIAL_WEAPON_TWO AnimTime:3000
	End	

	Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim			= DYING
		DeathFX				= FX_NazgulOnFellbeastDieToRespawn		; FXList to play when killed-to-respawn
		;DeathAnimationTime		= 5500 ;1133					; How long DeathAnim will take.
		InitialSpawnFX			= FX_NazgulInitialSpawn
		RespawnFX			= FX_NazgulRespawn				; FXList to play when respawning.
		;RespawnAnim			= LEVELED					; Animation 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			= HINazgul_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:120000	Health:100%	; DEFAULT VALUES
		End

	EvaEventDieOwner 			= NazgulDie					; Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths

	;---------DISMOUNT------------------------------------------------------------------------
 	Behavior = SpecialPowerModule ModuleTag_KhamulDismountStarter
 		SpecialPowerTemplate		= SpecialAbilityToggleMountedFromFellBeast
 		UpdateModuleStartsAttack	= Yes
 		StartsPaused			= No
		InitiateSound			= FellBeastVoiceMove
 	End
	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_KhamulDismount
 		SpecialPowerTemplate    	= SpecialAbilityToggleMountedFromFellBeast
 		StartAbilityRange		= 50.0						; pretty small so we are forced to the right place.
 		MountedTemplate			= KhamulMounted
 		SynchronizeTimerOnSpecialPower 	= SpecialAbilityBlackRiderMorgulBlade SpecialAbilityScreech
 		UnpackTime              	= 0
 		PreparationTime         	= 1  
; 		PersistentPrepTime      	= 250
 		PackTime                	= 0
 		OpacityTarget			= 1						; How see-thru to be at peak of change
 		AwardXPForTriggering    	= 0
 		IgnoreFacingCheck		= Yes
	End

	Behavior = AISpecialPowerUpdate ToggleMountedAI
		CommandButtonName = Command_KhamulToggleMounted
		SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
	End

End

;--------------------------------------------------------------------

ChildObject MorgomirFellBeast MordorFellBeastInterface

	DisplayName		= OBJECT:MordorMorgomir
	DisplayNameStrategic		= OBJECT:MordorMorgomir
	RecruitText		= CONTROLBAR:MordorMorgomirRecruit
	ReviveText		= CONTROLBAR:MordorMorgomirRevive
	Hotkey			= CONTROLBAR:MordorMorgomirHotkey

	CommandSet		= KhamulFellBeastCommandSet					; CommandSet is overridden by Behavior Rider changes.

	KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER SCARY MONSTER CANNOT_RETALIATE ARMY_SUMMARY GIANT_BIRD


 	Behavior = SpecialPowerModule ModuleTag_FellbeastScreech                      
		SpecialPowerTemplate		= SpecialAbilityScreech
		UpdateModuleStartsAttack	= Yes
	End

	Behavior = SpecialAbilityUpdate ModuleTag_FellBeastScreechSAUpdate  
		SpecialPowerTemplate		= SpecialAbilityScreech
		UnpackTime			= 1
		AwardXPForTriggering		= 0		
		TriggerSound			= NazgulScreech
		EffectRange			= 180
		PreparationTime			= 1
		PackTime			= 3000
		CustomAnimAndDuration		= AnimState:SPECIAL_WEAPON_TWO AnimTime:3000
	End	

	Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim			= DYING
		DeathFX				= FX_NazgulOnFellbeastDieToRespawn		; FXList to play when killed-to-respawn
		;DeathAnimationTime		= 5500 		;1133				; How long DeathAnim will take.
		InitialSpawnFX			= FX_NazgulInitialSpawn
		RespawnFX			= FX_NazgulRespawn				; FXList to play when respawning.
		;RespawnAnim			= LEVELED					; Animation 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			= HINazgul_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:120000	Health:100%	; DEFAULT VALUES
		End

	EvaEventDieOwner 			= NazgulDie					; Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths

	;---------DISMOUNT------------------------------------------------------------------------
 	Behavior = SpecialPowerModule ModuleTag_MorgomirDismountStarter
 		SpecialPowerTemplate		= SpecialAbilityToggleMountedFromFellBeast
 		UpdateModuleStartsAttack	= Yes
 		StartsPaused			= No
		InitiateSound			= FellBeastVoiceMove
 	End
	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_MorgomirDismount
 		SpecialPowerTemplate    	= SpecialAbilityToggleMountedFromFellBeast
 		StartAbilityRange		= 50.0						; pretty small so we are forced to the right place.
 		MountedTemplate			= MordorMorgromirMounted
 		SynchronizeTimerOnSpecialPower 	= SpecialAbilityBlackRiderMorgulBlade SpecialAbilityScreech
 		UnpackTime              	= 0
 		PreparationTime         	= 1  
; 		PersistentPrepTime      	= 250
 		PackTime               	 	= 0
 		OpacityTarget			= 1						; How see-thru to be at peak of change
 		AwardXPForTriggering    	= 0
 		IgnoreFacingCheck		= Yes
	End

	Behavior = AISpecialPowerUpdate ToggleMountedAI
		CommandButtonName = Command_KhamulToggleMounted
		SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
	End

End


Edited by kkyuleug, 12 July 2017 - 05:50 PM.


