My First Skin
#1
Posted 24 August 2005 - 12:42 PM
Here it is:
What do you think?
Remember, its my first attempt
#2
Posted 24 August 2005 - 12:44 PM
maybe you could lighten it a bit, it looks quite dark, although that may change ingame
#4
Posted 24 August 2005 - 03:24 PM
Wow, looks great! Especially for your first attempt. Just make sure that next time you have any modelling/skinning to show us, to post it in the proper "Modelling and Skinning Corner" section of the boards (it's in the Modding Corner). Keep it up!
My mistake :S I didn't know there was a certain section for it.
Im getting it in game now, I hope that goes well ^^
#5
Posted 24 August 2005 - 03:31 PM
#6
Posted 24 August 2005 - 06:13 PM
I made the new hero, but theres a game.dat error at line 609 of trollchieftain.ini
:(
#7
Posted 24 August 2005 - 06:56 PM
Nice model and skin btw.
-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*
#8
Posted 24 August 2005 - 07:44 PM
;------------------------------------------------------------------------------ ; ; Trollchieftain.ini ; ;------------------------------------------------------------------------------ ; aka Troll Chieftain Object MordorTrollChieftain ; *** ART Parameters *** ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPTroll ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HPTroll Draw = W3DScriptedModelDraw ModuleTag_01_ OkToChangeModelColor = Yes StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD ;;====================== MODELS ================================================================ DefaultModelConditionState Model = MUTrllcftn_SKN Skeleton = MUCavTroll_SKL ShadowMaxHeight = 999 End ;;=====Animations==== IdleAnimationState StateName = Idle Animation = Breathe AnimationName = MuCavTroll_SKL.MuCavTroll_IDLA AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 40 End Animation = BellyScratch AnimationName = MuCavTroll_SKL.MuCavTroll_IDLC AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 10 End Animation = RubHead AnimationName = MuCavTroll_SKL.MuCavTroll_IDLK AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 10 End Animation = LittleRoar AnimationName = MuCavTroll_SKL.MuCavTroll_IDLM AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 3 End Animation = WipeNose AnimationName = MuCavTroll_SKL.MuCavTroll_IDLN AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 10 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Throw" then CurDrawableSetTransitionAnimState("Trans_Throwing_To_Ready") return end EndScript End ; Splatted death goes first, independant of death flags ModelConditionState = DYING DECAY SPLATTED Model = MUCavTroll_DISA RetainSubObjects = Yes End; AnimationState = DYING DECAY SPLATTED Animation = dead1 AnimationName = MUCavTroll_DISA.MUCavTroll_DISA AnimationMode = ONCE End End ModelConditionState = DYING DECAY DEATH_1 Model = MUCavTroll_DISB RetainSubObjects = Yes End; AnimationState = DYING DECAY DEATH_1 Animation = dead1 AnimationName = MUCavTroll_DISB.MUCavTroll_DISB AnimationMode = ONCE End End ModelConditionState = DYING DECAY DEATH_2 Model = MUCavTroll_DISC RetainSubObjects = Yes End; AnimationState = DYING DECAY DEATH_2 Animation = dead1 AnimationName = MUCavTroll_DISC.MUCavTroll_DISC AnimationMode = ONCE End End ; Flailing must go before dying in case we are dead in the air AnimationState = STUNNED_FLAILING Animation AnimationName = MuCavTroll_SKL.MuCavTroll_FLYA AnimationMode = LOOP End End ;;; DYING ANIMATIONS;;; AnimationState = DYING SPLATTED Animation AnimationName = MuCavTroll_SKL.MuCavTroll_LNDA AnimationMode = ONCE End End AnimationState = DYING DEATH_1 Animation AnimationName = MuCavTroll_SKL.MuCavTroll_DIEB AnimationMode = ONCE End ParticleSysBone = B_PELVIS TrollSplatDust ParticleSysBone = BAT_HEAD TrollSplatDust End AnimationState = DYING