Vapulas Fellbeast tutorial
#1
Posted 05 April 2005 - 05:55 PM
Save the environment, use green text
Some Bullshit Somewhere
#2
Posted 05 April 2005 - 08:46 PM
EDIT: Mwahaha! No one noticed:
unmounting infantry
Edited by nickthemenace, 05 April 2005 - 10:21 PM.
http://nickthemenace.gamemod.net/
The Guy Who Made It Possible To Have New Factions (And Stuff)(Before anyone else )
#3
Posted 05 April 2005 - 08:49 PM
Save the environment, use green text
Some Bullshit Somewhere
#4
Posted 05 April 2005 - 09:47 PM
I've already asked Micks and got a reply from him saying it's working well
To nickthemenace
Thanks. I wish someday someone would make a real toggle for fellbeast.
#5
Posted 05 April 2005 - 10:19 PM
To Hostile
I've already asked Micks and got a reply from him saying it's working well
To nickthemenace
Thanks. I wish someday someone would make a real toggle for fellbeast.
I assume the problem is that if you use the MOUNTED condition set you get problems with the nazgul being airborn? This may sound odd, and i doubt it will work, but have you thought about have a different weaponset model? Like weaponset_toggle_1, it would probably get the same problems, but you never know
http://nickthemenace.gamemod.net/
The Guy Who Made It Possible To Have New Factions (And Stuff)(Before anyone else )
#6
Posted 05 April 2005 - 10:56 PM
I assume the problem is that if you use the MOUNTED condition set you get problems with the nazgul being airborn? This may sound odd, and i doubt it will work, but have you thought about have a different weaponset model? Like weaponset_toggle_1, it would probably get the same problems, but you never know
Well, the problem is that I can't find a way to switch AI when Nazgul is on fell beast. Fell Beast uses Behavior = GiantBirdAIUpdateModuleTag_GiantBirdAI so I need to switch his AI from normal groud AI to giantbird AI when hes on fell beast. I tried things like "RequiredCondition =" but it just didn't work.
#7
Posted 06 April 2005 - 02:09 AM
I assume the problem is that if you use the MOUNTED condition set you get problems with the nazgul being airborn? This may sound odd, and i doubt it will work, but have you thought about have a different weaponset model? Like weaponset_toggle_1, it would probably get the same problems, but you never know
Well, the problem is that I can't find a way to switch AI when Nazgul is on fell beast. Fell Beast uses Behavior = GiantBirdAIUpdateModuleTag_GiantBirdAI so I need to switch his AI from normal groud AI to giantbird AI when hes on fell beast. I tried things like "RequiredCondition =" but it just didn't work.
Eee.. Ive no idea about this, ill look into it at some point, till then keep trying
And Good Luck with the hero mod
http://nickthemenace.gamemod.net/
The Guy Who Made It Possible To Have New Factions (And Stuff)(Before anyone else )
#8
Posted 07 April 2005 - 04:46 PM
Save the environment, use green text
Some Bullshit Somewhere
#9 Guest_Guest_*
Posted 14 April 2005 - 11:38 AM
#10
Posted 15 April 2005 - 06:16 AM
If you still continue to have mounting on Fellbeast Nazgul problems, make the Nazgul allowed to enter the citadel so he can switch between horse and Fellbeast. Maybe you could even make it so that the Nazgul can't enter the citadel when the citadel or base is under attack to prevent cheating.
sounds very interesting, I guess I can manage it by looking at the mechanism of Mordor's meat factory thing. I will have a try on it. Thanks for a nice idea.
#11
Posted 18 April 2005 - 07:39 PM
-~= Gandalf =~-
#12
Posted 22 April 2005 - 09:08 PM
-~= Gandalf =~-
#13
Posted 23 April 2005 - 04:52 AM
Cause I'm gonna add it as is so you know. I'd hate to find later that something was ommitted.
Save the environment, use green text
Some Bullshit Somewhere
#14 Guest_Guest_*
Posted 17 July 2005 - 10:14 PM
#15
Posted 18 July 2005 - 02:32 AM
-GothmogtheOrc
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#16 Guest_Guest_*
Posted 18 July 2005 - 03:13 AM
when I mount/dismount the witchking's health goes back up full, how can I make it so that when he mounts/dismounts it stays the same?
#17
Posted 18 July 2005 - 04:02 AM
When you mount or dismount the Witchking you are actually killing the WK and building another (on foot or mounted) version of the WK... and at the moment there is no way around this...
I explain it to myself like this: When mounted, its the Fellbeast's heath. When on Foot, its the WitchKing's health.
-GothmogtheOrc
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#19 Guest_Guest_*
Posted 18 July 2005 - 05:00 PM
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