Jump to content


Photo

Special Ability Coding Tutorial


  • Please log in to reply
10 replies to this topic

#1 Fingulfin

Fingulfin

    I Like Pi3. Do you?

  • Hosted
  • 1,752 posts
  • Location:California, USA
  • Projects:Staying Alive.
  •  This place looks familiar. I can't remember why.

Posted 24 July 2006 - 04:47 AM

I am in the middle of making a package that will teach newer coders how to make special abilities for their units/heroes. Some are already made by EA, some are of my own creation. They will all be created in this format. Without Further delay, my first huge tutorial!

Attached File  Leadership.ini   8.67KB   346 downloads

Enjoy!

EDIT: It is not completely finished, I just want your guy's opinion on the quality of the work. All suggestions are welcome, and cunstructive critisism is wanted.

Edited by Fingulfin, 24 July 2006 - 04:53 AM.

Posted Image
--------------------------------------
"You look like a ghost of your former self..."

#2 Hard_Sander

Hard_Sander
  • Members
  • 244 posts

Posted 09 August 2006 - 12:15 PM

Thanks, I''ll hope you''ll create another thing like this.

#3 GothmogtheOrc

GothmogtheOrc

    Ruler of the Morgul Vale

  • Hosted
  • 2,263 posts
  • Location:USA
  • Projects:Kings of the West Mod
  •  T3A Chamber Member - Retired

Posted 09 August 2006 - 06:56 PM

Nice stuff, should definately help anyone learning how to code.

-GothmogtheOrc

Nine%20rings.jpg
Click on my Sig to go to my BFME Modding site where you can download my mods.
KotW%20Morgul%20In-game.jpg
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*


#4 Fingulfin

Fingulfin

    I Like Pi3. Do you?

  • Hosted
  • 1,752 posts
  • Location:California, USA
  • Projects:Staying Alive.
  •  This place looks familiar. I can't remember why.

Posted 09 August 2006 - 07:49 PM

;) I thought it was a complete failure because of the absense of comments...
Posted Image
--------------------------------------
"You look like a ghost of your former self..."

#5 Clement

Clement

    title available

  • Network Staff
  • 1,442 posts
  • Location:France
  • Projects:Various
  •  T3A Team Chamber Member
  • Division:Revora
  • Job:Developer

Posted 09 August 2006 - 08:15 PM

It's just that when there are some new models/skin, this part of the forum isn't really visited..... lol
Good stuff though!
Posted Image

#6 Hard_Sander

Hard_Sander
  • Members
  • 244 posts

Posted 10 August 2006 - 02:03 PM

I think it''s quite good because when following this ''tutuorial'', I get some instant results and it is easy to experiment with. ;)

#7 Pomerancak

Pomerancak
  • Members
  • 14 posts

Posted 10 January 2007 - 05:41 PM

Well, first of all, GJ it is very good and usable guide.
But i have some questions:
1) are there some limits? for example: Modifier = RATE_OF_FIRE 1000%
2) stacking? how does it works, does stack for example diferent pasive abilities? (armor boosting pasive ability stacks with damage boosting pasive ability??) And can i make it so every pasive ability will stack?

Thanks for any help



Sory for my bad english still studying.

#8 Fingulfin

Fingulfin

    I Like Pi3. Do you?

  • Hosted
  • 1,752 posts
  • Location:California, USA
  • Projects:Staying Alive.
  •  This place looks familiar. I can't remember why.

Posted 10 January 2007 - 09:16 PM

No problem, alot of people here don't have English as a first language :blush: Welcome to T3A!

2: You can have as many modifiers as you want! Just keep typing them down and your good to go. I'm not sure what you mean by "And can i make it so every pasive ability will stack?". Can you please explain a bit more on what you are doing? Thanks :p

1: As for limits on numbers, there is almost never a limit on numbers. Just type in the desired amount! The only thing that I can see going wrong would be some weird results in-game, like if you put the rate of fire too high it might act funny (like the animations will get screwed up or... something). Not sure though, try it and find out!
Posted Image
--------------------------------------
"You look like a ghost of your former self..."

#9 Pomerancak

Pomerancak
  • Members
  • 14 posts

Posted 11 January 2007 - 05:47 PM

Well, my reply:

2) never mind i got some crazy idea.

1)well i want to do some group (i dont think it is good word for it,but hope you undestand me) of pasive auras for CaH. (which will affect only them,maybe will be better to make some script ability which will change a weapon...?)
Something like this: (JUST AN EXAMPLE, NOT FINAL VALUES!!!)
Archer: attack rate aura (name for example Loriens Bows...???): 1.lvl 350% (can get only on high levels)

Wizard: recharge time aura (Masters of Witchcraft....?) 1.lvl 85%
2.lvl 75
3.lvl 50%
4.lvl 40%

armor aura for Men and so one, but I want to make it this way: when you get the ability it must by visible contrast (difference) before the attack with it and without. Like automatic gun ;) Well, of course not as crazy, but if a make so boosted aura, other speed limits(caps) of weapon(CreateAHeroBasicRangedWeapon) makes hero still attacking slow. So my question: can i prepare some big cap to make so boosted pasive abilities working properly???

And final: exist some list of objects that i can define for leadesrhip? I think this:
LEADERSHIPFILTER1 ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION +HERO ALLIES

#10 Fingulfin

Fingulfin

    I Like Pi3. Do you?

  • Hosted
  • 1,752 posts
  • Location:California, USA
  • Projects:Staying Alive.
  •  This place looks familiar. I can't remember why.

Posted 11 January 2007 - 06:13 PM

No, the things in the filter are the "KindOf"s that you see in each units code. If you want to define specific objects, you have to type it in like this:

#define LEADERSHIPFILTER1 ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION +GondorAragorn +GondorFighterHorde +ElvenLegolas
Etc, Etc.
Posted Image
--------------------------------------
"You look like a ghost of your former self..."

#11 Pomerancak

Pomerancak
  • Members
  • 14 posts

Posted 11 January 2007 - 08:04 PM

Well, no nice list like that at the top of attribute modifier.ini..... :(


And a cap?? Any ideas how to make limits of weapon more flexibile????

OK thanks much for your replies.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users