DEATH_2 Animation AnimationName = MuCavTroll_SKL.MuCavTroll_DIEC AnimationMode = ONCE End ParticleSysBone = BAT_SPINE1 TrollSplatDust1 ParticleSysBone = BAT_HEAD TrollSplatDust1 End AnimationState = DYING Animation AnimationName = MuCavTroll_SKL.MuCavTroll_DIEC AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation = MuCavTroll_GTPA AnimationName = MuCavTroll_SKL.MuCavTroll_GTPA AnimationMode = ONCE End End AnimationState = STUNNED Animation AnimationName = MuCavTroll_SKL.MuCavTroll_LNDA AnimationMode = ONCE End ParticleSysBone = B_PELVIS TrollSplatDust2 ParticleSysBone = BAT_HEAD TrollSplatDust2 End ;;; PASSENGER OF SIEGE TOWER ANIMS;;; AnimationState = PASSENGER MOVING BACKING_UP; pulling the seige tower or grond Animation = Passenger_moving AnimationName = MuCavTroll_SKL.MuCavTroll_PSHA; MuCavTroll_PSHA AnimationMode = LOOP_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 End Flags = RANDOMSTART End AnimationState = PASSENGER MOVING; pushing the seige tower Animation = Passenger_moving AnimationName = MuCavTroll_SKL.MuCavTroll_PSHA AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 End Flags = RANDOMSTART End AnimationState = PASSENGER; idling by the grond Animation = Passenger AnimationName = MuCavTroll_SKL.MuCavTroll_IDLD AnimationMode = LOOP AnimationBlendTime = 15 End Flags = RANDOMSTART End ;--- bop our friends on the head AnimationState = SPECIAL_WEAPON_ONE Animation = Punch AnimationName = MuCavTroll_SKL.MuCavTroll_ATKF AnimationMode = ONCE End Animation = Backhand AnimationName = MuCavTroll_SKL.MuCavTroll_ATKG AnimationMode = ONCE End End ;--Troll is angry AnimationState = WEAPONSET_RAMPAGE Animation = GetMad AnimationName = MuCavTroll_SKL.MuCavTroll_RPGC AnimationMode = LOOP End End ; --------- With Club ------------ AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_ONE ; Animation ; ; Taking this one out since it doesn't work with the logic of the attack, which is a 180 knockback (this one is vertical clubbing, could be used as anti-monster anim, not anti bunch of inf) ; AnimationName = MuCavTroll_SKL.MuCavTroll_ATKB ; AnimationMode = ONCE ; UseWeaponTiming = Yes ; End Animation AnimationName = MuCavTroll_SKL.MuCavTroll_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End Animation AnimationName = MuCavTroll_SKL.MuCavTroll_ATKD AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = TURN_LEFT WEAPONSTATE_ONE Animation = Moving AnimationName = MuCavTroll_SKL.MuCavTroll_TRNL AnimationMode = LOOP AnimationBlendTime = 10 End ParticleSysBone = None InfantryDustTrails BeginScript; Here since normal Packing state can be skipped with a fast click. CurDrawableShowSubObjectPermanently("Trunk01") EndScript End AnimationState = TURN_RIGHT WEAPONSTATE_ONE Animation = Moving AnimationName = MuCavTroll_SKL.MuCavTroll_TRNR AnimationMode = LOOP AnimationBlendTime = 10 End ParticleSysBone = None InfantryDustTrails BeginScript; Here since normal Packing state can be skipped with a fast click. CurDrawableShowSubObjectPermanently("Trunk01") EndScript End AnimationState = MOVING WEAPONSTATE_ONE ATTACKING Animation AnimationName = MuCavTroll_SKL.MuCavTroll_RUNA; Running with club AnimationMode = LOOP AnimationSpeedFactorRange = 0.77 0.77 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails FXEvent = Frame:5 Name:FX_TrollRightFootStep FXEvent = Frame:18 Name:FX_TrollLeftFootStep End AnimationState = MOVING WEAPONSTATE_ONE DAMAGED Animation AnimationName = MuCavTroll_SKL.MuCavTroll_WLKB; Walking with club AnimationMode = LOOP AnimationSpeedFactorRange = 1.3 1.3 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails FXEvent = Frame:0 Name:FX_TrollRightFootStep FXEvent = Frame:20 Name:FX_TrollLeftFootStep End AnimationState = MOVING WEAPONSTATE_ONE Animation AnimationName = MuCavTroll_SKL.MuCavTroll_WLKD; Walking with