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Nazgul Mounting


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#1 {IP}Gil-Galad

{IP}Gil-Galad

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Posted 23 August 2005 - 03:06 AM

Heres drakein's work he done it by map.ini and yet his great work has been ignored here when he posted his map. if you would of downloaded it and played it you would of truly admired all the work he put into the map.ini


Anyway this is some of his work in map.ini form so you must change alot to make it work though im not going to you must earn it

Object MordorRingWraith 


Scale = 1.5 
    ButtonImage = HINazgul
   ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
	SelectPortrait = HPNazgul
	ReplaceModule ModuleTag_01
    Draw = W3DScriptedModelDraw ModuleTag_01new
  GlowEnabled = No;Yes;  
  GlowEmissive = No;
 	 DefaultModelConditionState
 	 Model               = MUWchKng_SKN
  ;Skeleton 	 = MUWchKng_SKL
 	 ParticleSysBone     = None RingWraithFlare2
  ;ParticleSysBone     = None TaintHCPing;WitchKingPoison;DevastationFlare;DevastationLight;DevastationRing;Ri
ngWraithWindIdle2
  End

  ModelConditionState = MOUNTED MOUNTED
 	 Model = CUFellBst_SKN;RIDER1!
 	 WeaponLaunchBone = PRIMARY BAT_TOER1
  End  
  

 	 AnimationState	= MOUNTED BACKING_UP
      StateName = backup
      Animation = IDLA
     	 AnimationName = CUFellBst_SKL.CUFellBst_HVRA
     	 AnimationMode = LOOP
     	 AnimationBlendTime = 10
    AnimationSpeedFactorRange = 0.95 1.05
      End
   	 End
   
   	 AnimationState = MOUNTED DIVING
      StateName = Diving
      Animation = DiveA
     	 AnimationName = CUFellBst_SKL.CUFellBst_ATKD
     	 AnimationMode = LOOP
     	 AnimationBlendTime = 10
   	 AnimationSpeedFactorRange = 0.95 1.05
   	 End
   	 End

;;;;;;;;;;;;////


  AnimationState    =	MOUNTED FIRING_OR_PREATTACK_A
 	 Animation = Claw
    AnimationName = CUFellBst_SKL.CUFellBst_ATKD
    AnimationMode = LOOP
    AnimationBlendTime = 10
 	 End
   	 BeginScript
   	 CurDrawableSetTransitionAnimState("Trans_Begin_Attacking") return 
    EndScript

  End

  AnimationState    =	MOUNTED BETWEEN_FIRING_SHOTS_A 
 	 Animation    =	TrotBetweenShotsMoving
    AnimationName  =	CUFellBst_SKL.CUFellBst_HVRA
    AnimationMode  =	LOOP
    Distance 	 =	30
    AnimationBlendTime = 10
 	 End

  End
  
  AnimationState    =	MOUNTED BETWEEN_FIRING_SHOTS_A MOVING
 	 Animation    =	TrotBetweenShotsMoving
    AnimationName  =	CUFellBst_SKL.CUFellBst_IDLA
    AnimationMode  =	LOOP
    Distance 	 =	30
    AnimationBlendTime = 10
 	 End

  End


;;;;;;;;;;;;;////
  AnimationState = MOUNTED ABOUT_TO_HIT; clawing
 	 StateName = Claw
 	 Animation = Claw
    AnimationName = CUFellBst_SKL.CUFellBst_ATKD
    AnimationMode = LOOP
    AnimationBlendTime = 10
 	 End
   	 BeginScript
    CurDrawableSetTransitionAnimState("Trans_Begin_Attacking") return 
    EndScript
 	 
  End
  TransitionState = Trans_Begin_Attacking 
 	 StateName = Grab
 	 Animation = Grab
    AnimationName = CUFellBst_SKL.CUFellBst_GRBA
    AnimationMode = ONCE
    AnimationBlendTime = 10
    AnimationSpeedFactorRange = 0.4 0.4
 	 End
  End


