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[BFME 1]Setting the number of units when being cre


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#1 ddwagnz

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Posted 03 December 2006 - 04:57 AM

Hi,
i was wondering if its possible to set the number of units in a horde for both sides and all factions
if so what ini files do i use and where do i edit it?
cheers
dave

#2 Lord Of Gifts

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Posted 03 December 2006 - 07:27 AM

First of: Welcome to T3A Dave! :cool:

The files you need to edit for are:
  • data\ini\object\goodfaction\hordes\gondor\gondorhordes.ini
  • data\ini\object\goodfaction\hordes\rohan\rohanhordes.ini
  • data\ini\object\hordes\evilfactionhordes.ini
Inside of each horde Object there is a HordeContain behavior. To increase (or decrease) the size of the horde you will need to change the InitialPayload, Slots, and RankInfo parameters.
InitialPayload defines how many of a certain object will be in the horde when it is first built. Each object gets a separate InitialPayload line. The format is
InitialPayload = <Object_Name> <Number>
Slots defines the maximum number of units that can be in that horde at a single time. This would be used by the game when the heal spell is used. The format is
Slots = <Number>
Your number should be equal to the total amount of units you define in the InitialPayload lines.

RankInfo defines where each unit in the horde will show up. Each object gets it's own RankInfo line. You can have more than one line for each object though. The format is
RankInfo = RankNumber:<Rank_Number> UnitType:<Object_Name> Position:X:<X_Coordinate> Y:<X_Coordinate>
If you add a new rank don't forget to add the number to the RanksToReleaseWhenAttacking parameter. The number of Positions you have in all your RankInfo lines must be equal to the number you defined in Slots. The number of Positions you have for each UnitType must be equal to the number you defined for each Object in their InitialPayload line.

I think I covered everything... :) :popcorn:

#3 ddwagnz

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Posted 03 December 2006 - 07:32 AM

I've been here before but not for a very long time and lost my account so i created another one hoping to find LOTR Realistic Mod but its obviously disbanded

thanks very much, what about the banner carrier's if i was to set the number of units in a group to 1 and wanted to build a banner carrier separate

Edited by ddwagnz, 03 December 2006 - 07:34 AM.


#4 Radspakr Wolfbane

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Posted 03 December 2006 - 11:46 AM

if your going to reduce the units in a horde to one you'd be better off just building the unit alone.
as for the banner carrier he can be built sperately just check out commandbutton.ini and you should find him then just add him to the commandset of the buidling you want.

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#5 ddwagnz

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Posted 03 December 2006 - 09:25 PM

would you be able to help find it as i dont know what i am looking for in the commandbutton.ini
sorry if i sound really n00bish but this is the first time i am really going to try and edit bfme hehe

EDIT: could i get someone to send me clean copies of the hordes please as i want to re edit them but with a fresh copy

Edited by ddwagnz, 03 December 2006 - 09:31 PM.


#6 Phil

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Posted 04 December 2006 - 10:21 AM

You are looking for code like this:

CommandButton Command_ConstructRohanBannerUnit
Command = UNIT_BUILD
Object = RohanBanner
Options = CANCELABLE
;Options = NEED_UPGRADE
;NeededUpgrade = Upgrade_StructureLevel2
TextLabel = CONTROLBAR:ConstructRohanBannerUnits
ButtonImage = BRArmory_Banner
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipConstructRohanBannerUnits
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
;UnitSpecificSound = GondorPorterVoiceBuy____________________
End

Nice as EA was, they left it active and you can just add this command to whatever building you want, for example the Rohan Archery Range (makes most sense to me):

CommandSet RohanArcherRangeCommandSet
1 = Command_ConstructRohanArcherHorde
2 = Command_ConstructRohanElvenWarriorHorde
3 = Command_PurchaseTechnologyRohanFireArrows
4 = Command_ConstructRohanBannerUnit
5 = Command_Sell
End

This should already be enough to produce banner carriers that can be combined with your hordes...

For the files, here you go:

Attached Files


Edited by Dark Lord of the Sith, 04 December 2006 - 10:22 AM.

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#7 ddwagnz

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Posted 04 December 2006 - 01:05 PM

thanks for that!

#8 Phil

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Posted 04 December 2006 - 01:07 PM

No prob. Just post if you have any further questions...

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#9 ddwagnz

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Posted 04 December 2006 - 10:50 PM

ohhhh and turning off the upgrade part for when the unit gains rank and stop it getting more units from using the heal! lol

#10 Phil

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Posted 05 December 2006 - 02:43 PM

I didn't really get the first one, maybe you could explain it again?

And for the second, go to object/system/system.ini, then look for PlayerHealSpecialPower. Now comment out the OCL line, like this:

Behavior = PlayerHealSpecialPower ModuleTag_Heal
SpecialPowerTemplate = SpellBookHeal
HealAffects = INFANTRY CAVALRY MONSTER MACHINE
HealAmount = 0.8 ; 1.0 ; 0.5 = 50% of maximum health
HealRadius = SPELL_HEAL_RADIUS_UNIT_SCAN
HealFX = FX_SpellHealUnitHealBuff ;FX_DefaultUnitHealBuff
; To replenish hordes a bit
add this semicolon ----> ; HealOCL = OCL_HealSpellHordeReplenishPing
AvailableAtStart = No
End


Edited by Dark Lord of the Sith, 05 December 2006 - 02:44 PM.

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#11 ddwagnz

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Posted 05 December 2006 - 06:07 PM

like when the unit gains the banner carrier (without adding it at start) is there a way to turn that off so that it only gets added if you build it and then add it to a horde




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