club AnimationMode = LOOP AnimationSpeedFactorRange = 1.36 1.36 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails FXEvent = Frame:0 Name:FX_TrollRightFootStep FXEvent = Frame:23 Name:FX_TrollLeftFootStep BeginScript; Here since normal Packing state can be skipped with a fast click. CurDrawableShowSubObjectPermanently("Trunk01") EndScript End AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_ONE ; Animation ; ; Taking this one out since it doesn't work with the logic of the attack, which is a 180 knockback (this one is vertical clubbing, could be used as anti-monster anim, not anti bunch of inf) ; AnimationName = MuCavTroll_SKL.MuCavTroll_ATKB ; AnimationMode = ONCE ; UseWeaponTiming = Yes ; End Animation AnimationName = MuCavTroll_SKL.MuCavTroll_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End Animation AnimationName = MuCavTroll_SKL.MuCavTroll_ATKD AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = PREPARING WEAPONSTATE_ONE Animation AnimationName = MuCavTroll_SKL.MuCavTroll_GRBC AnimationMode = ONCE End End AnimationState = PACKING WEAPONSTATE_ONE Animation AnimationName = MuCavTroll_SKL.MuCavTroll_GRBD AnimationMode = ONCE End BeginScript CurDrawableShowSubObjectPermanently("Trunk01") EndScript End AnimationState = EMOTION_CELEBRATING WEAPONSTATE_ONE Animation = DeepRoar AnimationName = MuCavTroll_SKL.MuCavTroll_IDLF AnimationMode = LOOP End End AnimationState = USER_2 WEAPONSTATE_ONE Animation = ReactToTrollPoke; The two comes from the special TrollBored weapon AnimationName = MuCavTroll_SKL.MuCavTroll_HITD AnimationMode = ONCE End End AnimationState = WEAPONSTATE_ONE ;Idle with club Animation = BreathWithClub AnimationName = MuCavTroll_SKL.MuCavTroll_IDLB AnimationMode = ONCE AnimationPriority = 30 AnimationSpeedFactorRange = 0.8 1.0 End Animation = BreathWithClub AnimationName = MuCavTroll_SKL.MuCavTroll_IDLB AnimationMode = ONCE AnimationPriority = 30 AnimationSpeedFactorRange = 0.8 1.0 End Animation = RoarAndThumpClub AnimationName = MuCavTroll_SKL.MuCavTroll_IDLE AnimationMode = ONCE AnimationPriority = 5 AnimationBlendTime = 3 End Animation = ScratchButt AnimationName = MuCavTroll_SKL.MuCavTroll_IDLG AnimationMode = ONCE AnimationPriority = 2 AnimationBlendTime = 3 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript; Here since normal Packing state can be skipped with a fast click. CurDrawableShowSubObjectPermanently("Trunk01") EndScript End ; --------- With Rock or Infantry ------------ AnimationState = MOVING WEAPONSTATE_TWO ATTACKING Animation AnimationName = MuCavTroll_SKL.MuCavTroll_RUNA AnimationMode = LOOP AnimationSpeedFactorRange = 0.77 0.77 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails FXEvent = Frame:5 Name:FX_TrollRightFootStep FXEvent = Frame:18 Name:FX_TrollLeftFootStep End AnimationState = MOVING WEAPONSTATE_TWO DAMAGED Animation AnimationName = MuCavTroll_SKL.MuCavTroll_WLKB AnimationMode = LOOP AnimationSpeedFactorRange = 1.3 1.3 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails FXEvent = Frame:0 Name:FX_TrollRightFootStep FXEvent = Frame:20 Name:FX_TrollLeftFootStep End AnimationState = MOVING WEAPONSTATE_TWO Animation AnimationName = MuCavTroll_SKL.MuCavTroll_WLKA AnimationMode = LOOP AnimationSpeedFactorRange = 1.36 1.36 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails FXEvent = Frame:0 Name:FX_TrollRightFootStep FXEvent = Frame:16 Name:FX_TrollLeftFootStep End AnimationState = FIRING_OR_PREATTACK_A USING_WEAPON_A Animation AnimationName = MuCavTroll_SKL.MuCavTroll_THRA AnimationMode = ONCE UseWeaponTiming = Yes AnimationBlendTime = 0 End FrameForPristineBonePositions = 16 StateName = Throw End AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_TWO Animation AnimationName = MuCavTroll_SKL.MuCavTroll_THRA AnimationMode = ONCE UseWeaponTiming = Yes AnimationBlendTime = 0 End FrameForPristineBonePositions = 21 StateName = Throw End AnimationState = FIRING_OR_PREATTACK_B WEAPONSTATE_TWO Animation AnimationName = MuCavTroll_SKL.MuCavTroll_THRA AnimationMode = ONCE UseWeaponTiming = Yes AnimationBlendTime = 0 End FrameForPristineBonePositions = 21 StateName = Throw End AnimationState = PACKING WEAPONSTATE_TWO Animation AnimationName = MuCavTroll_SKL.MuCavTroll_GRBB AnimationMode = ONCE End ParticleSysBone = BAT_HANDR TrollRockBounceSmall FollowBone:no ParticleSysBone = BAT_HANDR TrollRockPickup FollowBone:no End ;Building attack, which you can do with a rock in yo hand AnimationState = FIRING_OR_PREATTACK_C WEAPONSTATE_TWO Animation AnimationName = MuCavTroll_SKL.MuCavTroll_ATKJ AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = TURN_LEFT WEAPONSTATE_TWO Animation = Moving AnimationName = MUCavTroll_SKL.MUCavTroll_TRNL AnimationMode = LOOP AnimationBlendTime = 10 End ParticleSysBone = None InfantryDustTrails End AnimationState = TURN_RIGHT WEAPONSTATE_TWO Animation = Moving AnimationName = MUCavTroll_SKL.MUCavTroll_TRNR AnimationMode = LOOP AnimationBlendTime = 10 End ParticleSysBone = None InfantryDustTrails End AnimationState = USER_2 WEAPONSTATE_TWO Animation = ReactToTrollPoke; The two comes from the special TrollBored weapon AnimationName = MuCavTroll_SKL.MuCavTroll_HITD AnimationMode = ONCE End End AnimationState = WEAPONSTATE_TWO Animation = BreatheWithRock AnimationName = MuCavTroll_SKL.MuCavTroll_IDLB AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 1.0 End Animation = ScratchButt AnimationName = MuCavTroll_SKL.MuCavTroll_IDLG AnimationMode = ONCE AnimationPriority = 1 AnimationBlendTime = 3 End Flags = RESTART_ANIM_WHEN_COMPLETE End ; --------- With Bare Hands ------------ AnimationState = UNPACKING Animation AnimationName = MuCavTroll_SKL.MuCavTroll_GRBA AnimationMode = ONCE End End AnimationState = TURN_LEFT Animation = Moving AnimationName = MuCavTroll_SKL.MuCavTroll_TRNL AnimationMode = LOOP AnimationBlendTime = 10 End ParticleSysBone = None InfantryDustTrails End AnimationState = TURN_RIGHT Animation = Moving AnimationName = MuCavTroll_SKL.MuCavTroll_TRNR AnimationMode = LOOP AnimationBlendTime = 10 End ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING ATTACKING Animation = Charging AnimationName = MuCavTroll_SKL.MuCavTroll_RUNB AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails FXEvent = Frame:5 Name:FX_TrollRightFootStep FXEvent = Frame:18 Name:FX_TrollLeftFootStep End ; Normal fist attacks AnimationState = FIRING_OR_PREATTACK_B Animation AnimationName = MuCavTroll_SKL.MuCavTroll_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation AnimationName = MuCavTroll_SKL.MuCavTroll_ATKE AnimationMode = ONCE UseWeaponTiming = Yes End End ;Building attack AnimationState = FIRING_OR_PREATTACK_C Animation AnimationName = MuCavTroll_SKL.MuCavTroll_ATKJ AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = MOVING PANICKING Animation = RUNM AnimationName = MuCavTroll_SKL.MuCavTroll_MFDA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING DAMAGED Animation = Moving_Damaged AnimationName = MuCavTroll_SKL.MuCavTroll_WLKB AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails FXEvent = Frame:0 Name:FX_TrollRightFootStep FXEvent = Frame:20 Name:FX_TrollLeftFootStep End AnimationState = MOVING Animation = Moving AnimationName = MuCavTroll_SKL.MuCavTroll_WLKB AnimationMode = LOOP AnimationBlendTime = 10 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails FXEvent = Frame:0 Name:FX_TrollRightFootStep FXEvent = Frame:20 Name:FX_TrollLeftFootStep End ; ***DESIGN parameters *** Side = Mordor EditorSorting = MONSTER ThreatLevel = 5.0 ThingClass = CHARACTER_UNIT BuildCost = TROLLCHIEFTAIN_BUILDCOST BuildTime = TROLLCHIEFTAIN_BUILDTIME