     AnimationState = MOUNTED STUNNED SPECIAL_DAMAGED
 	 StateName =  STUNNED
 	 Animation = HitA
    AnimationName = CUFellBst_SKL.CUFellBst_ATKH
    AnimationMode = ONCE
    AnimationBlendTime = 6
 	 End
  End
     AnimationState = MOUNTED STUNNED
 	 StateName =  STUNNED
 	 Animation = HitA
    AnimationName = CUFellBst_SKL.CUFellBst_HITA
    AnimationMode = ONCE
    AnimationBlendTime = 6
 	 End
  End


	;--- HARD FLAPPING ------------------------
  AnimationState = MOUNTED CLIMBING
 	 StateName = Climbing
 	 Animation = Moving
    AnimationName = CUFellBst_SKL.CUFellBst_HVRB
    AnimationMode = LOOP
    AnimationBlendTime = 10
    AnimationSpeedFactorRange = 0.95 1.05
 	 End
  End
  AnimationState = MOUNTED FREEFALL
 	 StateName = Freefall
 	 Animation = Moving
    AnimationName = CUFellBst_SKL.CUFellBst_IDLA
    AnimationMode = LOOP
    AnimationBlendTime = 10
 	 End
  End

  AnimationState = MOUNTED MOVING SPECIAL_WEAPON_ONE
 	 StateName = Moving
 	 Animation = Moving
    AnimationName = CUFellBst_SKL.CUFellBst_ATKB
    AnimationMode = LOOP
    AnimationBlendTime = 10
 	 End
   	 BeginScript
   	 Prev = CurDrawablePrevAnimationState()
   	 if Prev == "Idle"	then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
   	 if Prev == "Climbing"	then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
 	 EndScript
     End
	
  AnimationState = MOUNTED MOVING
 	 StateName = Moving
 	 Animation = Moving
    AnimationName = CUFellBst_SKL.CUFellBst_FLYA
    AnimationMode = LOOP
    AnimationBlendTime = 10
    AnimationSpeedFactorRange = 0.9 1.1
 	 End
   	 BeginScript
   	 Prev = CurDrawablePrevAnimationState()
   	 if Prev == "Idle"	then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
   	 if Prev == "Climbing"	then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
    EndScript
     End

        TransitionState = Trans_Begin_Moving
      Animation = Transition
     	 AnimationName = CUFellBst_SKL.CUFellBst_HVRC
     	 AnimationMode = ONCE
     	 AnimationBlendTime = 6
   	 End  
    End

  AnimationState = MOUNTED RUBBLE 
 	 Animation = RubbleDieF

  AnimationName = CUFellBst_SKL.CUFellBst_DIVA
    AnimationMode = ONCE
    AnimationBlendTime = 4
 	 End
  End
    AnimationState = MOUNTED DYING
    Animation = DyingA
    AnimationName = CUFellBst_SKL.CUFellBst_HVRC
      AnimationMode = LOOP
      AnimationBlendTime = 10
                AnimationSpeedFactorRange = 0.5 0.5
   	 End
    StateName = DYING
  End

  AnimationState        = MOUNTED SELECTED

 	 SimilarRestart 	 =   Yes 	 
 	 StateName    =	AtAttentionIdle
 	 Animation = ATNB
    AnimationName = CUFellBst_SKL.CUFellBst_HVRA
    AnimationMode = LOOP
    AnimationBlendTime = 10
    AnimationSpeedFactorRange = 0.95 1.05
 	 End

  End

;;;;;;;;;;



  AnimationState        = MOVING WEAPONSET_TOGGLE_1
 	 StateName = STATE_Mace
 	 Animation           = RUNA
    AnimationName     = MUWchKng_SKL.MUWchKng_RUNB
    AnimationMode     = LOOP
 	 End
 	 BeginScript
    CurDrawableShowSubObject("MACE")
 	 EndScript
 	 Flags               = RANDOMSTART
 	 ParticleSysBone     = None InfantryDustTrails
  End
  
