the main reason I started to mod recently was to give Mordor a bit more interesting heroes. I already found a few threads about this topic in this forum (mainly BFME2). For example:
https://forums.revor...llbeast-solved/ (especially #4, but I don't know what I do wrong)
https://forums.revor...raith-in-bfme2/ (solution was given via PM in the end, not in the thread)
However, I feel like I don't entirely understand the "engine" of the game. (See Question 1 for example)
(I use BFME 1 with patch 1.03 and mod with the -mod command.)
I want to use one object for it, so the health isn't replenished whenever I (dis)mount the fellbeast...
What I did so far:
- nazgûl on foot (model+animations) -- used the one from the fellbeast, removed the fellbeast and voilà
- nazgûl on horse (model+animations) -- used normal horse model and edit a texture to get a black horse, then put the nazgûl on this horse
- toggle between both (Not working perfectly. I am not sure why the horse is not fading in when toggling while the rider is... but I can live with that for now.)
What I can't achieve:
- mount a fellbeast
- housecolors (I have no clue how a TGA file works. It can be applied to a model, but how does it know where each part of the image belongs to?) -- but the mounting problem is more important for now
(Question 1:) What exactly is the line "FlagsUsedForToggle" doing in a definition of a commandbutton? What I thought it should do is that whenever I use the command, it switches the flags (booleans?) listed in that line from TRUE to FALSE and the other way around. So when I put in "MOUNTED", this flag will be true when I mount and false when I dismount. And based on that flag, I can use the correct models, animations, armors, commandsets… However, replacing the "MOUNTED" with another flag doesn't have the effect that it should. It still toggles the "MOUNTED" flag and the model and animations are picked accordingly. So no matter which button I press, it toggles between foot and horse.
My thought-process here:
- there are three different states (foot/horse/fellbeast)
- there are three different transitions (foot-horse / foot-fellbeast / horse-fellbeast) -- each for both directions
- I can use two flags to pick the correct model/animation (will be called "f1" and "f2" here, are actually MOUNTED + something else (which is WEAPONSET_TOGGLE_1 currently but that also results in another problem, see next paragraph below)
--- foot: f1 false, f2 false --> default
--- horse: f1 true, f2 false
--- fellbeast: f1 false, f2 true
- in the transitions, I toggle the flags
--- foot to horse: f1
--- foot to fellbeast: f2
--- horse to fellbeast: f1 and f2
I put all the animation code from the fellbeasts found in nazgul.ini and added it to my object. In the condition line of each animation (and the model condition state), I added "f2" (see above). When I use WEAPONSET_TOGGLE_1 as "f2" here, then the game doesn't launch because it won't pick an armor based on this weapon set toggle variable (which makes sense I guess) [Errormessage: Token 'WEAPONSET_TOGGLE_1' is not a valid member of the index list]
(Question 2:) Is there a "MOUNTED_2" or something like that? And what do I have to do to make it work in a command like the toggle mounted?
If the answer to Question 1 is that the flags are somehow the condition and not what will actually toggle, then how can I make a special power (or find if there is already one) which toggles a different flag than "MOUNTED" which can also be used for everything needed (modelcondition state, animations, weapon set, armor set)?
(Question 3): Or is my thought process completely wrong and it has to be done differently?
Here are the (I think) relevant parts of the code (tell me if I missed something):
(I didn't find a working way to change the commandset when mounting yet which will be next on the list after it is possible to mount the fellbeast at all. That's why there are some of Eowyn's commands in there.)
CommandButton Command_MountRingWraithFootToHorse Command = SPECIAL_POWER SpecialPower = SpecialAbilityToggleMountedFootToHorse TextLabel = CONTROLBAR:RingWraithMountFootToHorse Options = TOGGLE_IMAGE_ON_WEAPONSET ON_GROUND_ONLY ; -- not exactly sure what this is by the way FlagsUsedForToggle = MOUNTED ButtonImage = HSMountHorse HSMountFoot ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipRingWraithMountFootToHorse InPalantir = Yes UnitSpecificSound = FellBeastAlert ;EowynVoiceModeMount EowynVoiceModeFoot ; Sound when mounting / unmounting ;UnitSpecificSound2 = HorseWhinnyForMountButton UnmountButtonFoley End CommandButton Command_MountRingWraithFootToFellbeast Command = SPECIAL_POWER SpecialPower = SpecialAbilityToggleMountedFootToFellbeast TextLabel = CONTROLBAR:RingWraithMountFootToFellbeast Options = TOGGLE_IMAGE_ON_WEAPONSET ON_GROUND_ONLY FlagsUsedForToggle = WEAPONSET_TOGGLE_1 ButtonImage = HSMountFellbeast HSMountFoot ;HSTheodenWarSpeech HSTheodenWarSpeech ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipRingWraithMountFootToFellbeast InPalantir = Yes UnitSpecificSound = FellBeastAlert ;EowynVoiceModeMount EowynVoiceModeFoot ; Sound when mounting / unmounting ;UnitSpecificSound2 = HorseWhinnyForMountButton UnmountButtonFoley End CommandButton Command_MountRingWraithHorseToFellbeast Command = SPECIAL_POWER SpecialPower = SpecialAbilityToggleMountedHorseToFellbeast TextLabel = CONTROLBAR:RingWraithMountHorseToFellbeast Options = TOGGLE_IMAGE_ON_WEAPONSET ON_GROUND_ONLY FlagsUsedForToggle = MOUNTED WEAPONSET_TOGGLE_1 ButtonImage = HSMountFellbeast HSMountHorse ;HSTheodenWarSpeech HSTheodenWarSpeech ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipRingWraithMountHorseToFellbeast InPalantir = Yes UnitSpecificSound = FellBeastAlert ;EowynVoiceModeMount EowynVoiceModeFoot ; Sound when mounting / unmounting ;UnitSpecificSound2 = HorseWhinnyForMountButton UnmountButtonFoley End
(moved it out of nazgul.ini to have a file for its own -- no difference when it is in)
(the behaviors for the buttons are at the very bottom)
(I did something similar to the weaponset than what I have for the armorset… I guess it was removed when I needed to go back to an earlier state of my mod)
I hope someone can help me with this
Edited by Super Hippo, 03 February 2019 - 10:55 PM.