TransportSlotCount = 10 WeaponSet Conditions = None Weapon = PRIMARY MordorCaveTrollClubSwing End ArmorSet Conditions = None Armor = TrollHeavyArmor DamageFX = NormalDamageFX End VisionRange = VISION_HERO_RANGED ShroudClearingRange = SHROUD_CLEAR_RANGED_HERO BountyValue = MORDOR_TROLLCHIEFTAIN_BOUNTY_VALUE DisplayName = OBJECT:MordorTrollChieftain RecruitText = CONTROLBAR:MordorTrollChieftainRecruit ReviveText = CONTROLBAR:MordorTrollChieftainRevive Hotkey = CONTROLBAR:MordorTrollChieftainHotkey CrushableLevel = 2;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = MordorTrollChieftainCommandSet CommandPoints = 0 DisplayDamage = TROLLCHIEFTAIN_DAMAGE; HeroSortOrder = 30 ; *** AUDIO Parameters ***; VoiceAttack = TrollVoiceAttack VoiceAttackCharge = TrollVoiceAttackCharge VoiceAttackStructure = TrollVoiceAttack VoiceAttackMachine = TrollVoiceAttack ;VoiceCreated = TrollVoiceAttack VoiceFear = TrollVoiceAttack VoiceMove = TrollVoiceMove VoiceMoveToCamp = TrollVoiceAttack VoiceMoveWhileAttacking = TrollVoiceAttack VoicePriority = 68 VoiceRetreatToCastle = TrollVoiceMove VoiceSelect = TrollVoiceSelect VoiceSelect2 = TrollVoiceSelect VoiceSelectBattle = TrollVoiceSelect VoiceGuard = TrollVoiceMove ;SoundImpact = ImpactHorse ;TrollDie ;UnitSpecificSounds ; VoiceGarrison = NoSound ;End EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system Key = Troll ;UnitWeight = 2; Trollsie counts as 2 infantry when computing group size End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:TrollBodyfall Animation:MuCavTroll_SKL.MuCavTroll_DIEB Frames:29 AnimationSound = Sound:TrollBodyfall Animation:MuCavTroll_SKL.MuCavTroll_DIEC Frames:85 AnimationSound = Sound:SiegeTowerTrollFootstep Animation:MuCavTroll_SKL.MuCavTroll_PSHA Frames:20 22 43 45 AnimationSound = Sound:SiegeTowerTrollFootstep Animation:MuCavTroll_SKL.MuCavTroll_STNL Frames:19 21 41 43 AnimationSound = Sound:SiegeTowerTrollFootstep Animation:MuCavTroll_SKL.MuCavTroll_STNR Frames:19 21 41 43 End ;------------------------------------------------------------------------------ ; *** ART Parameters *** ButtonImage = HPTroll SelectPortrait = HPTroll Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = Trunk ShowShadowWhileContained = Yes StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT PathfindDiameter = 40.0 Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = TROLLCHIEFTAIN_HEALTH PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_LegolasDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3000 ;How long DeathAnim will take. InitialSpawnFX = FX_LegolasInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_LegolasRespawn ;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HPTroll ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:1200 Time:TROLLCHIEFTAIN_RESPAWN_TIME Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:1400 Time:TROLLCHIEFTAIN_RESPAWN_TIME ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:1600 Time:TROLLCHIEFTAIN_RESPAWN_TIME RespawnEntry = Level:4 Cost:1800 Time:TROLLCHIEFTAIN_RESPAWN_TIME RespawnEntry = Level:5 Cost:2000 Time:TROLLCHIEFTAIN_RESPAWN_TIME RespawnEntry = Level:6 Cost:2100 Time:TROLLCHIEFTAIN_RESPAWN_TIME RespawnEntry = Level:7 Cost:2200 Time:TROLLCHIEFTAIN_RESPAWN_TIME RespawnEntry = Level:8 Cost:2300 Time:TROLLCHIEFTAIN_RESPAWN_TIME RespawnEntry = Level:9 Cost:2400 Time:TROLLCHIEFTAIN_RESPAWN_TIME RespawnEntry = Level:10 Cost:2500 Time:TROLLCHIEFTAIN_RESPAWN_TIME End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = TrollFunctions End LocomotorSet Locomotor = TrollLocomotor Condition = SET_NORMAL Speed = 33 End Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear StartsActive = Yes;If no, requires upgrade to turn on. BonusName = HeroRadiateFear TriggeredBy = Upgrade_HeroRadiateFear RefreshDelay = 2000 Range = 200 TargetEnemy = Yes ObjectFilter = ANY +ORC End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 0.0;1.