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#1 Hard_Sander

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Posted 09 September 2006 - 05:30 PM

Could someone tell me where is defined which sound plays when an CaH dies, and which resurection image they have?

Thanks in advance.

Edited by Hard_Sander, 09 September 2006 - 05:30 PM.


#2 Hard_Sander

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Posted 11 September 2006 - 04:25 PM

Does nobody know the answer or am I just asking stupid questions? :)

#3 zimoo

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Posted 11 September 2006 - 06:12 PM

data\ini\object\createahero\createaheroaudio.inc

You'll find the audio information in there. I'm guessing there is several different audio sets, each of which is triggered by a specific upgrade.

As for images, go into data\ini folder, then open the create a hero file for which ever class you which to edit (e.g. createaherosystemarcher.inc). A few lines down you'll notice some image related options
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#4 Hard_Sander

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Posted 11 September 2006 - 06:19 PM

All I found was this:

;EvaEventDieOwner = FaramirDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths

and this is commented out

and for the image it''s just iconimage and buttonimage and I'm not really sure these are the respawn images.

#5 zimoo

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Posted 11 September 2006 - 06:21 PM

In that case they probably don't get a sound played when they die, which makes sense considering their name is defined by the gamer.
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#6 Hard_Sander

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Posted 11 September 2006 - 06:27 PM

Lol, never thought of that. Can't remember there ever died an CaH on my side. There just a bit too powerfull. I was hoping to find some standard hero die sound, without any name in it, too use with some new herous I created.

#7 IthronAiwendil

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Posted 11 September 2006 - 06:39 PM

If your looking for the resurretion button images they can be found here:
data\ini\mappedimages\aptimages\heroselecticons.ini

The resurrection image can be defined this way:
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim					= DYING 				;STUNNED	;Model condition to play when killed-to-respawn
		DeathFX						= FX_MouthOfSauronDieToRespawn	;FXList to play when killed-to-respawn
		DeathAnimationTime			= 3333;1133			;How long DeathAnim will take.
		InitialSpawnFX				= FX_MouthOfSauronInitialSpawn
		RespawnAnim					= LEVELED				;Animation to play when respawning.
		RespawnFX					= FX_MouthOfSauronRespawn		;FXList to play when respawning.
		RespawnAnimationTime		= 2000					;Time it takes for respawn to play.
		AutoRespawnAtObjectFilter	= NONE +CASTLE_KEEP		;Respawn at this location -- and at it's exit production point if possible.
		ButtonImage					= HIMouthSauron_res <--THIS IS THE BUTTON IMAGE
		
	;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
	;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
		RespawnRules =				AutoSpawn:No	Cost:1125		Time:90000		Health:100%	;DEFAULT VALUES
	End


#8 Hard_Sander

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Posted 11 September 2006 - 06:44 PM

Thanks! I believe a few fun things can be done with this! :)

#9 Bart

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Posted 11 September 2006 - 06:56 PM

these codes do the trick:

[codebox] Behavior = SlowDeathBehavior ModuleTag_SlowDeathBehavior_01
DeathTypes = ALL //-KNOCKBACK
SinkDelay = 5800
SinkRate = 2.3 // in Dist/Sec
DestructionDelay = 12000
// Die sounds are now going through an FX; this is the only way to get different dies for
// different classes
FX = INITIAL FX_CreateAHeroDie
End


FXList FX_CreateAHeroDie
; This is for all CaH's, use the model condition to select individual sounds

; Captain of Gondor
Sound
Name = HeroWestMaleVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_00
End
Sound
Name = HeroWestMaleVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_01
End

; Shield Maiden
Sound
Name = HeroWestFemaleVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_02
End
Sound
Name = HeroWestFemaleVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_03
End

; Young wizard
Sound
Name = HeroWizardVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_04
End
Sound
Name = HeroWizardVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_05
End

; Avatar wizard
Sound
Name = HeroWizardVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_06
End
Sound
Name = HeroWizardVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_07
End

; Hermit wizard
Sound
Name = HeroWizardVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_08
End
Sound
Name = HeroWizardVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_09
End

Sound
Name = TrollDie
RequiredSourceModelConditions = CREATE_A_HERO_10
End
Sound
Name = TrollDie
RequiredSourceModelConditions = CREATE_A_HERO_11
End

; Male elf archer
Sound
Name = HeroMenArcherVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_12
End
Sound
Name = HeroMenArcherVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_13
End

; Female elf archer
Sound
Name = HeroElfFemaleVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_14
End
Sound
Name = HeroElfFemaleVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_15
End

; Corrupted Man / Not-easterling
Sound
Name = HeroEvilManVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_16
End
Sound
Name = HeroEvilManVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_17
End

; Corrupted Man / Easterling
Sound
Name = HeroEasterlingVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_18
End
Sound
Name = HeroEasterlingVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_19
End

; Dwarf taskmaster
Sound
Name = HeroDwarfVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_20
End
Sound
Name = HeroDwarfVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_21
End

; Dwarf safe
Sound
Name = HeroDwarfVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_22
End
Sound
Name = HeroDwarfVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_23
End

; Orc raider
Sound
Name = HeroOrcVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_24
End
Sound
Name = HeroOrcVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_25
End

; Uruk Hai
Sound
Name = HeroUrukHaiVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_26
End
Sound
Name = HeroUrukHaiVoiceDie
RequiredSourceModelConditions = CREATE_A_HERO_27
End


;Sound
; Name = HeroHaradrimVoiceDie ; Not used?
;End
End[/codebox]
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#10 Hard_Sander

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Posted 11 September 2006 - 07:17 PM

Thanks guys! :)




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