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Tutorial - Fixing the Elven Summon


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#1 TKelly

TKelly

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Posted 10 October 2005 - 01:15 AM

I made this tutorial for some guy at Middle Earth Center, and I thought it could also do some use here

Ok, here's a tutorial, when I say, so we already know, this is common modder knowledge

-First decide what you want to edit, in this case we want to make the Summoned elven warriors have all the upgrades, be able to level up, and be able to stay forever. (I underlined Summoned because knowing this is very important.

-Next, we need to figure out what we need to edit, so we go into data/ini/object/system.ini, as we already know where the spell information is stored, so we search for Elf, nothing, and Elves, bingo, we see this code

Behavior = OCLSpecialPower ModuleTag_SummonElves
  SpecialPowerTemplate = SpellBookElvenAllies
  OCL                  = OCL_SpawnElvenWarriorsEgg
        TriggerFX    = FX_ElvenAlliesSummon
  CreateLocation       = CREATE_AT_LOCATION
  UpgradeName    = Upgrade_ElvenAllies
  AvailableAtStart  = No
	End

-Now, we already know that OCL stands for Object Creation List, the objects it creates, so we go into objectcreationlist.ini and search for OCL_SpawnElvenWarriorsEgg, as that is the name that we see in the code.

; ---------------------------------------------------------------------------------------
; Create A bunch of Elves out of thin air. 
ObjectCreationList OCL_SpawnElvenWarriorsEgg
	CreateObject
  ObjectNames = ElvenAlliesSummonEgg
  IgnoreCommandPointLimit = Yes
  Disposition = LIKE_EXISTING
	End
End

-But it says that it summons an "Egg", so we look directly below that and we see...

; ---------------------------------------------------------------------------------------
; Create A bunch of Elves out of thin air. 
ObjectCreationList OCL_SpawnElvenWarriors
	CreateObject
  ObjectNames = RohanElvenWarriorHorde_Summoned
  Count = 3
  FadeIn = Yes
  FadeTime = 8000
  IgnoreCommandPointLimit = Yes
  Disposition = SPAWN_AROUND
  DispositionAngle = 120;SpawnAround uses this as the arc between guys
  DispositionIntensity = 200; and this for distance from center
	End
End

-Ah, here we are, RohanElvenWarriorHorde_Summoned. And we also see the words Rohan and Horde, so as we know it must be in RohanHordes.ini. So we go there and we search for that and we find the ChildObject information

-As we know it tells us about the objects in the horde under "InitialPayload = " So we find that and we see "RohanElvenWarrior_Summoned"

-So we go to ElvenInfantry.ini as they are Elven Infantry, and we search for that and we find

ChildObject RohanElvenWarrior_Summoned RohanElvenWarrior
	IsTrainable = No
	CommandPoints = 0
	EquivalentTo = RohanElvenWarrior
	Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
; This one does the work, but the one in the horde displays the timer
  MinLifetime  = 180000
  MaxLifetime  = 180000
  DeathType  = FADED
	End	
End

-We can now remove the LifetimeUpdate Behavior, removing the possibility of going away after a period of time.

-Since we also want Only the Summoned to start off with upgrades, and not the ones we purchase from the archery range, we have to define new upgrades. So we add

   Behavior = WeaponSetUpgrade ModuleTag_14
        TriggeredBy = Upgrade_ElvenFireArrows
    End
 ; Fire arrow upgrade
    Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgradeTag
        TriggeredBy = Upgrade_ElvenFireArrows
        CustomAnimAndDuration   = AnimState:USER_4 AnimTime:0 TriggerTime:0;set flag forever
    End
    
 ; Switch arrows being displayed.
    Behavior = SubObjectsUpgrade ModuleTag_FireArrowSwapUpgrade
        TriggeredBy        = Upgrade_ElvenFireArrows
        ShowSubObjects    = FireArowTip
    End    
        
    Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
        TriggeredBy = Upgrade_ElvenForgedBlades
        CustomAnimAndDuration   = AnimState:USER_5 AnimTime:0 TriggerTime:0;set flag forever
    End

    Behavior = SubObjectsUpgrade Armor_Upgrade
        TriggeredBy        = Upgrade_ElvenHeavyArmor
        UpgradeTexture    = RUElvnWorrior.tga 0 RUElvnWorriorHA.tga
        UpgradeTexture    = RUElvnWorrior_L.tga 0 RUElvnWorriorHA.tga
        RecolorHouse    = Yes
    End
    
    Behavior = ArmorUpgrade ArmorUpgradeModuleTag
        TriggeredBy = Upgrade_ElvenHeavyArmor
    End
    
    Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
        TriggeredBy        = Upgrade_ElvenForgedBlades
        ShowSubObjects    = Forged_Blade
    End

after the "EquivalentTo = RohanElvenWarrior", and before the last "End"

-This creates new TriggeredBy areas so that the BFME system doesn't get confused between that and the old TriggeredBy of the regular Elven Warriors

-Since we created new upgrades we need to define the upgrades in upgrade.ini

Upgrade Upgrade_ElvenFireArrows
    Type = OBJECT
End

Upgrade Upgrade_ElvenForgedBlades
    Type = OBJECT
End

Upgrade Upgrade_ElvenHeavyArmor
    Type = OBJECT
End

-Now we save so that incase of an abnormal PC failure, or a power surge, we still have our progress.

-Now we open up experiencelevels.ini, for as we know this defines upgrades and leveling up. We search for RohanElvenWarrior_Summoned because we know they can go to level 1, but no further. We find it, but when we scroll down to GoodEliteLevel2, they aren't there so we add

RohanElvenWarrior_Summoned RohanElvenWarriorHorde_Summoned

to all the "Target = " lines after Level 1.

-Since we want them to have their upgrades automatically, and we already defined them seperately than the regular RohanElvenWarrior hordes we can add a line under GoodEliteLevel1 that reads

   Upgrades                             = Upgrade_ElvenForgedBlades Upgrade_ElvenFireArrows Upgrade_ElvenHeavyArmor

-This tell BFME to give all the targets this upgrade at level one, but since only our units has that upgrade defined in them, only they can use it.

-AND WE'RE Done!! Now save it and play your new mod YOU made


And here's your finished result, or if you don't feel like doing the work, and just want the mod, instructions are inside the .zip file

ElvenWarrior Mod

Edited by TKelly, 10 October 2005 - 01:16 AM.

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