Hi,
I would like to know how can I make a Hero / Unit / Horde To Not Carry the Ring.
I used Vanila code, but it doesn't worked.
Posted 30 April 2020 - 10:06 AM
Hi,
I would like to know how can I make a Hero / Unit / Horde To Not Carry the Ring.
I used Vanila code, but it doesn't worked.
Posted 30 April 2020 - 10:52 AM
I think that the TransportContain hasn't any link with the ring.
In data\ini\crate.ini there is also the code for the One Ring, being it a pickable object as the chests of gold.
Inside the object there is this behaviour:
Behavior = AttachUpdate ModuleTag_Attach ObjectFilter = ANY +INFANTRY +CAVALRY +HERO +MONSTER +MACHINE -WORKING_PASSENGER -NO_COLLIDE -INERT -IGNORED_IN_GUI -PROJECTILE -NEUTRALGOLLUM -NOT_AUTOACQUIRABLE -WildSpiderling_Slaved -IsengardExplosiveMine -Wyrm -WargSentry NOT_FLYING_UNITS ScanRange = 10 ParentStatus = HOLDING_THE_RING AlwaysTeleport = No AnchorToTopOfGeometry = Yes // Eva events to play when the Ring is picked up by the local player / an ally / an enemy ParentOwnerAttachmentEvaEvent = RingPickedUpLocal ;ParentAllyAttachmentEvaEvent = Nothing for now! (Are we sure???) ParentEnemyAttachmentEvaEvent = RingPickedUpEnemy ParentOwnerDiedEvaEvent = LocalPlayerLosesRing ; E.g. the unit carrying the ring died, so we lost it. ;ParentAllyDiedEvaEvent = Nothing (for now) ;ParentEnemyDiedEvaEvent = Nothing (for now) End
Add in the filter a "-whatyoudontwhanttopickupthering" and it should work.
Let me know if it works!
Edited by Symonius, 30 April 2020 - 10:53 AM.
"All we have to decide is what to mod with the time that is given us"
Posted 30 April 2020 - 11:26 AM
I will test now
Posted 30 April 2020 - 11:26 AM
I think that the TransportContain hasn't any link with the ring.
In data\ini\crate.ini there is also the code for the One Ring, being it a pickable object as the chests of gold.
Inside the object there is this behaviour:
Behavior = AttachUpdate ModuleTag_Attach ObjectFilter = ANY +INFANTRY +CAVALRY +HERO +MONSTER +MACHINE -WORKING_PASSENGER -NO_COLLIDE -INERT -IGNORED_IN_GUI -PROJECTILE -NEUTRALGOLLUM -NOT_AUTOACQUIRABLE -WildSpiderling_Slaved -IsengardExplosiveMine -Wyrm -WargSentry NOT_FLYING_UNITS ScanRange = 10 ParentStatus = HOLDING_THE_RING AlwaysTeleport = No AnchorToTopOfGeometry = Yes // Eva events to play when the Ring is picked up by the local player / an ally / an enemy ParentOwnerAttachmentEvaEvent = RingPickedUpLocal ;ParentAllyAttachmentEvaEvent = Nothing for now! (Are we sure???) ParentEnemyAttachmentEvaEvent = RingPickedUpEnemy ParentOwnerDiedEvaEvent = LocalPlayerLosesRing ; E.g. the unit carrying the ring died, so we lost it. ;ParentAllyDiedEvaEvent = Nothing (for now) ;ParentEnemyDiedEvaEvent = Nothing (for now) EndAdd in the filter a "-whatyoudontwhanttopickupthering" and it should work.
Let me know if it works!
Thanks, I will test it
Posted 30 April 2020 - 11:42 AM
I think that the TransportContain hasn't any link with the ring.
In data\ini\crate.ini there is also the code for the One Ring, being it a pickable object as the chests of gold.
Inside the object there is this behaviour:
Behavior = AttachUpdate ModuleTag_Attach ObjectFilter = ANY +INFANTRY +CAVALRY +HERO +MONSTER +MACHINE -WORKING_PASSENGER -NO_COLLIDE -INERT -IGNORED_IN_GUI -PROJECTILE -NEUTRALGOLLUM -NOT_AUTOACQUIRABLE -WildSpiderling_Slaved -IsengardExplosiveMine -Wyrm -WargSentry NOT_FLYING_UNITS ScanRange = 10 ParentStatus = HOLDING_THE_RING AlwaysTeleport = No AnchorToTopOfGeometry = Yes // Eva events to play when the Ring is picked up by the local player / an ally / an enemy ParentOwnerAttachmentEvaEvent = RingPickedUpLocal ;ParentAllyAttachmentEvaEvent = Nothing for now! (Are we sure???) ParentEnemyAttachmentEvaEvent = RingPickedUpEnemy ParentOwnerDiedEvaEvent = LocalPlayerLosesRing ; E.g. the unit carrying the ring died, so we lost it. ;ParentAllyDiedEvaEvent = Nothing (for now) ;ParentEnemyDiedEvaEvent = Nothing (for now) EndAdd in the filter a "-whatyoudontwhanttopickupthering" and it should work.
Let me know if it works!
well, there is one thing that I don't understand, when I saw codes crate.ini I saw that I already tried that way. So it doesn't worked and I guess I forget about that, but now I add the hero which will not be able to take and it worked.
I have no idea why it doesn't worked before.
Thanks
Posted 30 April 2020 - 01:01 PM
"All we have to decide is what to mod with the time that is given us"
Posted 30 April 2020 - 03:20 PM
Well, often i do something that doesn't work even if it should and then it starts working without reason, so... I feel you
My master, EA Engine the Oldest, bids thee welcome. Well, I was doing some test with One Ring stuff.
I wanted change Hero's CS when he carry ring, I add Fortress code + CS Update but it doesn't worked.
Any idea how it can be done ?
Thanks
Posted 01 May 2020 - 11:29 AM
Try to look a the Giant of the Wild faction and use their code for the rock switching, i don't know if it works though..
Edited by Symonius, 01 May 2020 - 11:31 AM.
"All we have to decide is what to mod with the time that is given us"
Posted 01 May 2020 - 11:37 AM
You can use something like this:
//Toggle CommandSet Based on condition flags Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper ModelConditionFlags = HOLDING_THE_RING maybe? ModelConditionCommandSet = CommandSetOneRing End
If it doesn't work use the ring's upgrade to give to the object a ModelCondition and THEN use this code.
Edited by Symonius, 01 May 2020 - 11:38 AM.
"All we have to decide is what to mod with the time that is given us"
Posted 01 May 2020 - 03:08 PM
You can use something like this:
//Toggle CommandSet Based on condition flags Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper ModelConditionFlags = HOLDING_THE_RING maybe? ModelConditionCommandSet = CommandSetOneRing EndIf it doesn't work use the ring's upgrade to give to the object a ModelCondition and THEN use this code.
thanks I will try
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