  AnimationState        = MOVING
 	 Animation           = RUNB
    AnimationName     = MUWchKng_SKL.MUWchKng_RUNA
    AnimationMode     = LOOP
 	 End
 	 BeginScript
    CurDrawableHideSubObject("MACE")
 	 EndScript
 	 Flags               = RANDOMSTART
 	 ParticleSysBone     = None InfantryDustTrails
  End
  
  AnimationState        = USER_1 WEAPONSET_TOGGLE_1
 	 Animation           = DIEA
    AnimationName     = MUWchKng_SKL.MUWchKng_DIEB
    AnimationMode     = ONCE
 	 End
 	 BeginScript
    CurDrawableHideSubObject("MACE")
 	 EndScript
  End
  
  AnimationState        = USER_1
 	 Animation           = DIEA
    AnimationName     = MUWchKng_SKL.MUWchKng_DIEA
    AnimationMode     = ONCE
 	 End
 	 BeginScript
    CurDrawableHideSubObject("MACE")
 	 EndScript
  End

  AnimationState        = DYING WEAPONSET_TOGGLE_1
 	 Animation           = DIEA
    AnimationName     = MUWchKng_SKL.MUWchKng_DIEB
    AnimationMode     = ONCE
 	 End
 	 BeginScript
    CurDrawableHideSubObject("MACE")
 	 EndScript
  End

  AnimationState        = DYING
 	 Animation           = DIEA
    AnimationName     = MUWchKng_SKL.MUWchKng_DIEA
    AnimationMode     = ONCE
 	 End
 	 BeginScript
    CurDrawableHideSubObject("MACE")
 	 EndScript
  End

  AnimationState 	 = STUNNED 
 	 Animation           = LNDA
    AnimationName   = MUWchKng_SKL.MUWchKng_LNDA
    AnimationMode   = ONCE
 	 End
  End

  AnimationState 	 = STUNNED_STANDING_UP
 	 Animation           = GTPA
    AnimationName   = MUWchKng_SKL.MUWchKng_GTPA
    AnimationMode   = ONCE
    AnimationSpeedFactorRange = 1.5 1.5
 	 End
  End
  
	;War Mace

  AnimationState        =  FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
 	 StateName = STATE_Mace
 	 Animation           = ATA1
    AnimationName     = MUWchKng_SKL.MUWchKng_ATKC
    AnimationMode     = ONCE
    UseWeaponTiming  = No
    AnimationSpeedFactorRange = 1.111 1.111
 	 End
 	 Animation           = ATB1
    AnimationName     = MUWchKng_SKL.MUWchKng_ATKD
    AnimationMode     = ONCE
    UseWeaponTiming  = No
    AnimationSpeedFactorRange = 1.5 1.5
 	 End
 	 BeginScript
    CurDrawableShowSubObject("MACE")
 	 EndScript
 	 Flags = RESTART_ANIM_WHEN_COMPLETE
  End
  
	;AnimationState        = ATTACKING WEAPONSET_TOGGLE_1
	;	StateName = STATE_Mace
	;	Animation           = ALERT_1
	;  AnimationName     = MUWchKng_SKL.MUWchKng_IDLC
	;  AnimationMode     = LOOP
	;  AnimationPriority = 10
	;	End
	;	BeginScript
	;  CurDrawableShowSubObject("MACE")
	;	EndScript
	;End

