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How to remove a ability from a hero


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#1 tarma2004

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Posted 25 April 2006 - 02:58 AM

I want to remove a ability from a hero in a map.
for example remove the ability fires of doom form sauron.
is there somebody can tell me the code?

#2 Cobra

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Posted 25 April 2006 - 03:00 AM

do u know any map ini at all?

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#3 tarma2004

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Posted 25 April 2006 - 03:34 AM

I don't konw how to use map.ini
is there a map.ini tutorial?

#4 ched

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Posted 25 April 2006 - 04:08 AM

there isn't one yet, AFAIK.

what you do is open an empty file, and add your CommandSet WITHOUT the power you want to remove.

Save as map.ini and place it in your maps folder.
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#5 Fingulfin

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Posted 25 April 2006 - 04:24 AM

Heres a Tiny little tutorial made by me :) ... It isnt much, but it answers some basic map.ini stuff.

By the way, This is not the Final result, Im still finishing it :p Attached File  map.ini_Tutorial_Part_1.txt   5.57KB   58 downloads

EDIT: Updated :p

Edited by Fingulfin, 25 April 2006 - 05:35 PM.

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#6 Cobra

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Posted 25 April 2006 - 05:06 AM

hehe i read that a while ago but yeah it does teach u the basics. Thanks fin

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#7 tarma2004

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Posted 25 April 2006 - 05:18 AM

thank you Fingulfin. i am a chinese and My English isn't very good.but I understood you tutorial.

if i wang to remove the ability ,is change the codelike this?

Object IsengardSaruman
RemoveModule

isn't it?

#8 Cobra

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Posted 25 April 2006 - 05:34 AM

umm try it. but i dont think that will do it.

also please validate your email :) it takes a few seconds

do what ched said and try removing it from teh commandset

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#9 tarma2004

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Posted 25 April 2006 - 09:41 AM

my E-MAIL: tarma-roving@163.com
metalslug3cn2002@yahoo.com.cn

#10 Bart

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Posted 25 April 2006 - 12:58 PM

hey fingulfin, i have things to add to your tutorial:

- you CAN make new command buttons, but you can't give them an image. also, you can't change the image of existing command buttons
- you can't edit sounds
- you can use RemoveModule to remove existing modules (like timers)
- if you edit an object in map.ini, it's ChildObjects don't get changed at the same time (that's because the engine actually clones the objects and then changes the clones)
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#11 tarma2004

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Posted 25 April 2006 - 03:07 PM

could you tell me all the key words
like RemoveModule
thanks a lot

#12 Fingulfin

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Posted 25 April 2006 - 04:45 PM

Thanks 2PlayGames :p Ill add it into the final version.

@Ched: No no no no no... You CAN'T simply edit the commandset... It wont work! Let me explain map.ini:

It is an override File. One of the most Glorious (and the biggest pain) things about it is you only include what you are changing. Watch this:

CommandSet IsengardSarumanCommandSet
6 = Command_SpecialAbilityWordOfPower
End

This will NOT make it so Saruman ONLY has Word 'o' power, it will ADD word of power to his commandset...
This is what you have to do:

CommandSet IsengardSarumanCommandSetNEW
6 = Command_SpecialAbilityWordOfPower
End

Then:

Object IsengardSaruman
CommandSet = IsengardSarumanCommandSetNEW
End

This will make it so he ONLY has Word of Power! Hope this helps shed some light on the functions of map.ini :p

EDIT: The tutorial has been updated

Edited by Fingulfin, 25 April 2006 - 05:37 PM.

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#13 Solinx

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Posted 25 April 2006 - 07:58 PM

Well it certainly clears a few things up for me. Looking forward to the final version of that tutorial.

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#14 Fingulfin

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Posted 25 April 2006 - 09:25 PM

The final version of part 1 :) Ive already started part II, but its outdated (BFME 1 units...)
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#15 Bart

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Posted 25 April 2006 - 09:36 PM

lol, fingulfin, you've become a real map.ini guru :)
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#16 Fingulfin

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Posted 25 April 2006 - 09:43 PM

LOL! Thats currently my only modding occupation, so I learn it well :p I bet I could Code, but noone gives me anything to code, so i'm not sure.. :)
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#17 tarma2004

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Posted 26 April 2006 - 01:55 AM

Fingulfin ,you are too cool!
i am waiting for your next tutorial

Edited by tarma2004, 26 April 2006 - 04:27 AM.


#18 xnode

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Posted 05 May 2006 - 03:22 PM

well since ini editing is not map editing, i will give you the scripted version to eliminate a powerset, which then allows u to upload your map to others in online format game play...


Make a condition, if player spawns saron, the delete unit and spawn your version of saruon which can be made in teams and abilities are pre-defind by you, the player won't even see this happening because it will be simo, the only issue here is you would have to spawn it relativly close to the players start point. So the only time they would see this is if they made another keep and spawned him from there. However u can script this out as well, but i will show u the easy script, again u can make it spawn were the orignal came from, but ofcourse thats more work ;)


*** IF ***
	 Player 'Player_1' has Equal To  1  unit or structure of type 'MordorSauron_RingHero'
*** THEN ***
  Find unnamed 'MordorSauron_RingHero' Owned by Player 'Player_1' nearest team Team 'Player_1/teamPlayer_1' and reference as UnitRef 'spawnofsatin'

*** IF ***
	 Unit 'spawnofsatin' exists and is alive.
*** THEN ***
   Unit 'spawnofsatin' is removed from the world.
  Spawn an instance of Team 'Player_1/team1subsaron' at Waypoint 'Player_1_Start'.


*** IF ***
	 Team 'Player_1/team1subsaron' has been created.
*** THEN ***
  Have Team 'Player_1/team1subsaron' AttackMove follow Waypoint Path 'gathpath1' , as a team is FALSE , in formation is FALSE
*** ELSE ***
  Enable Script 'Script 3'.

there are a few ways to do this from stopping the inital build and starting the keep building your version to other ways, actually allot, but in all you can do it without touching the INI and allowing it to be played just by downloading live online.


Xnode

Edited by xnode, 05 May 2006 - 03:24 PM.


#19 Bart

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Posted 08 May 2006 - 09:08 AM

what's the problem with using a map.ini?
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#20 xnode

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Posted 08 May 2006 - 02:21 PM

what's the problem with using a map.ini?



That is an alternative that most who are asking about scripting here are talking about the worldbuilder scripter and not editing any ini,big etc. It's fine for those that wan't to do it that way, have at it. But from what I gather, this part of the forums is ment for purly the worldbuilder, there for I am giving that versions correct way of working on such. You just seem to want to argue every post I do, sorry to take away from your spot light, so I will leave your almighty knowlege to fill all answers from here on out, after all you were here first right?

(admin moderators, no worries, this is my last post, been fun while it lasted, but people like this, who needs them, I just move on to another forum,. Later)


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