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Call the Herd (Word of poultry) Without Target Area


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#1 CrazyMoose

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Posted 13 July 2006 - 08:46 PM

I'm trying to make the call the heard CaH special power fire without a target (like word of power) so it just effects units in a radius around you, so far this is what I've got and its not working.

Shelob.ini:

	Behavior = SpecialPowerModule ModuleTag_ModuleTag_ShelobWebbingReplaceStarter
		SpecialPowerTemplate = SpecialAbilityShelobWebbingTwo
		UpdateModuleStartsAttack	= Yes
		StartsPaused		 = No
	End	

	Behavior = ReplaceObjectUpdate ModuleTag_WordWeaponFireUpdate   
		SpecialPowerTemplate	= SpecialAbilityShelobWebbingTwo

		UnpackTime			  = 1700 
		PackTime				= 1	
		FreezeAfterTriggerDuration = 2500; Hold AI for this long after we fire.
		
		AwardXPForTriggering	= 0		
		StartAbilityRange		= 80.0
		
		ReplaceObject
			TargetObjectFilter = CREATE_A_HERO_WORD_OF_POULTRY_OBJECT_FILTER
			ReplacementObjectName = WebbedHumanoid
		End
		ReplaceRadius			= CREATE_A_HERO_WORD_OF_POULTRY_RADIUS_L2
		ReplaceFX				= FX_CreateAHeroReplaceObject
		Scatter					= Yes
	End


SpecialPower.ini:

SpecialPower SpecialAbilityShelobWebbingTwo
	Enum						   = SPECIAL_WORD_OF_POWER
	ReloadTime					   = 0
End


CommandButton.ini:

CommandButton Command_SpecialAbilityShelobWebbingTwo
  Command				 = SPECIAL_POWER 
  SpecialPower			= SpecialAbilityShelobWebbingTwo
;  Options				 = 
  TextLabel			   = CONTROLBAR:WordofPower
  ButtonImage			 = Gandolf_radcircle;HSGandalfWordOfPower
  ButtonBorderType		= ACTION 
  DescriptLabel		   = CONTROLBAR:ToolTipWordofPower
  AutoAbility			  = Yes
  PresetRange			  = 120.0
;  UnitSpecificSound	   = 
  InPalantir			  = Yes
End


CommandSet.ini:

CommandSet WildShelobCommandSet
	1	= Command_ToggleStance
	2	= Command_WildShelobInstillTerror
	3	= Command_WildShelobPoisonedStinger
	4	= Command_WildShelobTunnel
	5	= Command_SpecialAbilityShelobWebbingone
;	6	= Command_SpecialAbilityWildShelobEatGrab
	6	= Command_SpecialAbilityShelobWebbingTwo
	13	= Command_AttackMove
	14	= Command_Stop
End


EvilFactionUnits.ini:

Object WebbedHumanoid
; *** ART Parameters ***

	Draw = W3DScriptedModelDraw ModuleTag_01
		OkToChangeModelColor = Yes
		
		DefaultModelConditionState
			Model			   = CUWebdVctm_SKN
			Skeleton			= CUWebdVctm_SKL
			ParticleSysBone	 = None WitchKingPoison
		End
   
		IdleAnimationState
			StateName				= STATE_Idle
			Animation				= WIGA;Medium wiggle
				AnimationName	   = CUWebdVctm_WIGA
				AnimationMode	   = ONCE
			End
			Animation				= WIGB;Subtle wiggle
				AnimationName	   = CUWebdVctm_WIGB
				AnimationMode	   = ONCE
			End
			Animation				= WIGC;Violent wiggle
				AnimationName	   = CUWebdVctm_WIGC
				AnimationMode	   = ONCE
			End
			Flags			   = RESTART_ANIM_WHEN_COMPLETE
		End
		
	End
	
; ***DESIGN parameters ***
	Side = Mordor
	EditorSorting = UNIT
	ThreatLevel = 1.0
	CommandPoints = 0
	CrushableLevel = 2;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

	DisplayName = OBJECT:Webbed Unit
	
	ArmorSet
		Conditions	  = None
		Armor		   = EvilShelobsWebbedUnitArmor
		DamageFX		= NormalDamageFX
	End
	
; *** ENGINEERING Parameters ***
	RadarPriority = UNIT
	KindOf = PRELOAD CAN_CAST_REFLECTIONS INFANTRY NOT_AUTOACQUIRABLE WEBBED
	
;Total hack to get unit to work. STRUCTURE units still have problems getting targeted.	
	Behavior = AIUpdateInterface ModuleTag_03
	End
	Behavior = PhysicsBehavior ModuleTag_Physics
		GravityMult = 1.0
	End
	LocomotorSet
		Locomotor	 = WebbedLocomotor
		Condition	 = SET_NORMAL
		Speed		 = 0
	End
;End hack
	
	ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
	
	Body = ActiveBody ModuleTag_02
		MaxHealth		 = 200				 ;BALANCE 
		MaxHealthDamaged  = 100
	;RecoveryTime	  = 5000
	End
	
	Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
	// This one does the work, but the one in the horde displays the timer
		MinLifetime		= 120000
		MaxLifetime		= 120000
		DeathType		= FADED
	End	

	  Behavior = SlowDeathBehavior ModuleTag_FadeDeath
		DeathTypes			= NONE +FADED
		FadeDelay			= 0
		FadeTime			= 5000
		DestructionDelay	= 5000
		DeathFlags			= DEATH_2
	   ;FX					= INITIAL FX_UnSummonElvenAllies
	;Sound				= INITIAL SpellGenericUnsummonFasterMS
	End

	Geometry = CYLINDER
	GeometryMajorRadius = 8.0
	GeometryMinorRadius = 8.0
	GeometryHeight = 19.2
	GeometryIsSmall = No

	Shadow = SHADOW_DECAL
	ShadowSizeX = 19;
	ShadowSizeY = 19;
	ShadowTexture = ShadowI;

End

Now I would have thought this would work but apparently not, anybody spot anything wrong with it or how to fix it?
Taralomian assault Moddeler and Coder

#2 Fingulfin

Fingulfin

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Posted 15 July 2006 - 08:25 AM

Behavior = ReplaceObjectUpdate ModuleTag_WordWeaponFireUpdate  
		SpecialPowerTemplate	= SpecialAbilityShelobWebbingTwo

		UnpackTime			  = 1700
		PackTime				= 1	
		FreezeAfterTriggerDuration = 2500; Hold AI for this long after we fire.
		
		AwardXPForTriggering	= 0		
		StartAbilityRange		= 80.0
		
		ReplaceObject
			TargetObjectFilter = CREATE_A_HERO_WORD_OF_POULTRY_OBJECT_FILTER
			ReplacementObjectName = WebbedHumanoid
		End
		ReplaceRadius			= CREATE_A_HERO_WORD_OF_POULTRY_RADIUS_L2
		ReplaceFX				= FX_CreateAHeroReplaceObject
		Scatter					= Yes
	End

Doing stuff like adding modules where they don't naturally belong can screw up your stuff. It wont give you an error message, but it wont work too well. Just sometimes, Im sure that you could make a hybrid somehow, it just doesnt seem to logical. Not tested, just a guess ;)

Oh, and I have tried hybrids and they dont work too well ;)
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