	;Morgul Blade
  AnimationState        =  FIRING_OR_PREATTACK_A
 	 Animation           = ATA1
    AnimationName     = MUWchKng_SKL.MUWchKng_ATKA
    AnimationMode     = ONCE
    UseWeaponTiming  = Yes
 	 End
 	 Animation           = ATB1
    AnimationName     = MUWchKng_SKL.MUWchKng_ATKB
    AnimationMode     = ONCE
    UseWeaponTiming  = Yes
 	 End
 	 BeginScript
    CurDrawableHideSubObject("MACE")
 	 EndScript
  End
  AnimationState        = BETWEEN_FIRING_SHOTS_A
 	 Animation           = ALERT_1
    AnimationName     = MUWchKng_SKL.MUWchKng_IDLA
    AnimationMode     = LOOP
    AnimationPriority = 10
 	 End
 	 BeginScript
    CurDrawableHideSubObject("MACE")
 	 EndScript
  End



  TransitionState       = TRANS_IdleToSelected
 	 Animation           = ATNA
    AnimationName     = MUWchKng_SKL.MUWchKng_ATNA
    AnimationMode     = ONCE
    AnimationSpeedFactorRange = 0.7 1.3
    
 	 End
  End
  
  TransitionState       = TRANS_SelectedToMace
 	 Animation           = ATNA
    AnimationName     = MUWchKng_SKL.MUWchKng_STHA
    AnimationMode     = ONCE
    AnimationSpeedFactorRange = 0.7 1.3
 	 End
 	 BeginScript
   	 CurDrawableShowSubObject("MACE")
 	 EndScript
  End
  
  TransitionState       = TRANS_MaceToSelected
 	 Animation           = ATNA
    AnimationName     = MUWchKng_SKL.MUWchKng_STHB
    AnimationMode     = ONCE
    AnimationSpeedFactorRange = 0.7 1.3
 	 End
 	 BeginScript
    CurDrawableShowSubObject("MACE")
 	 EndScript
  End
  
  AnimationState = WAR_CHANT
 	 Animation = Chant
    AnimationName = MUWchKng_SKL.MUWchKng_CHRA
    AnimationMode = LOOP
 	 End
 	 BeginScript
    CurDrawableHideSubObject("MACE")
 	 EndScript
  End
  
    
  AnimationState 	 = EMOTION_CELEBRATING
 	 Animation           = CHRA
    AnimationName   =  MUWchKng_SKL.MUWchKng_CHRA
    AnimationMode   = ONCE
 	 End
 	 BeginScript
    CurDrawableHideSubObject("MACE")
 	 EndScript
 	 Flags   	 =	RESTART_ANIM_WHEN_COMPLETE
  End
  
  AnimationState        = EMOTION_ALERT
 	 Animation           = ALERT_1
    AnimationName     = MUWchKng_SKL.MUWchKng_IDLA
    AnimationMode     = ONCE
    AnimationPriority = 10
 	 End
 	 BeginScript
   	 CurDrawableHideSubObject("MACE")
 	 EndScript
 	 Flags               = RESTART_ANIM_WHEN_COMPLETE; acts like an idle animation & keeps running the animations.
  End
  
  AnimationState        = SELECTED WEAPONSET_TOGGLE_1
 	 StateName           = STATE_Mace
 	 Animation           = ATNB
    AnimationName     = MUWchKng_SKL.MUWchKng_IDLC
    AnimationMode     = LOOP
 	 End
 	 BeginScript
    CurDrawableShowSubObject("MACE")
    Prev = CurDrawablePrevAnimationState()
    if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToMace") end
 	 EndScript
  End
  
  
  AnimationState        = SELECTED
 	 StateName           = STATE_Selected
 	 Animation           = ATNB
    AnimationName     = MUWchKng_SKL.MUWchKng_ATNB
    AnimationMode     = LOOP
 	 End
 	 BeginScript
    CurDrawableHideSubObject("MACE")
    Prev = CurDrawablePrevAnimationState()
    if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
    if Prev == "STATE_Mace" then CurDrawableSetTransitionAnimState("TRANS_MaceToSelected") end
 	 EndScript
  End
  
