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#81 {IP}Gil-Galad

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Posted 19 September 2005 - 12:29 AM

Well that wont ever work lol lets say you want one guy separated 4 and another 2 just make the thing 2. your way would add 5 hours on my time lol

#82 {IP}Gil-Galad

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Posted 20 September 2005 - 01:59 AM

ok its near release ive been testing it and such and so far heres what you can do (everything!)

Ive got a better interface and im trying to make it so you can preview what it will look like (the code) in case you want to correct something

Object GondorFighterHorde
    Behavior = HordeContain ModuleTag_HordeContain
        ObjectStatusOfContained = 
        InitialPayload = GondorSoldier 24
        InitialPayload = GondorSoldier 16
        Slots = 40
        PassengerFilter	= NONE 
        ShowPips = No
        ThisFormationIsTheMainFormation = Yes
        RandomOffset=X:0 Y:0
        BannerCarriersAllowed	= GondorBanner
        BannerCarrierPosition	= UnitType:GondorBanner Position:X:-4 Y:8   
        RankInfo = RankNumber:1 UnitType:GondorSoldier   Position:X:8 Y:8   Position:X:8 Y:32   Position:X:16 Y:8   Position:X:16 Y:32   Position:X:24 Y:8   Position:X:24 Y:24   Position:X:32 Y:8   Position:X:32 Y:16   Position:X:-8 Y:8   Position:X:-8 Y:32   Position:X:-16 Y:8   Position:X:-16 Y:32   Position:X:-24 Y:8   Position:X:-24 Y:24   Position:X:-32 Y:8   Position:X:-32 Y:16   Position:X:-8 Y:-8   Position:X:-16 Y:-8   Position:X:-24 Y:-8   Position:X:-32 Y:-8   Position:X:8 Y:-8   Position:X:16 Y:-8   Position:X:24 Y:-8   Position:X:24 Y:-8   
        RankInfo = RankNumber:2 UnitType:GondorSoldier   Position:X:-8 Y:-16   Position:X:-8 Y:-24   Position:X:-16 Y:-16   Position:X:-16 Y:-24   Position:X:-24 Y:-16   Position:X:-24 Y:-24   Position:X:-32 Y:-16   Position:X:-32 Y:-24   Position:X:8 Y:-16   Position:X:8 Y:-24   Position:X:16 Y:-16   Position:X:16 Y:-24   Position:X:24 Y:-16   Position:X:24 Y:-24   Position:X:24 Y:-16   Position:X:24 Y:-24   
        RanksToReleaseWhenAttacking = 1 2
        ComboHorde = Target:GondorArcherHorde  Result:GondorFighter/ArcherComboHorde  InitiateVoice:Squel
        AlternateFormation = GondorHordeBlockFormation
        MeleeAttackLeashDistance = 60
        BackUpMinDelayTime  = 376
        BackUpMaxDelayTime  = 547542
        BackUpMinDistance  = 2475247
        BackUpMaxDistance  = 4257
        BackupPercentage  = 24572
    End
End

Edited by {IP}Gil-Galad, 20 September 2005 - 01:59 AM.


#83 Lauri

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Posted 20 September 2005 - 12:40 PM

:D

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The 4th Age version 0.8 has been released: Link


#84 DreadLordNyax

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Posted 20 September 2005 - 08:37 PM

now THAT looks useful! but whats with the seemingly random numers for backup info? do those numbers actually mean something?
Posted Image

#85 {IP}Gil-Galad

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Posted 20 September 2005 - 10:15 PM

Well i randomly typed numbers for those just to show but yes their very useful in a horde

Edited by {IP}Gil-Galad, 20 September 2005 - 10:16 PM.


#86 Hostile

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Posted 21 September 2005 - 01:20 AM

I think this totally kicks as. Formations are such a time consuming thing.

