Jump to content


Photo

Custom Hero Hack

custom hero hack

  • Please log in to reply
3 replies to this topic

#1 CrazyNinja

CrazyNinja
  • Members
  • 6 posts

Posted 26 January 2020 - 01:15 PM

as i noticed when u create a custom hero in bfme2 and assign them special powers like "blade master or train allies", u have the limited number of powers ir power levels that u can assign

the maximum of power or power levels that u can give to ur hero is 10

in level 1 u can give just one power

level 3 i guess 4 power

level 7 - 4

level 10 - 1

something like this, i don't quite remember, but i know that the max amount of powers or power levels that can be given to cusatom ehro is 10

i want to know is there any way to increase the max number of powers and power levels that u can give to ur custom hero? 

please anyone who knows or has an idea how to do that help me

thank u for ur time! 


Edited by CrazyNinja, 26 January 2020 - 01:32 PM.


#2 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 03 February 2020 - 07:38 PM

Not really, or at least the whole selection thing is fairly predefined if i'm not mistaken.

One could however, change all the different levels to be unlocked at level 1 in order to somewhat hack your hero together with powers it would normally be able to get at lvl 10.

Not sure if this would allow your hero to work with other people who don't have 'your mod'.

It's in commandbutton.ini

CommandButton Command_CreateAHero_SpecialAbilityTeleportToCaster
Command    = SPECIAL_POWER
SpecialPower    = SpecialAbilityATeleportToCaster//SpecialAbilityTeleportToCaster // Name HACK - see special power
Options    = NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel    = CONTROLBAR:TeleportLevel1
ButtonImage    = HSKingDainSummonRoyalGuard
RadiusCursorType   = DominateRadiusCursor
ButtonBorderType   = ACTION
DescriptLabel    = CONTROLBAR:ToolTipTeleportLevel1
InPalantir    = Yes
 
CreateAHeroUIAllowableUpgrades   = Upgrade_CreateAHero_ClassIstariWizard
CreateAHeroUIMinimumLevel   = 3
CreateAHeroUIPrerequisiteButtonName = None
CreateAHeroUICostIfSelected   = CAH_TELEPORTLEVEL1_COST
End

remove the minimum level or set it to 1, remove any prerequisite buttons if it has any.


Ridder Geel

#3 CrazyNinja

CrazyNinja
  • Members
  • 6 posts

Posted 11 February 2020 - 02:09 PM

Not really, or at least the whole selection thing is fairly predefined if i'm not mistaken.

One could however, change all the different levels to be unlocked at level 1 in order to somewhat hack your hero together with powers it would normally be able to get at lvl 10.

Not sure if this would allow your hero to work with other people who don't have 'your mod'.

It's in commandbutton.ini

CommandButton Command_CreateAHero_SpecialAbilityTeleportToCaster
Command    = SPECIAL_POWER
SpecialPower    = SpecialAbilityATeleportToCaster//SpecialAbilityTeleportToCaster // Name HACK - see special power
Options    = NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel    = CONTROLBAR:TeleportLevel1
ButtonImage    = HSKingDainSummonRoyalGuard
RadiusCursorType   = DominateRadiusCursor
ButtonBorderType   = ACTION
DescriptLabel    = CONTROLBAR:ToolTipTeleportLevel1
InPalantir    = Yes
 
CreateAHeroUIAllowableUpgrades   = Upgrade_CreateAHero_ClassIstariWizard
CreateAHeroUIMinimumLevel   = 3
CreateAHeroUIPrerequisiteButtonName = None
CreateAHeroUICostIfSelected   = CAH_TELEPORTLEVEL1_COST
End

remove the minimum level or set it to 1, remove any prerequisite buttons if it has any.

yeah know that and i did it before, but the problem is, when i put the maximum levels of some powers without putting prerequisite levels, the max level of that power does not become ad powerful as it should be, so probably the reason is the effects of all power levels r multiplied. however thanks for ur reply, probably there is the other way to do it? or it is totally impossible 



#4 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 11 February 2020 - 11:30 PM

It might be set up that way yea... then there is a way to do it, probably changing the weapons however that's not going to allow you to 'hack' it for a normal game.


Ridder Geel




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users