  AnimationState        = WEAPONSET_TOGGLE_1
 	 StateName           = STATE_Mace
 	 Animation           = ATNB
    AnimationName     = MUWchKng_SKL.MUWchKng_IDLC
    AnimationMode     = LOOP
 	 End
 	 BeginScript
    Prev = CurDrawablePrevAnimationState()
    if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
 	 EndScript
  End
  AnimationState = MOUNTED
  
 	 StateName = Idle
 	 Animation = IDLA
    AnimationName = CUFellBst_SKL.CUFellBst_HVRA
    AnimationMode = LOOP
    AnimationBlendTime = 10
    AnimationSpeedFactorRange = 0.95 1.05
 	 End
  End

  IdleAnimationState
 	 StateName    = STATE_Idle
 	 Animation    = IDLB
    AnimationName       = MUWchKng_SKL.MUWchKng_IDLB
    AnimationMode       = LOOP
 	 End

 	 BeginScript
    CurDrawableHideSubObject("MACE")
 	 EndScript
  ;Animation    = IDLB
  ;	AnimationName       = MUWchKng_SKL.MUWchKng_IDLB
  ;	AnimationMode       = ONCE
  ;	AnimationSpeedFactorRange = 0.9 1.1
  ;	AnimationBlendTime	= 20
  ;End

  End


	End
	End

	AddModule ModuleTag_777 
	Behavior = GrantUpgradeCreate ModuleTag_777 
  UpgradeToGrant = Upgrade_AragornCostume_01;Upgrade_AragornCostume_03

	End 
	End

	AddModule
	Behavior = SubObjectsUpgrade Sword_Upgrade
  TriggeredBy  = Upgrade_AragornCostume_01 
	;ShowSubObjects	= CUFELLWRTH_SKN.RINGWRAITH_SKIN
  HideSubObjects	= RULEGOLAS ARROW ARROW02;BANNERS BOWS BRAZIER ARMOR TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip 
	;SkipFadeOnCreate = Yes
	End
	End

	AddModule 
 	 Draw = W3DScriptedModelDraw NewDrawBoundingBox
      DefaultModelConditionState
 	 Model = RULEGOLAS_SKN   
      End
  End
	End

	CommandSet = NewNazgul
	CommandPoints = 0

	KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT HERO ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT
	AddModule	
	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehaviorMounted
  MaxUpdateRangeCap = 800

  AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_IDLA Frames: 33

  AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_ATKB Frames: 1 24 65 87 112
  AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_ATKD Frames: 5

  AnimationSound = Sound: FellBeastEagleAttack	Animation:CUFELLBST_SKL.CUFELLBST_ATKD Frames: 10

  AnimationSound = Sound: FellBeastHurt  Animation:CUFELLBST_SKL.CUFELLBST_ATKH Frames: 0
  AnimationSound = Sound: FellBeastHurt  Animation:CUFELLBST_SKL.CUFELLBST_HITA Frames: 0
  AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_HITA Frames: 10

  AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_FLYA Frames: 5
  AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_HVRA Frames: 7
  AnimationSound = Sound: FellBeastWingFlapsShort	Animation:CUFELLBST_SKL.CUFELLBST_HVRB Frames: 3 
  AnimationSound = Sound: FellBeastWingFlapsShort	Animation:CUFELLBST_SKL.CUFELLBST_HVRC Frames: 5 32 
  AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_HVRC Frames: 62 103

	;-------- animation unused anymore -----------
	;AnimationSound = Sound: FellBeastEagleAttack	Animation:CUFELLBST_SKL.CUFELLBST_ATKE Frames: 20
	;AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_ATKA Frames: 1 24 46
	;AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_ATKC Frames: 16
	;AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_ATKE Frames: 7
	;AnimationSound = Sound: FellBeastWingFlaps	Animation:CUFELLBST_SKL.CUFELLBST_ATKF Frames: 7 
	;AnimationSound = Sound: FellBeastDie  Animation:CUFELLBST_SKL.CUFELLBST_DIEC Frames: 5
	End
	End


