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How to do this?


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#21 Flame Of Udûn

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Posted 04 April 2005 - 06:04 PM

Ok, well I'm not sure whats wrong with having a button, but here is how to do it without a button.

Add this in Sarumans behaviour:

Behavior = AttributeModifierUpgrade ModuleTag_GandalfWhiteBonus
 TriggeredBy = Upgrade_GandalfWhite
 AttributeModifier = SpellBookGandalfWhite
End

Go to experiencelevels.ini and find the level you want Saruman to gain this ability on (remember if it's below 5 he will start with it).

Underneath this
LevelUpFx   	 = FX:GandalfLevelUp1FX

add this
Upgrade_GandalfWhite

That gives Saruman the upgrade, just no button.

Edited by Flame Of Udûn, 04 April 2005 - 06:05 PM.

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#22 Master of Orcs

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Posted 04 April 2005 - 07:04 PM

Found the problem. I had a second behaivior lower down than what I pasted. :p

#23 Master of Orcs

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Posted 04 April 2005 - 07:11 PM

Now, what did I do wrong here?

CommandSet SarumanCommandSet
1  = Command_SpecialAbilityIsengardWizardBlast
2  = Command_SarumanFireball
3  = Command_SpecialAbilityDominateEnemy
4  = Command_SpecialAbilitySpeechCraft
Command_SpecialAbilityForbiddenTeachings
13 = Command_AttackMove
14 = Command_Stop
        15 = Command_Guard
End



#24 Hawkeye

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Posted 04 April 2005 - 07:26 PM

Now, what did I do wrong here?

CommandSet SarumanCommandSet
1  = Command_SpecialAbilityIsengardWizardBlast
2  = Command_SarumanFireball
3  = Command_SpecialAbilityDominateEnemy
4  = Command_SpecialAbilitySpeechCraft
Command_SpecialAbilityForbiddenTeachings
13 = Command_AttackMove
14 = Command_Stop
        15 = Command_Guard
End

<{POST_SNAPBACK}>


I think you have to put a number before the special ability, eg

7 = Command_SpecialAbilityForbiddenTeachings


EDIT
Actually, have you made an command called "Command_SpecialAbilityForbiddenTeachings"

Edited by Hawkeye, 04 April 2005 - 07:29 PM.


#25 Master of Orcs

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Posted 04 April 2005 - 07:29 PM

Tried it with 5, didn't work.

#26 Hawkeye

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Posted 04 April 2005 - 07:29 PM

read my last edit :p

#27 Flame Of Udûn

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Posted 04 April 2005 - 07:37 PM

If it doesn't have an icon, you dont need to change the commandset at all. I dont think you can give it an icon, if you look at the ini, all other powers have a specialpowertemplate, e.g SpecialPowerTemplate = SpecialAbilitySarumanFireball. This is what you have to add to the commandset. In short, I dont think you can have an icon for a power which isn't controlled by the unit.

EDIT: Ok, maybe you can. Try adding this under
Behavior = AttributeModifierUpgrade ModuleTag_GandalfWhiteBonus:

SpecialPowerTemplate = SpecialPowerForbiddenTeachings
.

Then this in command set:

(n) = Command_SpecialPowerForbiddenTeachings

(n) is whatever number you want.

If that doesn't work, then I dont think it's possible.

Edited by Flame Of Udûn, 04 April 2005 - 07:41 PM.

The dark fire shall not avail you, Flame of Udûn!

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#28 Master of Orcs

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Posted 04 April 2005 - 07:53 PM

Like this?

Behavior = AttributeModifierUpgrade ModuleTag_GandalfWhiteBonus
  SpecialPowerTemplate = SpecialPowerForbiddenTeachings
  TriggeredBy = Upgrade_GandalfWhite
  AttributeModifier = SpellBookGandalfWhite
End



#29 Flame Of Udûn

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Posted 04 April 2005 - 08:36 PM

Yup, try that
The dark fire shall not avail you, Flame of Udûn!

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#30 Master of Orcs

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Posted 04 April 2005 - 09:01 PM

Didn't work.

#31 Guest_loidexe_*

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Posted 07 May 2005 - 11:45 PM

Hey I've got some abilities for your modded Saruman which I think is actually based on the movies.

1. A passive aura ability that affects structures to produce units and gather resources at a faster rate (got this idea on the movie, the way Saruman massed produced his uruk army by actually supervising the orc laborers on the production site)

2. Blizzard/snow storm (when the fellowship tried to cross some mountain, they were impeded by some kind of weather disturbance which was apparently caused by Saruman chanting on top of Isengard tower). We could make such an effect reduce unit speed by 50-20% and maybe decrease line of sight or weapon range etc.


I have actually done the first one. Just used "structure" type instead of "infantry" that receieves an attribute modifier that has PRODUCTION 200%. The second one would need more expertise on particlesystems editing which unfortunately I lack.

#32 Hostile

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Posted 07 May 2005 - 11:47 PM

2) not possible because weather is only affected by individual map sciprts not behaviors, sorry. Good idea though...

#33 Guest_Guest_UserMusic_*_*

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Posted 08 May 2005 - 02:53 AM

(2) You could use a Rain of Fire type ability, but change the color to white to make it look like snow.

#34 ched

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Posted 08 May 2005 - 08:21 PM

how do you change the color of that ?
do you affect FXList.ini or FXParticlessytem.ini ? and how would you do that, i guess you could change the texture or smthg not sure though :p
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#35 Guest_Guest_UserMusic_*_*

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Posted 08 May 2005 - 11:39 PM

The one to ask would be nickthemenace.

#36 ched

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Posted 08 May 2005 - 11:50 PM

lol i ll ask him for sure, he must be in good mood ever since it is (well was, the 8th of may) his birthday, lets go spam him :rolleyes:

i may as well ask Vapula, he might know and may answer if he has time :p

i ll come back with feedback guys
Software is like sex; it's better when it's free ~Linus Torvald

#37 Guest_Guest_UserMusic_*_*

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Posted 09 May 2005 - 01:31 AM

I said to ask him because in his elves mod he was able to change the rain of fire ability to blue.




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