#87 TKelly

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Posted 21 September 2005 - 02:00 AM

lol, yeah me!!! Go graph paper!!! :p
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#88 {IP}Gil-Galad

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Posted 21 September 2005 - 02:05 AM

Wait till you see my faction creator then the next one the spellbool creator

the faction creator makes all 5 .ini's plus the civilianbuildings long long one and it also includes the str file.

The spellbook creator creates everything from commandset, commandbutton, ocl, fx, science, specialpower, it makes the entire spellbook, everything except the units or custom FX. so you can make a new faction plus its spellbook all completely done in about 10 minutes and everything will be done except for the bases. makes life easy :p Celeglin tried out the faction creator and made a lil faction but that version had everything but the civilianbuildings.ini

mmmm i like programming

#89 TKelly

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Posted 21 September 2005 - 08:10 PM

Yeah, that'll be good for me, because I can do everything in ini coding except make a new faction.
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#90 Núkumnëhtar

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Posted 26 September 2005 - 08:57 PM

Well done IP Gil-galad! Can't wait till you release them.
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#91 HastyNancingEnt

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Posted 29 September 2005 - 02:17 AM

....
*waits patienly
....
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#92 {IP}Gil-Galad

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Posted 29 September 2005 - 10:42 AM

Lol well hostile tested it and gave pointers on improvements which i 100% agree with now i just need to figure out how to do em

#93 {IP}Gil-Galad

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Posted 29 September 2005 - 02:20 PM

Ive added new things/ is adding.

Preview button you can preview what you have done so far in another window to see what the ini is going to look like.

(idea from hostile) you can load an ini with a horde in it you want to modify you pick the horde in a dropdown menu (the ones found in the ini) and all the info for that horde is filled out into the boxes for VERY quick position editting. (still working on this.)

If you try to generate a file and the not all the areas are filled out it wont generate it and a message box will pop up and say what you need to fill in to complete it. If its all filled out a message box pops up and says where the ini is located and says it was successful.

Im still learning loads of stuff and i want this program not miss one thing :p :grin:


EDIT::::
heres some pictures

Posted Image
Posted Image
Posted Image

Edited by {IP}Gil-Galad, 29 September 2005 - 02:41 PM.


#94 King of Universe

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Posted 29 September 2005 - 03:59 PM

Looks very nice!
Do you think your far from release?

Posted Image


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#95 {IP}Gil-Galad

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Posted 29 September 2005 - 05:25 PM

well everything is done except what hostile suggested and its loading an ini already made, picking what horde, and all the information for that horde is filled out in each box making it quick to edit a horde. The preview box is fixed and looks better and its only one thing now...

#96 {IP}Gil-Galad

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Posted 30 September 2005 - 02:42 AM

Off the horde program and on the faction,

you can edit the existing 7 factions and add 4. heres what i came up after 2 minutes 2 new factions!

CommandSet

CommandSet ElvesSpellStoreCommandSet
;Put SpellStore CommandButtons Here
End

CommandSet ElvesSpellBookCommandSet
;Put SpellBook CommandButtons Here
End


CommandSet DwarvesSpellStoreCommandSet
;Put SpellStore CommandButtons Here
End

CommandSet DwarvesSpellBookCommandSet
;Put SpellBook CommandButtons Here
End

Upgrade

Upgrade Upgrade_ElvesFaction
        DisplayName = UPGRADE:ElvesFaction
        Type = PLAYER
End


Upgrade Upgrade_DwarvesFaction
        DisplayName = UPGRADE:DwarvesFaction
        Type = PLAYER
End

VictorySystem

FactionVictoryData Elves
        AllyDeathScaleFactor = 1.0
        EnemyKillScaleFactor = 1.1
        VictoryThreshold = 200.0
        MajorUnitValue = 10.0
        MapToCellVictoryRatio = 0.8
End


FactionVictoryData Dwarves
        AllyDeathScaleFactor = 1.0
        EnemyKillScaleFactor = 1.1
        VictoryThreshold = 200.0
        MajorUnitValue = 10.0
        MapToCellVictoryRatio = 0.8
End

