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#1 Felipe Roll-st

Felipe Roll-st

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Posted 01 August 2018 - 05:15 PM

so I'm now trying to create a new faction after adding some new stuff to my mod I think it needs a bit of an expansion, i have followed a tutorial for how to create a new faction but it's not working, it's a bit difficult as most of the tutorials are for BFME II, I followed all the steps but my faction doesn't appear on the skirmish menu, I haven't kept developing my faction as this step is obviously essential, could anyone give me a hand and tell me where the problem could be occurring??

 

I followed this tutorial perhaps some step is missing, thank you.

pdta: I'm modding bfme in mac, idk if that would be a reason which I think not as I've been able to mod some other stuff.

 
 

Edited by Felipe Roll-st, 01 August 2018 - 05:20 PM.


#2 Felipe Roll-st

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Posted 01 August 2018 - 05:19 PM

there's also something I'd appreciate so much, it's something very small I'm sure, I have three different skins for aragorn in my mod and these are supposed to change as he levels up which I achieved, his first change is at level 4 and then at level 8, but when I use blademaster or elendil his skin changes to the 8lv one, idk why, only when he dies he restores his previous skin :/



#3 Ridder Geel

Ridder Geel

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Posted 10 August 2018 - 12:30 PM

First of all, don't do all CAPS titles...

Try this tutorial then?

 

https://www.the3rdag...tem-144?addview

 

The other issue is probably with the w3d module code, but without more information on what exact lines of code you wrote there is no way of knowing what you did.


Ridder Geel

#4 Felipe Roll-st

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Posted 21 August 2018 - 12:39 PM

I'll let you know how I go with the tutorial for it is complicated in a way of translating what I have to do for BFME 1 and also working from Mac, now here's my aragorn code but I do have the feeling it's probably related to the model as this came attached to the rotk costume...

 

 

;------------------------------------------------------------------------------
;
; Aragorn.ini
;
;------------------------------------------------------------------------------
 
; Aragorn GondorAragorn
Object GondorAragorn
; *** ART Parameters ***
 
    ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPAragorn
    
    ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
    ButtonImage = HIAragorn
    
Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = No ;Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
 
DefaultModelConditionState
Model               = GUAragorn_ZKN ;GUAragorn_SKN
End
 
ModelConditionState = WEAPONSET_HERO_MODE USER_3
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes ; 
ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes ; 
End
 
ModelConditionState = WEAPONSET_HERO_MODE
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes ; 
End
 
ModelConditionState = USER_3
ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes ; 
End
 
RandomTexture = GUAragorn_rotk_hd.tga 0 GUAragorn_rotk.tga
 
TransitionState = TRANS_boredToAttention_Elendil
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND 
AnimationMode = ONCE
End
FXEvent = Name: FX_ElendilGlowEvent
End
 
TransitionState = TRANS_attentionToBored_Elendil
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE_BACKWARDS
End
FXEvent = Name: FX_ElendilGlowEvent
Flags = START_FRAME_LAST
End
 
TransitionState = TRANS_boredToAttention
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND 
AnimationMode = ONCE
End
End
 
TransitionState = TRANS_attentionToBored
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
 
; --- Idle Anims
IdleAnimationState
StateName = STATE_bored
 
Animation = GUAragorn_IDLE ;no_fidget
AnimationName = GUAragorn_SKL.GUAragorn_IDLE
AnimationMode = ONCE
AnimationPriority = 12
End
 
Animation = GUAragorn_IDLF ;fidget
AnimationName = GUAragorn_SKL.GUAragorn_IDLF
AnimationMode = ONCE
AnimationPriority = 1
End
 
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_attention" or
Prev == "STATE_running" or
Prev == "OATH_BREAKERS" then CurDrawableSetTransitionAnimState("TRANS_attentionToBored") end
EndScript
End
 
AnimationState = THROWN_PROJECTILE
Animation = FLYA
AnimationName = GUAragorn_SKL.GUAragorn_FLYA
AnimationMode = LOOP
End
End
 
AnimationState = STUNNED_FLAILING
Animation = FLYA
AnimationName = GUAragorn_SKL.GUAragorn_FLYA
AnimationMode = LOOP
End
End
 
AnimationState = DYING SPLATTED
Animation = Splatted_On_Ground
AnimationName = GUAragorn_SKL.GUAragorn_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_SoldierHitGround
End
 
; --- Dying anims
AnimationState = DYING
Animation = GUAragorn_DIEA
AnimationName = GUAragorn_SKL.GUAragorn_DIEA
AnimationMode = ONCE
End
Animation = GUAragorn_DIEB
AnimationName = GUAragorn_SKL.GUAragorn_DIEB
AnimationMode = ONCE
End
End
 