	ArmorSet
  Conditions      = None
  Armor           = HeroArmor
  DamageFX        = None
	End
	LocomotorSet
  Locomotor = HeroHumanLocomotor
  Condition = SET_NORMAL 
  Speed     = NORMAL_GOOD_HERO_SPEED
	End
	LocomotorSet
  Locomotor = FellBeastLocomotor3
  Condition = SET_MOUNTED 
  Speed     = 90
	End
   LocomotorSet
     Locomotor = FellBeastLocomotor3; BALANCE FellBeast
     Condition = SET_SUPERSONIC 
     Speed     = 114
   End
   LocomotorSet
     Locomotor = FellBeastLocomotor3; BALANCE FellBeast
     Condition = SET_WANDER 
     Speed     = 78
   End
   LocomotorSet
     Locomotor = FellBeastSwoopLocomotor2; BALANCE FellBeast
     Condition = SET_PANIC
     Speed     = 160
   End


	VisionRange = VISION_FLIER
	ShroudClearingRange = SHROUD_CLEAR_FLIER

	DisplayName = OBJECT:MordorRingWraith
	CrushableLevel = 2 ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
	CrusherLevel = 0
	AddModule
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler
  SpecialPowerTemplate = SpecialAbilityToggleMounted
  TriggeredBy = Upgrade_Shadowfax
	End
	End

	AddModule
  Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter                      
 	 SpecialPowerTemplate      = SpecialAbilityToggleMounted
 	 UpdateModuleStartsAttack  = Yes
  ;InitiateSound           = 
 	 StartsPaused = Yes
  End
	End

	AddModule
	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
 	 SpecialPowerTemplate    = SpecialAbilityToggleMounted
 
 	 UnpackTime              = 2000
 	 PreparationTime         = 1  
 	 PersistentPrepTime      = 250
 	 PackTime                = 2000
 	 
 	 OpacityTarget 	 = .3	; How see-thru to be at peak of change
   
 	 AwardXPForTriggering    = 0
	End	
	End
	WeaponSet
  Conditions = MOUNTED
  Weapon 	 = PRIMARY  NazgulPlowAttack
  PreferredAgainst	= PRIMARY  STRUCTURE MACHINE HORDE

  Weapon 	 = SECONDARY  NazgulGrabAttack
  PreferredAgainst	= SECONDARY  INFANTRY THROWN_OBJECT CAVALRY

  Weapon 	 = TERTIARY  NazgulClawAttack
  OnlyAgainst  = TERTIARY  MONSTER
	End
	WeaponSet
  Weapon              = PRIMARY     WitchKingMorgulBlade
  Weapon    = TERTIARY   WitchKingMorgulBladeSpecialPower
     AutoChooseSources	= PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
	End


heres commandbutton

CommandButton Command_MountNazgul
  Command               = SPECIAL_POWER
  SpecialPower          = SpecialAbilityToggleMounted
  TextLabel             = Ringwars:MountFellbeast
  Options 	 = TOGGLE_IMAGE_ON_WEAPONSET ON_GROUND_ONLY
  FlagsUsedForToggle	= MOUNTED
  ButtonImage           = HSGandalfShadowfax HSGandalfShadowfax
  ButtonBorderType      = ACTION 
  DescriptLabel         = Ringwars:MountFellbeastD
  InPalantir            = Yes
  UnitSpecificSound     = GandalfShadowfaxWhistle	GandalfVoiceDismount
  UnitSpecificSound2	= HorseWhinnyForMountButton	UnmountButtonFoley
End

then add

Command_MountNazgul

in commandset and voila

#2 Celeglin

Celeglin

    Silhouette of a Serenade

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  • 2,468 posts
  • Projects:The Elven Alliance, Rhovanion Alliance
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Posted 23 August 2005 - 04:18 PM

Very well done. Is his coding shown here available for other people to use? You say we can base our coding off this, but is this with Drakein's consent? It's not that I doubt you, I just want it typed down solidly to avoid complications.

