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#1 Guest_Guest_Gwindor_*_*

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Posted 04 June 2006 - 12:37 PM

hello

i have change so that the elves can be built by Gondor thats working fine but when i am supposed to upgrade there weapons it dosent work ? i tried to change the commandset so that they had the same upgrade like the gondor archers ! but it didnt work why ?

#2 ched

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Posted 04 June 2006 - 01:08 PM

the elven archers are supposed to get the Rohan upgrades, as defined in their coding. You'll need to change that in both the horde and the unit coding.
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Posted 04 June 2006 - 02:20 PM

what ? like this ?

CommandSet RohanElvenWarriorHordeCommandSet
1 = Command_Guard
2 = Command_ToggleElvenWarriorWeapon
3 = Command_PurchaseUpgradeGondorForgedBlades
4 = Command_PurchaseUpgradeGondorHeavyArmor
5 = Command_PurchaseUpgradeGondorFireArrows
6 = Command_PurchaseUpgradeGondorBasicTraining
13 = Command_AttackMove
14 = Command_Stop
15 = Command_Guard
End

CommandSet RohanElvenWarriorHordeCommandSet_Summoned
1 = Command_Guard
2 = Command_ToggleElvenWarriorWeapon
13 = Command_AttackMove
14 = Command_Stop
15 = Command_Guard
End

CommandSet RohanElvenWarriorDoubleHordeCommandSet
1 = Command_Guard
2 = Command_PurchaseUpgradeGondorForgedBlades
3 = Command_PurchaseUpgradeGondorHeavyArmor
4 = Command_PurchaseUpgradeGondorFireArrows
5 = Command_PurchaseUpgradeGondorBasicTraining
13 = Command_AttackMove
14 = Command_Stop
15 = Command_Guard



or what ? sorry i dont understand

#4 ched

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Posted 04 June 2006 - 02:57 PM

yes that's a move in the right direction, then you need to go into their object's coding and change the WeaponUpgrade, ArmorUpgrade and LevelUpgrade to the Gondor ones.
Software is like sex; it's better when it's free ~Linus Torvald

#5 King of Universe

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Posted 04 June 2006 - 03:01 PM

Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_RohanHeavyArmor
UpgradeTexture = RURohrm01.tga 0 RURohrm01HA.tga
UpgradeTexture = RURohrm02.tga 0 RURohrm02HA.tga
UpgradeTexture = RURohrm03.tga 0 RURohrm03HA.tga
UpgradeTexture = RURohrm04.tga 0 RURohrm04HA.tga

UpgradeTexture = RUHorse01.tga 0 RUHorse01HA.tga
UpgradeTexture = RUHorse02.tga 0 RUHorse02HA.tga
UpgradeTexture = RUHorse03.tga 0 RUHorse03HA.tga
UpgradeTexture = RUHorse04.tga 0 RUHorse04HA.tga

RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End

Behavior = SubObjectsUpgrade Shield_Upgrade
TriggeredBy = Upgrade_RohanHorseShield
ShowSubObjects = SHIELD
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End

Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
TriggeredBy = Upgrade_RohanForgedBlades
ShowSubObjects = Forged_Blade
End

Behavior = ArmorUpgrade ModuleTagHorseShield
TriggeredBy = Upgrade_RohanHorseShield
ArmorSetFlag = PLAYER_UPGRADE
End

Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_RohanHeavyArmor
ArmorSetFlag = PLAYER_UPGRADE_2
End

; Just a dummy upgrade module to allow this unit to be upgraded.
Behavior = StatusBitsUpgrade ModuleTag_ForgedBlades
TriggeredBy = Upgrade_RohanForgedBlades
End

It's for the rohirrim, but it's practically the same :dry: You also have to fix it in the horde :p

Edited by King of Universe, 04 June 2006 - 03:02 PM.

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#6 Guest_Guest_*

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Posted 05 June 2006 - 09:25 AM

Thank you ;D

#7 Guest_Guest_*

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Posted 05 June 2006 - 02:48 PM

King of the unvierse do you know how to make the Balrog of Morgoth palyable instead of being a summon creature ? like a hero, shall i add him in the playertemplate.ini ?

#8 King of Universe

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Posted 05 June 2006 - 05:13 PM

Yup, and maybe remove his timer and give him a buildcost/time :umad:
Look in this topic, and others by Zen (Search function ^_^) http://forums.revora...showtopic=30909

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#9 Guest_Guest_*

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Posted 06 June 2006 - 08:41 AM

Just add him to the playertemplate is it so easy ? and of course give him a buildcost/time ! where do i put theme ? in the gamedata.ini file?
i am editing BFME 1 and not the second one sorry :S that topic you gave me was for the second one not the first one is there any differences ? sorry

#10 ched

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Posted 06 June 2006 - 09:25 AM

there are hardly any differences, so try it out.
Software is like sex; it's better when it's free ~Linus Torvald

#11 Guest_Guest_*

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Posted 06 June 2006 - 09:56 AM

Ched, in the playertemplate.ini. shall i add in Mordors buildable heroes: MordorBalrog ????