AnimationState = STUNNED_STANDING_UP
Animation = GUAragorn_GTPB
AnimationName = GUAragorn_SKL.GUAragorn_GTPB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
 
AnimationState = STUNNED
Animation = LNDA
AnimationName = GUAragorn_SKL.GUAragorn_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_SoldierHitGround
End
 
 
 
; --- Attacking Anims [Weapon_A]
 
 
 
AnimationState        = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation           = RunAndFire
AnimationName       = GUAragorn_SKL.GUAragorn_ATRA
AnimationMode       = LOOP
End
Flags               = RANDOMSTART  
End
 
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode
StateName = STATE_ready
Animation = ATKF
AnimationName = GUAragorn_SKL.GUAragorn_ATKF
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
FXEvent = Frame:25 Name: FX_BladeMasterHitOrient
FXEvent = Frame:45 Name: FX_BladeMasterHitOrient
End
 
AnimationState = FIRING_OR_PREATTACK_A
StateName = STATE_ready
Animation = ATKD
AnimationName = GUAragorn_SKL.GUAragorn_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 3
End
Animation = ATKE
AnimationName = GUAragorn_SKL.GUAragorn_ATKE
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 2
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
 
 
 
 
 
 
; --- Moving Anims
AnimationState = MOVING
StateName = STATE_running
 
Animation = GUAragorn_RUNB
AnimationName = GUAragorn_SKL.GUAragorn_RUNB
AnimationMode = LOOP
End
End
 
AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = GUAragorn_SKL.GUAragorn_ATKO
AnimationMode = ONCE
End
End
 
AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim
StateName = STATE_ready
Animation = GUAragorn_ATKL
AnimationName = GUAragorn_SKL.GUAragorn_ATKL
AnimationMode = ONCE
End
ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes
ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes
; FXEvent = Name: FX_ElendilGlowEvent
End
 
AnimationState = USER_2
StateName = ATHELAS
Animation = ATKP
AnimationName = GUAragorn_SKL.GUAragorn_ATKP
AnimationMode = ONCE
End
End
 
AnimationState = USER_1
StateName = OATH_BREAKERS
Animation = ATKN
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
End
End
 
 
 
; --------- Click and Hit Reactions ------------
 
AnimationState = HIT_REACTION HIT_LEVEL_3
StateName = STATE_bored
Animation = Hit_Level_1_b
AnimationName = GUAragorn_SKL.GUAragorn_HITB
AnimationMode = ONCE
End
End
 
;----Emotion Animations
 
AnimationState = EMOTION_CELEBRATING
StateName = STATE_ready
Animation = CHRB
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
AnimationPriority = 1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
 
AnimationState = EMOTION_ALERT
StateName = STATE_ready
Animation = IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationPriority = 1
End
End
 
AnimationState = EMOTION_MORALE_HIGH
StateName = STATE_ready
Animation = ATKN
AnimationName = GUAragorn_SKL.GUAragorn_ATKN
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = ATKP
AnimationName = GUAragorn_SKL.GUAragorn_ATKP
AnimationMode = ONCE
AnimationPriority = 15
End
Animation = TNTC
AnimationName = GUAragorn_SKL.GUAragorn_TNTD
AnimationMode = ONCE
AnimationPriority = 30
End
Animation = TNTD
AnimationName = GUAragorn_SKL.GUAragorn_TNTD
AnimationMode = ONCE
AnimationPriority = 30
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
 
AnimationState = ENGAGED
StateName = STATE_ready
Animation = IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
 
AnimationState = SELECTED
StateName = STATE_attention
Animation = ATNE
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = LOOP
AnimationBlendTime = 5
AnimationMustCompleteBlend = yes
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end
EndScript
End
 
End
 
; ***DESIGN parameters ***
Side = Gondor
EditorSorting = UNIT
ThreatLevel = 5.0
ThingClass = CHARACTER_UNIT
TransportSlotCount = 1
 
DisplayMeleeDamage = ARAGORN_DAMAGE
 
HeroSortOrder = 20
 
BuildCost = 0 ;ARAGORN_BUILDCOST
BuildTime = 0 ;ARAGORN_BUILDTIME
MaxSimultaneousOfType = 1
  
WeaponSet
Conditions = None 
Weapon = PRIMARY    GondorAragornSword
End
WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY    GondorAragornHeroSword
End
WeaponSet
Conditions = PASSENGER_TYPE_ONE 
Weapon = SECONDARY    GondorAragornDwarfToss
End
 
