Jump to content


Photo

Customising Leadership


  • Please log in to reply
7 replies to this topic

#1 Flame Of Udûn

Flame Of Udûn

    Lord of Everything

  • Members
  • 172 posts
  • Location:UK
  • Projects:My hero/faction/other stuff mod.

Posted 01 May 2005 - 10:40 PM

I want Ugluk to have a leaderhsip ability where all nearby units and himself go 3x as fast. Now I know you need to edit the leadership in attributemodifiers.ini so I added this:
ModifierList UglukPassiveLeadership
	Category = LEADERSHIP
	Modifier = SPEED 300%  ; Multiplicitive.  All exp gained mult by this
	Duration = 3000  ; Matches RefreshRate of giving module
	FX  = FX_GenericLeadershipLvl1
	FX2  = FX_GenericLeadershipLvl2
	FX3  = FX_GenericLeadershipLvl3
	MultiLevelFX = Yes
End

And then made this is Ugluk's behaviour:

Behavior = AttributeModifierAuraUpdate ModuleTag_UglukLeadership
  StartsActive	= Yes;If no, requires upgrade to turn on.
  BonusName  = UglukPassiveLeadership
  TriggeredBy  = Upgrade_FaramirLeadership
  RefreshDelay	= 2500
  Range  	= 200
  ObjectFilter	= ANY +INFANTRY +CAVALRY  -STRUCTURE -BASE_FOUNDATION -HERO
	End

Now, how do I make the leadership apply to Ugluk as well as nearby units?

Edited by Flame Of Udûn, 01 May 2005 - 10:47 PM.

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

-~= Gandalf =~-

Posted Image

#2 ched

ched

    .

  • Undead
  • 4,431 posts
  • Location:Angers (France)
  • Projects:Rhovanion Alliance
  •  T3A Team Chamber Member
  • Division:BFME
  • Job:Previous Division Leader

Posted 01 May 2005 - 11:52 PM

the attribute modifier seems complete however the behavior isnt
heres what Lurtz leadership uses :
;;; LURTZ PASSIVE LEADERSHIP ABILITY;;;	
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
  SpecialPowerTemplate = SpecialAbilityFakeLeadership
  TriggeredBy = Upgrade_LurtzLeadership
	End
	Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate   
  SpecialPowerTemplate      = SpecialAbilityFakeLeadership
  UpdateModuleStartsAttack  = No
  StartsPaused = Yes
	End	
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
  StartsActive	= No;If no, requires upgrade to turn on.
  BonusName  = LurtzPassiveLeadership
  TriggeredBy  = Upgrade_LurtzLeadership
  RefreshDelay	= 2000
  Range 	 = 200
  ObjectFilter	= ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO
	End

there you can see a reference to SpecialPowerTemplate howeverall leadership powers use the same special power so we are good here :blink:

then you need as well to add a commandbutton :
CommandButton Command_LurtzLeadership
  Command                 = SPECIAL_POWER
  SpecialPower            = SpecialAbilityFakeLeadership
  Options      = NONPRESSABLE
  TextLabel               = CONTROLBAR:Leadership
  ButtonImage             = HSLurtzLeadership
  RadiusCursorType        = TRAINING
 ;Upgrade  = Upgrade_LurtzLeadership
  ButtonBorderType        = ACTION
  DescriptLabel           = CONTROLBAR:ToolTipLurtzLeadership
  InPalantir    = Yes
End

and of course add the thing to commandset

i think it will work after this, however, you may want to lower the speed bonus, 300% is a lot ...
for my Ugluk (modelling him as we speak), i added a 100% speed bonus and thats really enough (Gimli slayer only gives him a 200% bonus and he is hell fast ! :p)
Software is like sex; it's better when it's free ~Linus Torvald

#3 Vapula!

Vapula!
  • Members
  • 34 posts

Posted 02 May 2005 - 08:31 AM

Now, how do I make the leadership apply to Ugluk as well as nearby units?

<{POST_SNAPBACK}>


You can add object names directly into ObjectFilter, so if you want your leadership ability influeces himself, add +(object name of your ugluk) like this:

Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
  StartsActive	= No;If no, requires upgrade to turn on.
  BonusName	= UglukPassiveLeadership
  TriggeredBy	= Upgrade_UglukLeadership
  RefreshDelay	= 2000
  Range  = 150
  ObjectFilter	= ANY +INFANTRY -CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO +IsengardUgluk
	End

this should work.

#4 ched

ched

    .

  • Undead
  • 4,431 posts
  • Location:Angers (France)
  • Projects:Rhovanion Alliance
  •  T3A Team Chamber Member
  • Division:BFME
  • Job:Previous Division Leader

Posted 02 May 2005 - 08:34 AM

isnt there a line in special power or smthg to define who is affected, smthg like SELF ALLIES, cant remember it off the top of my head
Software is like sex; it's better when it's free ~Linus Torvald

#5 Vapula!

Vapula!
  • Members
  • 34 posts

Posted 02 May 2005 - 08:41 AM

isnt there a line in special power or smthg to define who is affected, smthg like SELF ALLIES, cant remember it off the top of my head

<{POST_SNAPBACK}>


not for leadership ability as far as I know. For thing's like Lurt's carnage or Theoden's glorious charge, there is an useful command "AttributeModifierAffectsSelf = Yes" but it cannot be used for leadership ability behaviours :(

#6 Flame Of Udûn

Flame Of Udûn

    Lord of Everything

  • Members
  • 172 posts
  • Location:UK
  • Projects:My hero/faction/other stuff mod.