STR

INI:FactionElves
 "Elves"
END

SIDE:Elves
 "Elves"
END

LWA:Elves
 "Elves"
END

LWA:ElvesArmy
 "ElvenArmy"
END

UPGRADE:ElvesFaction
 "Elves"
END


INI:FactionDwarves
 "Dwarves"
END

SIDE:Dwarves
 "Dwarves"
END

LWA:Dwarves
 "Dwarves"
END

LWA:DwarvesArmy
 "DwarvenArmy"
END

UPGRADE:DwarvesFaction
 "Dwarves"
END

Science
Science SCIENCE_ELVES
        PrerequisiteSciences = None
        SciencePurchasePointCost = 0
        IsGrantable = No
End


Science SCIENCE_DWARVES
        PrerequisiteSciences = None
        SciencePurchasePointCost = 0
        IsGrantable = No
End

PlayerTemplate
PlayerTemplate FactionElves
        Side = Elves
        PlayableSide = Yes
        Evil = No
        StartMoney = 0
        MaxLevelMP = 34
        MaxLevelSP = 78
        PreferredColor = R:0 G:255 B:0
        IntrinsicSciences = SCIENCE_GOOD
        IntrinsicSciencesMP = SCIENCE_ELVES
        SpellBook = GoodSpellBook
        SpellBookMP = ElvesSpellBook
        PurchaseScienceCommandSet = GoodSpellStoreCommandSet
        PurchaseScienceCommandSetMP = ElvesSpellStoreCommandSet
        DisplayName = INI:FactionElves
        DefaultPlayerAIType = RohanSkirmishAI
        BeaconName = MultiplayerBeacon
        LightPointsUpSound = RohanLightPointsUp
        ObjectiveAddedSound = Gui_MissionObjectiveNew
        ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
        InitialUpgrades	= Upgrade_ElvesFaction 
        BuildableHeroesMP = Elven Elrond
        SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
        SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
End


PlayerTemplate FactionDwarves
        Side = Dwarves
        PlayableSide = Yes
        Evil = No
        StartMoney = 0
        MaxLevelMP = 34
        MaxLevelSP = 78
        PreferredColor = R:0 G:0 B:0
        IntrinsicSciences = SCIENCE_GOOD
        IntrinsicSciencesMP = SCIENCE_DWARVES
        SpellBook = GoodSpellBook
        SpellBookMP = DwarvesSpellBook
        PurchaseScienceCommandSet = GoodSpellStoreCommandSet
        PurchaseScienceCommandSetMP = DwarvesSpellStoreCommandSet
        DisplayName = INI:FactionDwarves
        DefaultPlayerAIType = GondorSkirmishAI
        BeaconName = MultiplayerBeacon
        LightPointsUpSound = GondorLightPointsUp
        ObjectiveAddedSound = Gui_MissionObjectiveNew
        ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
        InitialUpgrades	= Upgrade_DwarvesFaction 
        BuildableHeroesMP = RohanGimli
        SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
        SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
End

I did that in 2 minutes it also produces the dreaded civilinbuildings.ini and it adds all factions i added :sleep:

and then once thats done you can go onto my spellbook creator and then your game is 10%+ coded.

Like i said before you can edit the previous factions to make them not playable or change something about them. and the program creates the modded version of it all :umad:

#97 Hostile

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Posted 30 September 2005 - 02:51 AM

Excellant work my friend. This guy is a good candidate for the T3A Team Chamber.

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#98 Morgoth

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Posted 30 September 2005 - 03:00 AM

That is amazing :sleep:

#99 ambershee

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Posted 30 September 2005 - 02:15 PM

It's looking pretty hot, but how well does it deal with hordes of multiple infantry types; does it display the different objects in different ways, or do they all appear as black ticks? If not, then I think we know what to do with it. Different colours is probably best.

Nice proggy mind :blush:

#100 {IP}Gil-Galad

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Posted 01 October 2005 - 01:26 AM

Well if i could find a code changing the check for different ranks would be awesome :dry: Ill have to look into that




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