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#1 Azrael

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Posted 08 July 2006 - 05:12 PM

Wow, I haven't been here in a while.

Is there a way I could make Saruman do the following?:

1) Do the "inward suction" thing of WoP
2) Shoot a single blast of Lightning at a target
3) When it hits the target, the fiery effect at the end of "Fireball" plays,
4) Targets within a radius are sent flying backwards.

Is that even possible? :p I think I can do 1+2, but 3+4 would seems much harder. I'll have a go at it first, but I haven't modded in a while.

#2 GothmogtheOrc

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Posted 08 July 2006 - 05:56 PM

Sure, base your code off of the WoP/Fireball/Lightning special powers :p .

Use the "TriggerFX = " code for the WoP incoming wave. Put that on the "Behavior SpecialPowerModule" (2nd behavior for the power). Check FXList.ini for the name of the FX to trigger.

Replace the * in "SpecialWeapon = *" with a copy of Saruman's Fireball weapon.

(in Weapon.ini) Create a copy of the Fireball weapon

***Not entirely sure on this part***
Then you'll have to change the weapon projectile to the "FX_GandalfLightningSwordBlastWeapon" then you find the "FX_GandalfLightningSwordBlastWeapon" in FXList.ini and create a new copy with only ONE "strand" of lightning. Then rename all the FX's to your new copy. (This should make it so that when you attack it sends out one strand of lightning)

(based on the hobbit rock attack weapon)
Now, create a new warhead for your weapon and add this code to the top: FireFX = FX_*
The * being whatever the Fireball "landing" FX is... either refrenced in EvilFactionSubObjects or Weapon.ini

Also add a "MetaImpactNugget" to your warhead for the knockback.

I think that would work... but you'll need to play with the setting to get it working just right. Or who knows, it could just blow up in your face :p Worth a shot anyway (pun not intended)

-GothmogtheOrc

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#3 ched

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Posted 08 July 2006 - 06:06 PM

	Behavior = ArrowStormUpdate ModuleTag_12				
		SpecialPowerTemplate	= SpecialAbilityLightningSword
		StartAbilityRange	   = 275.0
		UnpackingVariation		= 1
		
		UnpackTime			  = 2500 
		PreparationTime		 = 1 
		PersistentPrepTime	  = 500 
		PackTime				= 1500 

		ApproachRequiresLOS	 = Yes 
		AwardXPForTriggering	= 0
		
		 ActiveLoopSound		= GandalfLightningLoop 

		WeaponTemplate  = GandalfLightningSwordBlastWeapon
		TargetRadius	= 120
		ShotsPerTarget  = 1
		ShotsPerBurst   = 1
		MaxShots		= 11 
	End

notice anything ? :p
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#4 Azrael

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Posted 08 July 2006 - 06:44 PM

...It shoots a single bolt of lightning each time? :p

#5 Phil

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Posted 08 July 2006 - 09:33 PM

Yup, just change the MaxShots to 1.

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#6 Azrael

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Posted 09 July 2006 - 07:27 PM

Right, I've got it to work, but I havent aswell. The Lightning fires and the enemies are knocked back.

But, the inward suction of WoP didn't play. Instead, the swirly purple "Wormtongue" FX played. And I'm not sure how to add the fiery effect after the lightning hits.

*Looks at Gothmog's suggestions*

Now, the Wormtongue FX still plays, then he inward suction plays. But, the suction and the lightning fire at the same time.

I want the suction to play, THEN the lightning to fire. Can anyone suggest anything? I still can't add the fire effects.

Should I post my code?

#7 Phil

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Posted 09 July 2006 - 07:37 PM

Then trigger the inward suction via anim while you delay the shot via unpacktime. And copy the lightning projectile and add

Behavior = FXListDie ModuleTag_07
	DeathTypes = ALL
	DeathFX = FX_SarumanFireBallExplode
  End

(from the fireball projectile, just in case you wonder)) instead of the existing FX.

Edited by Dark Lord of the Sith, 09 July 2006 - 07:37 PM.

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Und da war dann noch der achte.
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Und der achte war's, der sie bewachte.