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL ElvenWarriorVoiceDie End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = SlowDeathBehavior ModuleTag_50 DeathTypes = ALL DestructionDelay = 35000 DecayBeginTime = 3000 SinkDelay = 10000 SinkRate = 0.64 ; in Dist/Sec Sound = INITIAL TrollDie ProbabilityModifier = 50 DeathFlags = DEATH_1; Tell model which death animation to play. Sets BOTH model condition and object status bits. End Behavior = SlowDeathBehavior ModuleTag_51 DeathTypes = ALL DestructionDelay = 35000 DecayBeginTime = 3000 SinkDelay = 10000 SinkRate = 0.64 ; in Dist/Sec Sound = INITIAL TrollDie ProbabilityModifier = 50 DeathFlags = DEATH_2; Tell model which death animation to play. Sets BOTH model condition and object status bits. End Behavior = BezierProjectileBehavior ModuleTag_08 FirstHeight = 50 SecondHeight = 20 FirstPercentIndent = 20% SecondPercentIndent = 70% TumbleRandomly = Yes CrushStyle = Yes BounceCount = 0 FinalStuckTime = 1200 GroundHitFX = FX_ThrownRockGroundHit PreLandingStateTime = 75 End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 1993; level 1 (light damage) hit reaction animations in ms HitReactionLifeTimer2 = 1993; level 2 (medium damage) hit reaction animations in ms HitReactionLifeTimer3 = 1993; level 3 (heavy damage) hit reaction animations in ms HitReactionThreshold1 = 5.0; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0; level 3 (heavy damage) threshold trigger FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) End Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus LevelToGrant = 1 MPOnly = Yes End Geometry = CYLINDER GeometryMajorRadius = 10 GeometryHeight = 20 GeometryIsSmall = No Shadow = SHADOW_VOLUME End
I did the commandset, playertemplate and experience levels... No problems there, just in this ini ^^
I know, im rubbish at adding heroes
Count the mistakes
Edited by TokyoBlade, 24 August 2005 - 07:46 PM.
#9
Posted 24 August 2005 - 08:00 PM
Try and add MONSTER in the KindOf (not sure it ll have any effect )
The KindOf also contains THROWN_OBJECT which looks weird , unless you intend to put the bastard in a catapult
Edited by ched, 24 August 2005 - 08:04 PM.
#10
Posted 24 August 2005 - 08:15 PM
#11
Posted 24 August 2005 - 08:18 PM
#12
Posted 24 August 2005 - 08:49 PM
GitHub - https://github.com/ClickerMonkey
YouTube - http://www.youtube.c...r/ClickerMonkey
#13
Posted 24 August 2005 - 09:21 PM
But now it errors at the line
VoiceAttack = TrollVoiceAttack
#14
Posted 24 August 2005 - 09:26 PM
CommandSet = MordorTrollChieftainCommandSet CommandPoints = 0 DisplayDamage = TROLLCHIEFTAIN_DAMAGE; HeroSortOrder = 30 End
another missing End
Edited by ched, 24 August 2005 - 09:29 PM.
#15
Posted 24 August 2005 - 09:28 PM
#16
Posted 24 August 2005 - 10:13 PM
The model does not show up in game :/ The DDS is there, and theres a tga of it too...
:/ Another problem... will they ever end?
#17
Posted 24 August 2005 - 10:15 PM
If your new model isn't showing up in-game then you need to add it to the asset.dat file.
Here is a short tutorial I wrote on how to use the AssetBuilder to add new models and skins in-game: Asset Builder Tutorial
-GothmogtheOrc
Edited by GothmogtheOrc, 24 August 2005 - 10:17 PM.
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*
#18
Posted 24 August 2005 - 10:21 PM
No wonder... I put the skins in the asset but i forgot to do the model too :/
#19
Posted 24 August 2005 - 10:34 PM
He doesn't animate :/ I exported him with the right skeleton and everything but he doesn't animate
#20
Posted 24 August 2005 - 10:36 PM
If so, that is odd...
-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*
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