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THE HOBBITS GO GANGSTA


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#1 kittyman

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Posted 28 October 2005 - 09:02 PM

IS it possible to model weapons for the hobbits. MY plan is to make a mod in which the hobbits receive machine guns. IS this possbile and if so what will i need? I am not sure.

IS it also possible to supersize the hobbits?

PS How do you make the mumakil run faster?
I tried editing evil horde fast speed in gamedata ini

#2 King of Universe

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Posted 28 October 2005 - 09:07 PM

It's possible, but you'd have to make anims.

To make them bigger, use the Scale = 2 in the units code.

To make it run faster, try edit the locomotors

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#3 kittyman

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Posted 28 October 2005 - 09:10 PM

which file contains the mumakil's locomotor. I already know how to edit the hobbits speed. But how about speeding up the animations of the legs so they go faster?

Second where is the scale located?

#4 King of Universe

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Posted 28 October 2005 - 09:16 PM

Add Scale to the object code, and I'm not experienced with locomotors...

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#5 kittyman

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Posted 28 October 2005 - 09:22 PM

BTW which prgrmas can i use to animate hobbits with guns?

#6 Lauri

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Posted 28 October 2005 - 09:24 PM

Gmax, and RenX..

Their under "Tools" in the main page

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#7 kittyman

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Posted 28 October 2005 - 09:26 PM

BTW which prgrmas can i use to animate hobbits with guns?\


I ve searched the ini file and cant find the scale in whci h

and cant find the file in which i am supposed to change the scale. I checked objects, and the hobbits' files too.

#8 TKelly

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Posted 28 October 2005 - 09:36 PM

You add it after the Geometry Settings

Also, you can use the codes I made as a base, The Midget and Super Hobbit Mod, they have the hobbits twice as big and everybody else is small. All you need to do is edit the models and animations.
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#9 kittyman

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Posted 28 October 2005 - 09:39 PM

jsut to inform u Tkelly. I am not copying off your mod. Yesterday I made the hobbits work out by giving tem 3000 melee and 4000 ranged damage. I also made em super speedy. MY cuzin thought it was hilarious and was askin if it was possible to make the hobbits giants.

B4 we made fun of pippin cuz he was all slow and crap.

#10 TKelly

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Posted 28 October 2005 - 09:41 PM

jsut to inform u Tkelly. I am not copying off your mod


Oh, I know, I wanted to know if you wanted to use my scales and locomotors I made, for your mod. As it took me a **** long time to do all of it.

Edited by TKelly, 28 October 2005 - 09:43 PM.

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#11 kittyman

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Posted 28 October 2005 - 09:41 PM

Did you mean this part of the object file:

Scale = 1.0 ;Scaling
Geometry = SPHERE ;Collision geometry
GeometryMajorRadius = 0.8 ;Collision major radius
GeometryMinorRadius = 0.8 ;Collision minor radius
GeometryHeight = 0.8 ;Height for geometry
GeometryIsSmall = Yes ;Is small geometry
Shadow = NONE ;Shadows present for object
BuildCompletion = APPEARS_AT_RALLY_POINT ;Or PLACED_BY_PLAYER

#12 King of Universe

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Posted 28 October 2005 - 09:42 PM

Yes, change the Scale thing to 2.0 or something, then they're twice as big

Edited by King of Universe, 28 October 2005 - 09:44 PM.

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#13 kittyman

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Posted 28 October 2005 - 09:43 PM

supersize all the other units too? Wont trolls and aragorn and everyone else be 2x as big too?

#14 King of Universe

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Posted 28 October 2005 - 09:45 PM

If that's in the Hobbit object code, then it will only affect the Hobbit it's concerning :p

Edited by King of Universe, 28 October 2005 - 09:45 PM.

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#15 kittyman

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Posted 28 October 2005 - 09:47 PM

im looking at data/ini/default/object.ini. are u sure that the file?

#16 King of Universe

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Posted 28 October 2005 - 09:50 PM

Example from object/goodfaction/units/rohan/frodo.ini
Geometry = CYLINDER
	GeometryMajorRadius = 8.0
	GeometryMinorRadius = 8.0
	GeometryHeight = 19.2
	GeometryIsSmall = Yes

	Shadow = SHADOW_DECAL
	ShadowSizeX = 18;
	ShadowSizeY = 18;
	ShadowTexture = ShadowI;
End

;---------------------------------------------------------------------------
ChildObject RohanSamWithFrodoPowers RohanFrodo

	SelectPortrait         = HPSam
	ButtonImage      = HISam
	
	Draw = W3DScriptedModelDraw ModuleTag_LightController
  DefaultModelConditionState

That's the Hobbit ini

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#17 kittyman

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Posted 28 October 2005 - 10:51 PM

hey what about adding a crush value for the hobbits?
You know so they can run over stuff

#18 Phil

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Posted 28 October 2005 - 11:00 PM

Then you have to edit the unit's crusher-behavior...

this is a bit of code from rohancavalry.ini:

CrusherLevel	= 1
CrushWeapon	= RohirrimCrush
	
MinCrushVelocityPercent = 40; Has to be moving at at least 35% of full speed.

CrushDecelerationPercent = 20; Lose 20 percent of max velocity when crushing.
	
CrushKnockback = 40;
CrushZFactor = 1.0;

This should be quite self-explaining.

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#19 kittyman

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Posted 29 October 2005 - 01:43 AM

I did then the mods i previously did the same day went away.
I delted the crusher data and the modding i did was still gone. I had supersizzed hobbits and finally put aragorn in gondor.




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