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Treebeard at Men barracks lvl 3


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#1 RoccoTheStiff

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Posted 25 November 2017 - 04:54 PM

So, title should be pretty selfexplanatory, how to do it?

 

I've added the button to all three barracks entries (for all 3 levels) in commandset ini, i've done this too in buttons ini but it is not working. The dude is there ofc but can be built at lvl 1. I could do a poor man's workaround and simply make the button available at lvl 3 only but that reeks of peasantdom.

 

What am i missing?

 

CommandButton Command_ConstructEntTreeBeard
Command = UNIT_BUILD
Object = RohanTreeBerd
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructTreeBeard
ButtonImage = HITreebeard
ButtonBorderType = BUILD 
DescriptLabel = CONTROLBAR:ToolTipBuildTreeBeard
Radial = Yes
InPalantir     = Yes
ShowProductionCount = Yes
      NeededUpgrade = Upgrade_GondorBarracksLevel3
;    UnitSpecificSound   = GondorArcherVoiceBuy      
End
 
 
Thanks for any answers. :)
 
 
#edit: nvm figured it out, under options you need to put NEED_UPGRADE and CANCELABLE and it's greyed out at lvl 1 and 2. 
 
A follow up question, the requirement isn't written in the tooltip, ie Requires level 3 to build......do i need to change the tooltips for that?
 
Another follow up question, i couldn't add Treebeard to Men fort hero build menu, i edited the commandset to include generic revive slot#8 but when i put RohanTreebeard or RohanTreeberd in playertemplate it just doesn't work. Any clues?

Edited by RoccoTheStiff, 25 November 2017 - 05:02 PM.


#2 Fire7500

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Posted 25 November 2017 - 11:34 PM

Hello RoccoTheStiff,

 

 

Hmm. Are you encountering any errors when you open BFME II, or is your hero not showing up at the start of any game?

 

With the latter question, simply put TreeBeard anywhere in front of GondorGandalf in Playertemplate.ini. This way, your hero is accessible from the beginning of the game without having to first purchase Gandalf.

 

 

Cheers!

 - Fire7500



#3 RoccoTheStiff

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Posted 26 November 2017 - 09:19 PM

Hello RoccoTheStiff,

 

 

Hmm. Are you encountering any errors when you open BFME II, or is your hero not showing up at the start of any game?

 

With the latter question, simply put TreeBeard anywhere in front of GondorGandalf in Playertemplate.ini. This way, your hero is accessible from the beginning of the game without having to first purchase Gandalf.

 

 

Cheers!

 - Fire7500

Hey thanks for the reply, but it's not working. Treebeard isn't show in the menu, doesn't matter if i put him before Gandalf or if Gandalf is alive



#4 Fire7500

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Posted 27 November 2017 - 12:28 PM

Hello RoccoTheStiff,

 

Yes, this is quite an interesting predicament. I've never encountered something like this before. Perhaps you need to change the Sides in RohanTreeberd? That might be the cause of the problem since he's allied to the Elves, I believe.

 

Please forgive me if my suggested option doesn't work.

 

 

Cheers!

 - Fire7500



#5 JUS_SAURON

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Posted 28 November 2017 - 02:09 PM

you may need RESPAWN health blocks for these heroes

 

Treebeard is does not have the codes

Body = RespawnBody ModuleTag_RespawnBody
		CheerRadius 			= EMOTION_CHEER_RADIUS
		MaxHealth         		= MAIN_HERO_HEALTH	;BALANCE Aragorn Health
		PermanentlyKilledByFilter	= NONE		;Who kills me permanently?
   		DodgePercent      		= 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				= HIAragorn_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:3000		Time:60000		Health:100%		;DEFAULT VALUES
		RespawnEntry =	Level:2				Cost:3500		Time:60000						; ;50% cost, 1x buildtime ;For other levels, only override what is different.
		RespawnEntry =	Level:3				Cost:4000		Time:60000
		RespawnEntry =	Level:4				Cost:4500		Time:60000
		RespawnEntry =	Level:5				Cost:5000		Time:120000						; ;65% cost, 2x buildtime
		RespawnEntry =	Level:6				Cost:5500		Time:120000
		RespawnEntry =	Level:7				Cost:6000		Time:120000
		RespawnEntry =	Level:8				Cost:6500		Time:180000 					; ;80% cost, 3x buildtime
		RespawnEntry =	Level:9				Cost:7000		Time:180000 
		RespawnEntry =	Level:10			Cost:8000		Time:180000 
	End

and remove this

Body = ActiveBody ModuleTag_ActiveBody
        CheerRadius                = EMOTION_CHEER_RADIUS
        MaxHealth                =   CATAPULT_MONSTER_HEALTH
        BurningDeathBehavior    = Yes
    End






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