#12 Guest_Guest_*

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Posted 06 June 2006 - 10:04 AM

and in the gamedata.ini where the balrog is shall i add the buildcost and buildtime there and where in that case ?


;----------------------Balrog of Morgoth!!!---------------
#define BALROG_HEALTH 4000

#define BALROG_SWORD_SWIPE_DAMAGE_NORMAL 1000 ;Normal attack with knockback
#define BALROG_SWORD_SWIPE_DAMAGE_FLAME 800 ;1000
#define BALROG_SWORD_CHOP_DAMAGE_STRUCTURAL 600 ;1000 ;Chop against buildings and some monsters
#define BALROG_SWORD_CHOP_DAMAGE_FLAME 1000 ;1000
#define BALROG_DAMAGE_DISPLAY 2000 ; In the hero tooltip, how much damage I say I do
#define BALROG_WHIP_DAMAGE 400
#define BALROG_WHIP_DAMAGE_FLAME 200
#define BALROG_BREATH_DAMAGE 3000
#define BALROG_JUMP_DAMAGE 400
#define BALROG_SUMMONING_DAMAGE 1000
#define BALROG_IGNITE_AURA_DAMAGE 100

#define SHROUD_CLEAR_BALROG 800
#define VISION_BALROG 400

#13 King of Universe

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Posted 06 June 2006 - 12:37 PM

For the difference in BFME 1 and 2, there's no differences for childobjects, so the topic I gace you should do the trick ^_^
And the buildcost/time it would be easier to just write it in the balrog's file :lol:
Buildcost = 5000
Buildtime = 50
(Example)

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#14 Guest_Guest_*

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Posted 06 June 2006 - 12:50 PM

Do you mean like this ?

;----------------------Balrog of Morgoth!!!---------------
#define BALROG_HEALTH 4000
#defineBuildcost = 5000
#defineBuildtime = 50


#define BALROG_SWORD_SWIPE_DAMAGE_NORMAL 1000 ;Normal attack with knockback
#define BALROG_SWORD_SWIPE_DAMAGE_FLAME 800 ;1000
#define BALROG_SWORD_CHOP_DAMAGE_STRUCTURAL 600 ;1000 ;Chop against buildings and some monsters
#define BALROG_SWORD_CHOP_DAMAGE_FLAME 1000 ;1000
#define BALROG_DAMAGE_DISPLAY 2000 ; In the hero tooltip, how much damage I say I do
#define BALROG_WHIP_DAMAGE 400
#define BALROG_WHIP_DAMAGE_FLAME 200
#define BALROG_BREATH_DAMAGE 3000
#define BALROG_JUMP_DAMAGE 400
#define BALROG_SUMMONING_DAMAGE 1000
#define BALROG_IGNITE_AURA_DAMAGE 100

#define SHROUD_CLEAR_BALROG 800
#define VISION_BALROG 400

#15 King of Universe

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Posted 06 June 2006 - 01:17 PM

Nope. If you want to put it in Gamdata it would be

#define BALROG_BUILDCOST 5000
#define BALROG_BUILDTIME 50

What I meant was to do like in the topic I gave you, make a childobject :lol:

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#16 Guest_Guest_*

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Posted 06 June 2006 - 04:08 PM

no ofense but i am a real beginner in modding so what is a childobject ? :(:S

#17 Phil

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Posted 06 June 2006 - 04:15 PM

(How cool to be back helping again... hehe)

Okay... let's start with really basic things:

Every unit, building etc is defined as an object:

Object BLABLABLA

blablabla

End
Of course there's a lot of stuff inside that object but that's not important now...

Now if you want to make a very similar object, e.g. only changing cost and buildtime but not editing the original you make a so-called ChildObject.

ChildObject BLABLABLA-NEW BLABLABLA-OLD

blablabla

End
In this section, you only write down the changes and you need to reference the original object name after the new Childobject name.

So in your case make a childobject of the Balrog where you change the stats that need to be changed (add Buildcost, Buildtime etc).

Edited by Dark Lord of the Sith, 06 June 2006 - 04:19 PM.

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#18 King of Universe

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Posted 06 June 2006 - 04:17 PM

He-hey. Back in black :lol: (Maybe blue if I look on your avatar :p)

Oh Guest, In the link I provided it's alot of info on ChildObjects. Look in another topic by Zen aswell. He made a topic only on COs

EDIT: Found the topic for you http://forums.revora...topic=30937&hl= (I'm just so f'ing nice ^_^)

Edited by King of Universe, 09 June 2006 - 12:45 PM.

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Gandalf: So do all who live to see such times, but that is not for them to decide. All you have to decide, is what to do with the time that is given to you...

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#19 Guest_Guest_*

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Posted 08 June 2006 - 01:48 PM

now i have read the topics u gave me but i am unsure on one thing ib Zen Jiriki's topic is tahat did he do a completly new commandbutton or did i just chnage the other the summoned ?

#20 Radspakr Wolfbane

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Posted 09 June 2006 - 03:34 PM

i actually did a tutorial for making a balrog hero on the old mod school forums i might remake the tutorial soon.:lol:

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