#6 Jokuc

Jokuc

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Posted 12 July 2017 - 08:52 PM   Best Answer

 

What I mean to separate is to separate wk armor and Nazgul armor on the fellbeast.
 
Can I add your code to fellbeast.ini? Would you show me the whole code you think? I don't know Where to put your code..
 
I added your code in fellbeast, It conflicts with the game..
 
Thank you for your reply. Just a little more help plz  :smilehuh:

 

I still don't understand what you mean with "separate", they are already separate. You need to explain it better cause I don't understand what you want to do.

 

Also, you're doing it wrong with the code :p

 

In the ini.big file, open

data\ini\armor.ini

 

Press Ctrl+F to bring up the find/search window, search for NazgulArmor and it will take you to the armorsets of nazgul and with king. Here you can make a new armor for witch king while he's riding the fellbeast if you don't want him to use the one he has now. Just copy paste one of the armorsets, change the name to whatever you want and edit the values to your liking.

 

Witch King and Witch King on Fellbeast are two different objects so you have to enter the code in two different places.

 

You can find the armorset property of Witch King on foot in

 

data\ini\object\evilfaction\units\mordor\witchking.ini

 

You can change his armor on foot  under "ArmorSet" simply by changing the "Armor = ToughHeroArmor/WitchKingArmor" (whatever armorset he has in your version of the game) to the name of an armorset you created in armor.ini.

 

Same goes with Witch King on Fellbeast. If you want to edit his armor go to:

 

data\ini\objects\evilfaction\units\mordor\fellbeast.ini

 

In this ini file there are multiple objects. One called "Object MordorFellBeastInterface" which is the object template that normal fellbeasts use. This object has its own armorset. Then if you scroll down a bit you will find another object in this file called "ChildObject MordorWitchKingOnFellBeast MordorFellBeastInterface".  This object too has its own armor set. Look a few lines down further and you will see another "Armorset" line. Again, if you want to change the amor of Witch King on Fellbeast, just change "Armor = WitchKingArmor/NazgulArmor" or whatever it says to "Armor = *Name of the armor you made in armor.ini* "


Edited by Jokuc, 13 July 2017 - 09:08 AM.


#7 kkyuleug

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Posted 13 July 2017 - 06:04 AM

 

 

What I mean to separate is to separate wk armor and Nazgul armor on the fellbeast.
 
Can I add your code to fellbeast.ini? Would you show me the whole code you think? I don't know Where to put your code..
 
I added your code in fellbeast, It conflicts with the game..
 
Thank you for your reply. Just a little more help plz  :smilehuh:

 

I still don't understand what you mean with "separate", they are already separate. You need to explain it better cause I don't understand what you want to do.

 

Also, you're doing it wrong with the code :p

 

In the ini.big file, open

data\ini\armor.ini

 

Press Ctrl+F to bring up the find/search window, search for NazgulArmor and it will take you to the armorsets of nazgul and with king. Here you can make a new armor for witch king while he's riding the fell beast if you don't want him to use the one he has now. Just copy paste one of the armorsets, change the name to whatever you want and edit the values to your liking.

 

Witch King and Witch King on Fellbeast are two different objects so you have to enter the code in two different places.

 

You can find the armorset property of Witch King on foot in

 

data\ini\object\evilfaction\units\mordor\witchking.ini

 

You can change his armor on foot  under "ArmorSet" simply by changing the "Armor = ToughHeroArmor/WitchKingArmor" (whatever armorset he has in your version of the game) to the name of an armorset you created in armor.ini.

 

Same goes with Witch King on Fellbeast. If you want to edit his armor go to:

 

data\ini\objects\evilfaction\units\mordor\fellbeast.ini

 

In this ini file there are multiple objects. One called "Object MordorFellBeastInterface" which is the object template that normal fellbeasts use. This object has its own armorset. Then if you scroll down a bit you will find another object in this file called "ChildObject MordorWitchKingOnFellBeast MordorFellBeastInterface".  This object too has its own armor set. Look a few lines down further and you will see another "Armorset" line. Again, if you want to change the amor of Witch King on Fellbeast, just change "Armor = WitchKingArmor/NazgulArmor" or whatever it says to "Armor = *Name of the armor you made in armor.ini* "

 

 

 
OMG!! I know why you didn't understand what I mean! 
 
Because my fellbeast.ini's "ChildObjectMordorWitchking" doesn't have Armorset code!
 
So,I thought there was only one armor.....
 
I don't know why it does not exist. :whatoa:
 
 
 
Thanks to your advice, I added "Armorset code" to "ChildObject" and it works very well !! :smilehuh:  :smilehuh:
 
 
Thank you!! Thank you very much!! I could not solve this problem for months.
 
But thanks to you, I am so glad I was able to solve it!!
 
You are the best!  Thank you!!    :thumbsupxd:  :thumbsupxd:  :thumbsupxd:  :thumbsupxd:  :thumbsupxd:  





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