Azrael's Questions
#1
Posted 08 July 2006 - 05:12 PM
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? 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
Posted 08 July 2006 - 05:56 PM
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 Worth a shot anyway (pun not intended)
-GothmogtheOrc
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#3
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 ?
#4
Posted 08 July 2006 - 06:44 PM
#5
Posted 08 July 2006 - 09:33 PM
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.
#6
Posted 09 July 2006 - 07:27 PM
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
Posted 09 July 2006 - 07:37 PM
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.
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.
#8
Posted 09 July 2006 - 07:52 PM
*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
Posted 09 July 2006 - 07:54 PM
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.
#10
Posted 09 July 2006 - 08:01 PM
#11
Posted 09 July 2006 - 08:49 PM
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.
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.
#12
Posted 09 July 2006 - 10:40 PM
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.
Also, did this not work for the Fireball landing FX? 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.
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#13
Posted 10 July 2006 - 07:42 AM
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.
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.
#14
Posted 10 July 2006 - 07:12 PM
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
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#15
Posted 10 July 2006 - 08:10 PM
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.
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
Posted 11 July 2006 - 04:15 AM
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
-GothmogtheOrc
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#17
Posted 11 July 2006 - 08:51 PM
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
Edited by Azrael, 11 July 2006 - 11:12 PM.
#18
Posted 12 July 2006 - 12:26 AM
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
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
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#19
Posted 12 July 2006 - 03:21 PM
#20
Posted 12 July 2006 - 03:39 PM
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