#8 Azrael

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Posted 09 July 2006 - 07:52 PM

*Blink* ... That made no sense to me whatsoever *sweatdrop* Well, it kind of did, but I don't know how to do stuff to anims. I think I can delay it. And the lightning projectile? I'll have a look ...

*Looks*

Uh, what lightning projectile? I used the Lightning Sword behavior code as a base. In weapon.ini it doesnt say anything about a projectile.

Edited by Azrael, 09 July 2006 - 07:54 PM.


#9 Phil

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Posted 09 July 2006 - 07:54 PM

Sorry... was a short and unexplained answer... I'll explain further when the match is over :rolleyes:

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Sieben waren wild und der achte war zahm
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#10 Azrael

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Posted 09 July 2006 - 08:01 PM

Hehe, I'm watching it too, even though I think football sucks :rolleyes:

#11 Phil

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Posted 09 July 2006 - 08:49 PM

Okay, i had another look at it. Seems that it does not use a projectile as I presumed, so the fireball FX could get a bit trickier... But of course we can settle the inward WoP now:

I guess you have an anim, so set an FXEvent with your WoP like that:

;;; LIGHTNING CHARGE ANIMS ON FOOT;;;
		AnimationState		=  PACKING_TYPE_1 UNPACKING
			StateName = Attacking
			Animation = LightningSwordStart
				AnimationName		   = GUGandalfG_SKL.GUGandalfG_SPE3
				AnimationMode	   = ONCE
			End
			FXEvent			= Frame:Whatever Name:FX_InwardWoP
		End

Now you have the WoP as charge anim instead of the lightning bolts coming down from the sky... hope that helps.

Edited by Dark Lord of the Sith, 09 July 2006 - 08:50 PM.

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My Political Compass

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Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#12 GothmogtheOrc

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Posted 09 July 2006 - 10:40 PM

Almost there DLotS :ninja:

Instead, the swirly purple "Wormtongue" FX played


If you are still having this problem it is probably because of the animation you based it on.

In the SpecialPower Behavior there might be this code:

UnpackingVariation = 1

That tells the game to use this unpacking animation:

;;; DOMINATE SPECIAL POWER ;;;
AnimationState = PACKING_TYPE_1
StateName = Dominate
Animation
AnimationName = IUSaruman_SKL.IUSaruman_TNTB
AnimationMode = ONCE
AnimationBlendTime = 5
End
FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf
End


And as you can see, it also would play the FX. So, to fix that, create a new copy of that code just below it with this new reference:

PACKING_TYPE_3
(Got this code from the Balrog code in NeutralUnits.ini for any interested)

Then change the "UnpackingVariation = 1" to "UnpackingVariation = 3" in the behavior.

Next change the FX reference to the WoP one. (and remove the "TriggerFX" part in the behavior)

That should remove the wormtongue FX and play the WoP FX when you want it. :ninja:

Also, did this not work for the Fireball landing FX? :rolleyes: It seems like it should...

(based on the hobbit rock attack weapon)
Now, create a new warhead for your weapon and add this code to the top: FireFX = FX_*
The * being whatever the Fireball "landing" FX is... either refrenced in EvilFactionSubObjects or Weapon.ini


-GothmogtheOrc

Edited by GothmogtheOrc, 09 July 2006 - 10:42 PM.

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#13 Phil

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Posted 10 July 2006 - 07:42 AM

Of course, that's it GtO. I kinda overread that he was giving that ability to Saruman... otherwise I might have thought of that too :dry:

And the problem is that the Lightning Sword does not use a warhead with projectile. Of course you could edit the weapon so that is has one, but I guess it will look kinda delayed if you can't find the right projectile settings. In the beginning I thought that the lightning itself was some kind of projectile (no model, but FX attached) and then you could have just added the FXListDie tag. But it isn't.

Edited by Dark Lord of the Sith, 10 July 2006 - 07:45 AM.