Posted 02 May 2005 - 08:41 AM

I knew I shouldn't have deleted that Theoden bit, thanks. Oh wait, Vapula is typing something :dry:
The dark fire shall not avail you, Flame of Udûn!

-~= Gandalf =~-

Posted Image

#7 Flame Of Udûn

Flame Of Udûn

    Lord of Everything

  • Members
  • 172 posts
  • Location:UK
  • Projects:My hero/faction/other stuff mod.

Posted 02 May 2005 - 09:06 AM

Ok now I have this

Behavior = AttributeModifierAuraUpdate ModuleTag_UglukLeadership
  StartsActive	= Yes;If no, requires upgrade to turn on.
  BonusName  = UglukPassiveLeadership
  TriggeredBy  = Upgrade_FaramirLeadership
  RefreshDelay	= 2500
  Range  	= 200
  ObjectFilter	= ANY +INFANTRY +CAVALRY  -STRUCTURE -BASE_FOUNDATION -HERO
	End	

	Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate   
  SpecialPowerTemplate      = SpecialAbilityFakeLeadership
   UpdateModuleStartsAttack  = No
   StartsPaused = No
	End 
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
   StartsActive = No;If no, requires upgrade to turn on.
   BonusName  = LurtzPassiveLeadership
   TriggeredBy  = Upgrade_LurtzLeadership
   RefreshDelay = 2000
   Range   = 200
   ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO +IsengardUgluk
	End

But it still doesnt work on Ugluk...

Edited by Flame Of Udûn, 02 May 2005 - 09:14 AM.

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

-~= Gandalf =~-

Posted Image

#8 ched

ched

    .

  • Undead
  • 4,431 posts
  • Location:Angers (France)
  • Projects:Rhovanion Alliance
  •  T3A Team Chamber Member
  • Division:BFME
  • Job:Previous Division Leader

Posted 02 May 2005 - 10:18 AM

did you at least read the code ? ;)
you just copied/paste didnt ya ? :D
well i am gonna write the stuff for you cause yours is messed up badly ...
i can already see two differents upgrades, two different bonuses ... :dry:
well i ll work out the code and send it to you either by PM or mail

well i sent it and i thought it may be useful to post it for all having problems with leadership so ill post the code here hoping it will serve its purpose :umad: :

this example sets a speed bonus of 100% as well as a 50 % armor bonus to Ugluk and his buddies nearby (Lurtz is included in the bonus so he could pwn Gandalf by pinning him down easily ;) :

1* add this in Ugluk's engineering parameters :

;;; UGLUK PASSIVE LEADERSHIP ABILITY;;;	
	
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
  SpecialPowerTemplate = SpecialAbilityFakeLeadership
  TriggeredBy = Upgrade_UglukLeadership
	End
	Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate   
  SpecialPowerTemplate      = SpecialAbilityFakeLeadership
  UpdateModuleStartsAttack  = No
  StartsPaused = Yes
	End	
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
  StartsActive	= No;If no, requires upgrade to turn on.
  BonusName  = UglukPassiveLeadership
  TriggeredBy  = Upgrade_UglukLeadership
  RefreshDelay	= 2000
  Range 	 = 200
  ObjectFilter	= ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO +IsengardUgluk +IsengardLurtz
	End

2* ok now lets move on to AttributeModifiers (yours was good and working however i prefer mine :cool: but feel free to change it)

ModifierList UglukPassiveLeadership
	Category = LEADERSHIP
	Modifier = SPEED 100%
	Modifier = ARMOR 50%	; Multiplicitive.  Damage multiplied by this, will compound in multiple bonuses
	Duration = 2500 	 ; Matches RefreshRate of giving module
	FX	= FX_GenericLeadershipLvl1
	FX2 = FX_GenericLeadershipLvl2
	FX3 = FX_GenericLeadershipLvl3
	MultiLevelFX = Yes
End

3* now i am gonna create a button for it (pretty sure you know about that but always good to remind old memories ;)) :

CommandButton Command_UglukLeadership
  Command                 = SPECIAL_POWER
  SpecialPower            = SpecialAbilityFakeLeadership
  Options      = NONPRESSABLE
  TextLabel               = CONTROLBAR:Leadership
  ButtonImage             = HSLurtzLeadership;(you may want to change the button eve though this one looks fine);
  RadiusCursorType        = TRAINING
;Upgrade  = Upgrade_UglukLeadership
  ButtonBorderType        = ACTION
  DescriptLabel           = CONTROLBAR:ToolTipUglukLeadership;(remains to be defined);
  InPalantir    = Yes
End

and then add the button to his commandset

finally, as i created a new upgrade, i need to define it so in Upgrade.ini, add :
Upgrade Upgrade_UglukLeadership
  Type              = OBJECT
End

ok i thnik i am done your new leadership should work
Flame of Udun, test it and tell us if it works :)

Edited by ched, 02 May 2005 - 12:23 PM.

Software is like sex; it's better when it's free ~Linus Torvald




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users