ArmorSet
Conditions = None
Armor           = AragornHeroArmor ; HeroArmor
DamageFX        = NormalDamageFX
End
VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
 
BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE
DisplayName = OBJECT:GondorAragorn
RecruitText = CONTROLBAR:GondorAragornRecruit
ReviveText = CONTROLBAR:GondorAragornRevive
Hotkey = CONTROLBAR:GondorAragornHotkey
CrushableLevel = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
;  CrusherLevel = 1
    
 
CommandSet = GondorAragornCommandSet 
CommandPoints = 0
 
 
; *** AUDIO Parameters ***;
 
VoiceAmbushed = AragornVoiceAmbush
VoiceAttack = AragornVoiceAttack
VoiceAttackStructure = AragornVoiceAttackBuilding
VoiceAttackMachine = AragornVoiceAttack
VoiceAttackCharge = AragornVoiceAttackCharge
VoiceEnterStateAttack = AragornVoiceEnterStateAttack
VoiceEnterStateAttackStructure = AragornVoiceEnterStateAttackBuilding
VoiceEnterStateAttackMachine = AragornVoiceEnterStateAttackBuilding
VoiceEnterStateAttackCharge = AragornVoiceEnterStateAttackCharge
;VoiceCreated = AragornVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to FX_GandalfInitialSpawn
VoiceFear = AragornVoiceHelpMe
VoiceMove = AragornVoiceMove
VoiceMoveToCamp = AragornVoiceMoveCamp
VoiceMoveWhileAttacking = AragornVoiceDisengage
VoiceEnterStateMove = AragornVoiceEnterStateMove
VoiceEnterStateMoveToCamp = AragornVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = AragornVoiceEnterStateDisengage
VoicePriority = 90    ;Default is 5. In mixed groups, Aragorn almost always 'wins'
VoiceRetreatToCastle = AragornVoiceRetreat
VoiceEnterStateRetreatToCastle = AragornVoiceEnterStateRetreat
VoiceSelect = AragornVoiceSelect
VoiceSelect2 = HeroVoiceSelect2
VoiceSelectBattle = AragornVoiceSelectBattle
VoiceGuard = AragornVoiceMove
 
SoundImpact = ImpactHorse
 
;AragornVoiceDismissOathbreakers
;AragornVoiceJoinAnybody
 
UnitSpecificSounds
VoiceGarrison = AragornVoiceGarrison
End
 
EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged
EvaEventDieOwner = AragornDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
      ; For deaths you can respawn from, use the DeathFX
 
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Human Unit Infantry Hero
UnitWeight = 2
End
 
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:AragornVoiceElendil Animation:GUAragorn_SKL.GUAragorn_ATKL Frames:21
AnimationSound = Sound:AragornVoiceSummonOathbreakers Animation:GUAragorn_SKL.GUAragorn_CHRB Frames:20
AnimationSound = Sound:AragornVoiceEnterStateElendil Animation:GUAragorn_SKL.GUAragorn_ATKL Frames:21
AnimationSound = Sound:AragornVoiceEnterStateSummonOathbreakers Animation:GUAragorn_SKL.GUAragorn_ATKN Frames:60
AnimationSound = Sound:FootstepDirtA Animation:GUAragorn_SKL.GUAragorn_RUNB Frames:8 17 26 36
 
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUAragorn_SKL.GUAragorn_DIEA Frames:55
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUAragorn_SKL.GUAragorn_DIEB Frames:70
AnimationSound = Sound:BodyFallSoldier Animation:GUAragorn_SKL.GUAragorn_LNDA Frames:1
End
 
 
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY ARAGORN
PathfindDiameter = 40.0
 
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth          = ARAGORN_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
 
;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:800 Time:90000 Health:100% ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:1000 Time:90000 ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:1200 Time:90000
RespawnEntry = Level:4 Cost:1400 Time:90000
RespawnEntry = Level:5 Cost:1900 Time:120000 ; Cost:1600
RespawnEntry = Level:6 Cost:2100 Time:120000 ; 1800
RespawnEntry = Level:7 Cost:2300 Time:120000 ; 2000
RespawnEntry = Level:8 Cost:2600 Time:120000 ; 2200
RespawnEntry = Level:9 Cost:2800 Time:120000 ; 2400
RespawnEntry = Level:10 Cost:3500 Time:120000 ; 3000
End
 
Behavior = SubObjectsUpgrade Anduril_Upgrade
TriggeredBy = Upgrade_Anduril
ShowSubObjects = PLANE02
End
 