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Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#14 GothmogtheOrc

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Posted 10 July 2006 - 07:12 PM

huh? the projectile is a "model = none" object that otherwise mirrors an arrow. Then you can add the warhead and it should work. I know the best way to settle this *western dualing music here*

Try this Azrael:

;;;------In Weapon.ini---------------;;;
;------------------------------------------------------------------------------
Weapon SarumanLightningSwordBlastWeapon ; BALANCE GandalfStaffWeapon
	AttackRange			= GANDALF_LIGHTNING_RANGE			;600
	WeaponSpeed			= 801	 ; dist/sec 
	HitPercentage			= 100	; When this weapon is used it will hit exactly 100% of the time.
	DelayBetweenShots		= 2000	; time between shots, msec
	PreAttackDelay			  = 400
	PreAttackType	   		= PER_SHOT; Do the delay each time we attack a new target
	FireFX					  = FX_GandalfLightningSwordBlastWeapon
	
	FiringDuration			  = 1100
	AntiAirborneVehicle		= Yes
	AntiAirborneMonster		= Yes

	RadiusDamageAffects = ENEMIES NOT_SIMILAR

	ProjectileNugget									; A Nugget that creates an Object and sends it to the target with a Warhead
		ProjectileTemplateName	= LightningSwordProjectile
		WarheadTemplateName	= LightningSwordWarhead
	End
End

;-----------------------------------
Weapon LightningSwordWarhead
	FireFX				  = FX_SarumanFireBallExplode
	  ProjectileCollidesWith 	= ALLIES ENEMIES NEUTRAL STRUCTURES WALLS 
	  RadiusDamageAffects 	= ENEMIES NEUTRALS NOT_SIMILAR
	  HitStoredTarget 	= Yes; Always hits initial target.


	DamageNugget					   ; A basic Nugget that just does damage
		Damage				= GANDALF_LIGHTNING_DAMAGE_FLAME			
		DamageType			= FLAME
		DamageFXType		  = ELECTRIC
		DeathType	 		= BURNED
	End

	DamageNugget					   ; A basic Nugget that just does damage
		Damage				= GANDALF_LIGHTNING_DAMAGE			
		DamageType			= MAGIC
		DamageFXType		  = ELECTRIC
		DeathType	 		= BURNED
	End

End



;;;-----------Evil Faction Sub Objects.ini---------------------;;;

Object LightningSwordProjectile
 ; *** ART Parameters ***
  Draw = W3DScriptedModelDraw ModuleTag_Draw
	DefaultModelConditionState	 
	  Model = NONE
	End
  End

 ; *** AUDIO Parameters ***

 ; ***DESIGN parameters ***
  EditorSorting	 = SYSTEM

  ArmorSet
	Armor = NoArmor
  End

  VisionRange = 0.0

 ; *** ENGINEERING Parameters ***
  KindOf = PROJECTILE NO_COLLIDE HIDE_IF_FOGGED
  Body = ActiveBody ModuleTag_02
	MaxHealth	   = 100.0
  End

  Behavior = DestroyDie ModuleTag_03
   ;nothing
  End
	
  Behavior = BezierProjectileBehavior ModuleTag_04

	FirstHeight = 9 ; Height of Bezier control points above highest intervening terrain
	SecondHeight = 9
	FirstPercentIndent = 20%; Percentage of shot distance control points are placed
	SecondPercentIndent = 90%
	FlightPathAdjustDistPerSecond = 50; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
	GroundHitFX = FX_GondorArrowDeath
	CurveFlattenMinDist = 100.0
  End

  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 0.8
End

You will also need to change this in Saruman's Lightning Strike code:

WeaponTemplate  = GandalfLightningSwordBlastWeapon

To:
SarumanLightningSwordBlastWeapon


See what that does...

-GothmogtheOrc

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#15 Phil

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Posted 10 July 2006 - 08:10 PM

What I meant was: If you don't adjust the speed of the projectile, then it could be that the lightning FX shows up, the enemy get's killed and then after a second the invisible projectile hits the target and the fireball effect is played.
Though I am not absolutely sure if it will be like this, it was just a thought.
Could it be that the "WeaponSpeed" (of the weapon) and the "FlightPathAdjustDistPerSecond" (of the projectile) must be the same value? Or is the weaponspeed disabled when you use a projectile? Or does the lightning hit it's target, then after a while the unit gets killed and the fireball effect is used? Honestly, I have no idea...