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#3 {IP}Gil-Galad

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Posted 23 August 2005 - 09:30 PM

he hasnt been on for a month i cant contact him and im sure he wouldnt mind i gave 100% credit to him since he was the first to successfully do it

#4 AdmiralGT

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Posted 23 August 2005 - 10:04 PM

I've moved this to the User Submitted Section so it should stay around for longer. Or at least be easier to find.

#5 FRA

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Posted 24 August 2005 - 12:35 PM

Sorry, im not sure what im reading..
Then, that code is to can mount/dismount the nazguls on feelbeast without the health problem of Vapula system?
If isnt sorry me :dry:

#6 {IP}Gil-Galad

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Posted 24 August 2005 - 09:17 PM

it is that way. only one unit and it mounts

#7 King of Universe

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Posted 02 October 2005 - 08:34 PM

I use Vapula's hero mod, and wonder; How do I make it so that this mounting is only usable when I have purchased the upgrade in the spellbook?

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#8 Lauri

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Posted 08 October 2005 - 11:57 AM

you add the NEED_UPGRADE to be like this:
 Options   = TOGGLE_IMAGE_ON_WEAPONSET ON_GROUND_ONLY NEED_UPGRADE
Then under add:
NeededUpgrade  = Upgrade_YourUpgrade
.
Should look like this:
CommandButton Command_MountNazgul
 Command               = SPECIAL_POWER
 SpecialPower          = SpecialAbilityToggleMounted
 TextLabel             = Ringwars:MountFellbeast
 Options   = TOGGLE_IMAGE_ON_WEAPONSET ON_GROUND_ONLY NEED_UPGRADE
 NeededUpgrade  = Upgrade_YourUpgrade
 FlagsUsedForToggle = MOUNTED
 ButtonImage           = HSGandalfShadowfax HSGandalfShadowfax
 ButtonBorderType      = ACTION
 DescriptLabel         = Ringwars:MountFellbeastD
 InPalantir            = Yes
 UnitSpecificSound     = GandalfShadowfaxWhistle GandalfVoiceDismount
 UnitSpecificSound2 = HorseWhinnyForMountButton UnmountButtonFoley
End

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#9 King of Universe

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Posted 09 October 2005 - 06:09 PM

Ok thanks, and also is it possible to have two mounts...?
Like both a horse and nazgul?

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#10 Lauri

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Posted 10 October 2005 - 05:51 PM

Ok thanks, and also is it possible to have two mounts...?
Like both a horse and nazgul?

<{POST_SNAPBACK}>

yes look at Faramir :D or is it :D ?
he has bow\sword and mount :lol:

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#11 King of Universe

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Posted 10 October 2005 - 07:23 PM

Isn't mount coded in a completly different way than toggle?:lol::huh:

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#12 Lauri

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Posted 10 October 2005 - 08:55 PM

yes

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#13 ched

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Posted 10 October 2005 - 08:56 PM

toggle also gives possibility to a locomotor change
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#14 King of Universe

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Posted 10 October 2005 - 09:25 PM

But is it possible to have two mounts?

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#15 Micks

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Posted 11 October 2005 - 02:12 PM

i might be blind, but i dont see any map.ini? Where do i add that stuff?

#16 King of Universe

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Posted 11 October 2005 - 02:15 PM

You add it to your Nazgul/WitchKing code

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#17 Micks

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Posted 11 October 2005 - 02:20 PM

You add it to your Nazgul/WitchKing code

<{POST_SNAPBACK}>


in evilfactionsunits.inin?

Edited by Micks, 11 October 2005 - 02:21 PM.


#18 King of Universe

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Posted 11 October 2005 - 02:45 PM

Yes, or delete the entry in evilfactionunits.ini, and create a new ini :lol:

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Frodo: I wish the Ring had never come to me... I wish none of this had happened...
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