Behavior = SubObjectsUpgrade Costume_01
TriggeredBy = Upgrade_AragornCostume_01
UpgradeTexture = guaragorn_2trs_hd.tga 0 guaragorn_rotk_hd.tga 
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade Costume_01a
TriggeredBy = Upgrade_AragornCostume_01
UpgradeTexture = guaragfel.tga 0 guaragorn_rotk_hd.tga 
RecolorHouse = Yes
End
 
Behavior = SubObjectsUpgrade Costume_02
TriggeredBy = Upgrade_AragornCostume_02
UpgradeTexture = guaragorn_rotk_hd.tga 0 guaragfel_hd.tga 
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade Costume_02a
TriggeredBy = Upgrade_AragornCostume_02
UpgradeTexture = guaragorn_2trs_hd.tga 0 guaragfel_hd.tga 
RecolorHouse = Yes
End
 
Behavior = SubObjectsUpgrade Costume_03
TriggeredBy = Upgrade_AragornCostume_03
UpgradeTexture = guaragfel_hd.tga 0 guaragorn_2trs_hd.tga 
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade Costume_03a
TriggeredBy = Upgrade_AragornCostume_03
UpgradeTexture = guaragorn_rotk_hd.tga 0 guaragorn_2trs_hd.tga 
RecolorHouse = Yes
End
 
Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = HeroRadiateFear
TriggeredBy = Upgrade_HeroRadiateFear
RefreshDelay = 2000
Range = 500
TargetEnemy = Yes
ObjectFilter = ANY +ORC
End
 
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
 
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate        = 500
AILuaEventsList = AragornFunctions
End
 
LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL 
Speed     = NORMAL_GOOD_HERO_SPEED
End
 
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2133 ;msec
End
 
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL 
SinkDelay = 3000
SinkRate = 0.40     ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL AragornVoiceDie
End
 
Behavior = SquishCollide ModuleTag_06
;nothing
End
 
Behavior = HeroDie ModuleTag_HeroDeath
SpecialPowerTemplate = SpecialAbilitySmite   ;the special power that I recharge by dying
End
 
Behavior = SpecialPowerModule ModuleTag_07                      
SpecialPowerTemplate      = SpecialAbilityGrabPassenger
UpdateModuleStartsAttack  = Yes
;InitiateSound           = 
End
 
Behavior = SpecialAbilityUpdate ModuleTag_08                
SpecialPowerTemplate    = SpecialAbilityGrabPassenger
StartAbilityRange       = 1.6
 
UnpackTime              = 2233 ; Nothing to touching it
PreparationTime         = 1   ; touching it to grabbing it
PersistentPrepTime      = 833 ; grabbing it to whacking it on the ground (if shrubbery)
PackTime                = 466 ; whacking it to holding it nice
 
;    PackSound               = 
;    UnpackSound             = 
;    TriggerSound            = 
;    PrepSoundLoop           = 
AwardXPForTriggering    = 0
End
 
;;;;;;;;;;;;;;;;;;;;;; CUT CUT CUT CUT CUT CUT CUT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornKnifeAttackEnabler
; SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack
; TriggeredBy = Upgrade_AragornKnifeAttack
; End
; Behavior = SpecialPowerModule ModuleTag_KnifeAttack                      ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
; SpecialPowerTemplate      = SpecialAbilityAragornKnifeAttack
; UpdateModuleStartsAttack  = Yes
; StartsPaused   = Yes
; End
; Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_KnifeAttackUpdate   ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
; SpecialPowerTemplate    = SpecialAbilityAragornKnifeAttack
;
; UnpackTime              = 1300 ; Drawing the horn
; PreparationTime         = 1   ; nothing
; PersistentPrepTime      = 1600 ; Blowing
; PackTime                = 3700 ; Putting horn away
;
;    PackSound               = 
;    UnpackSound             = 
;    TriggerSound            = 
;    PrepSoundLoop           = 
; AwardXPForTriggering    = 0
; StartAbilityRange = 300.0
;
; SpecialWeapon = GondorAragornKnifeThrow
; WhichSpecialWeapon = 1
; End
;;;;;;;;;;;;;;;;;;;;;; CUT CUT CUT CUT CUT CUT CUT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornOathbreakersEnabler
SpecialPowerTemplate = SuperweaponSpawnOathbreakers
TriggeredBy = Upgrade_AragornOathbreakers
End
 
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SuperweaponSpawnOathbreakers
OCL = OCL_GondorArmyofTheDeadEggSmall
CreateLocation = CREATE_AT_LOCATION
StartsPaused = Yes
SetModelCondition = ModelConditionState:USER_1
SetModelConditionTime = 8.1
End
 
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
TriggeredBy = Upgrade_AragornBladeMaster
End
 
  Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter                ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate    = SpecialAbilityAragornBladeMaster
StartsPaused = Yes
End
 
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate   ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate    = SpecialAbilityAragornBladeMaster
HeroAttributeModifier = AragornBladeMaster
HeroEffectDuration = 25000 ; 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime              = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
 
; Behavior = TransportContain ModuleTag_09
; ObjectStatusOfContained = UNSELECTABLE
; PassengerFilter = NONE +GIMLI
; Slots = 1
; ShowPips = No
; AllowAlliesInside  = Yes
; DamagePercentToUnits = 0%
; TypeOneForWeaponSet = GIMLI    
; TypeOneForWeaponState = GIMLI
; PassengerBonePrefix = PassengerBone:Arrow       KindOf:GIMLI
; End
 
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 100 ; level 1 (light  damage)  hit reaction animations in ms
HitReactionLifeTimer2 = 1000 ; level 2 (medium damage)  hit reaction animations in ms
HitReactionLifeTimer3 = 1993 ; level 3 (heavy  damage)  hit reaction animations in ms
 
HitReactionThreshold1 = 0.0   ; level 1 (light  damage) threshold trigger
HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger
End
 
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = AragornPassiveLeadership
TriggeredBy = Upgrade_AragornLeadership
RefreshDelay = 2000
Range = 200
ObjectFilter = ANY +INFANTRY +CAVALRY  -STRUCTURE -BASE_FOUNDATION -HERO
End
 
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_AragornLeadership
End
 
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate   
SpecialPowerTemplate      = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack  = No
StartsPaused = Yes
End
 
  Behavior = SpecialPowerModule ModuleTag_AragornAthelas
SpecialPowerTemplate    = SpecialAbilityAragornAthelas
UpdateModuleStartsAttack  = Yes
TriggerFX = FX_AragornAthelas
SetModelCondition = ModelConditionState:USER_2
SetModelConditionTime = 2.1
End
 
Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate               
SpecialPowerTemplate    = SpecialAbilityAragornAthelas
StartAbilityRange       = 1.6
UnpackTime              = 1 ; Nothing to touching it
PreparationTime         = 3 ; touching it to grabbing it
PackTime                = 2096  ; whacking it to holding it nice
AwardXPForTriggering    = 0
End
 
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableElendil
SpecialPowerTemplate = SpecialAbilityAragornElendil
TriggeredBy = Upgrade_AragornElendil
End
 
Behavior = SpecialPowerModule ModuleTag_ElendilStarter
SpecialPowerTemplate = SpecialAbilityAragornElendil
UpdateModuleStartsAttack = Yes
AntiCategory = LEADERSHIP
AttributeModifier = AragornElendilAntiCategory ; Used for the anti category duration only.
AttributeModifierRange = 200.0
StartsPaused = Yes ; obtained on level 2
SetModelCondition = ModelConditionState:USER_3
SetModelConditionTime = 10.0 ; 10 secs of glow anim for sword
End
 
Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ElendilUpdate   
SpecialPowerTemplate    = SpecialAbilityAragornElendil
UnpackTime              = 1400 ; Drawing the horn
PreparationTime         = 1 ; nothing
PersistentPrepTime      = 1000 ; Blowing
PackTime                = 1000 ; Putting horn away
 
;    PackSound               = 
;    UnpackSound             = 
;    TriggerSound            = 
;    PrepSoundLoop           = 
AwardXPForTriggering    = 0
End
 
; Athelas needs to be first because the special power just turns on the first one it finds.  No time to fix it better.
Behavior = AutoHealBehavior ModuleTag_AthelasHealing
StartsActive = Yes ; Active, as in no upgrade required
ButtonTriggered = Yes ; But doesn't actually run on its own.
HealingAmount = 600
Radius = 200
HealOnlyOthers = No
SingleBurst = Yes
UnitHealPulseFX = FX_AragornAthelas
KindOf = HERO
End
 
Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
 
Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End
 
Behavior = AttributeModifierUpgrade ModuleTag_AndurilBonus
TriggeredBy = Upgrade_Anduril
AttributeModifier = SpellBookAnduril
End
 
Behavior = AutoHealBehavior ModuleTag_AragornHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
 
Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus
LevelToGrant = 1 ;5
MPOnly = Yes
End
 
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20;
ShadowSizeY = 20;
ShadowTexture = ShadowI;
End
 
;;; ----------------------------------------- ;;;
;;; MP version of Aragorn with Costume Change ;;;
;;; ----------------------------------------- ;;;
ChildObject GondorAragornMP GondorAragorn
 
End

Edited by Felipe Roll-st, 21 August 2018 - 12:43 PM.





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