EDIT: Seriously, I must apologize for my stupidity... I had a look at the normal Bow... the Weaponspeed sets the Speed of the projectile, the other flag is something else... jeez, I should do some research on my skills :(

Edited by Dark Lord of the Sith, 10 July 2006 - 08:14 PM.

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My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#16 GothmogtheOrc

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Posted 11 July 2006 - 04:15 AM

I understand your point and it was a valid one. My thinking is that the FX plays quickly and the projectile should get there fast enough that it won't matter too much.

Plus I am a fan of the "test first, ask questions later" philosophy. If it doesn't work the first time then it can be fixed later or scrapped.

Speaking of which, let us know if it works Azrael :mellow:

-GothmogtheOrc

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#17 Azrael

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Posted 11 July 2006 - 08:51 PM

Hehe ... *sweatdrop*. The only thing that happened was that the Wormtongue FX played, and the sound of the lightning bolts played. Nothing else happened.

Gothmog, can you give me an idiot-proof list of what needs to be done? I'm sure I've done something wrong or left something out. And remember, use words a newb can understand :)

Also:
Is there a tutorial on transporting BfME2 stuff to BfME1? I want to make a mini-mod that has Arwen, Elrond (without a bow), Galadriel, Grima, Sharku, Celeborn and Haldir. I would just do the mod for BfME2, but I want to keep the old build-plot system (plus I'm not sure if the laptop can run it, my computer is kind of dead at the minute. I start the tower and the screen won't come on >.<)

Or would it be easier to just use BfME2? Despite the crappy bases >.< I want to basically buff all of the Heroes up. "Azrael's Hero Mod" :) I'd like to use DreadLordNyax's FX for the mod (credit will go to him) but I haven't a clue about how to edit ParticleSystems. Is there a tutorial on how to work them? Most of his FX are just PERFECT for what I wanted to do :p

Edited by Azrael, 11 July 2006 - 11:12 PM.


#18 GothmogtheOrc

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Posted 12 July 2006 - 12:26 AM

lol, here:

That's easier then explaining it all again. Take a look at what I've changed/done, you can learn that way this time :)

Hopefully the codes will do what you want... if not, we'll figure it out :p

Also:
Is there a tutorial on transporting BfME2 stuff to BfME1? I want to make a mini-mod that has Arwen, Elrond (without a bow), Galadriel, Grima, Sharku, Celeborn and Haldir. I would just do the mod for BfME2, but I want to keep the old build-plot system (plus I'm not sure if the laptop can run it, my computer is kind of dead at the minute. I start the tower and the screen won't come on >.<)


You can't take bfme 2 stuff and use it in bfme 1... the unit animations in particular won't cross over. It would probably be easier to create new bases with the buildplots like in bfme 1...

Or would it be easier to just use BfME2? Despite the crappy bases >.< I want to basically buff all of the Heroes up. "Azrael's Hero Mod" I'd like to use DreadLordNyax's FX for the mod (credit will go to him) but I haven't a clue about how to edit ParticleSystems. Is there a tutorial on how to work them? Most of his FX are just PERFECT for what I wanted to do



Here is a basic tutorial I wrote about FX: LINK
Here is a more advanced tutorial on what all the different parts of the FXParticleSystem do: LINK

Then, if you have any more advanced questions you can post them here, or PM me or whatever as I just did some indepth FX editing the other day and could probably help you.

-GothmogtheOrc

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#19 Azrael

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Posted 12 July 2006 - 03:21 PM

Can FX's transport between the games? I was wondering if I could get the FX's from BfME2 into BfME1. Or vice versa. Is that possible? DreadLordNyax's FX's were used for BfME1, but I want to use them in BfME2.

#20 ched

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Posted 12 July 2006 - 03:39 PM

they should work yes
Software is like sex; it's better when it's free ~Linus Torvald




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