Nazgûls "Special Extended Edition"
#181
Posted 23 January 2007 - 03:48 AM
Ok...here we go...let's see if I can get all the Rohirrim code pasted here..
this is the rohancavalry.ini (it's located in object>goodfaction>units>rohan ) -
[codebox]
;------------------------------------------------------------------------------
;
; RohanCavalry.ini
;
;------------------------------------------------------------------------------
;; ----------------------------------------------------------------------------------------------
; Rohirrim
Object RohanRohirrimArcher ; with arrows
; *** ART Parameters ***
; NOTE: If you are updating any of the art parameters, you should really check
; GondorCavalryRiderless in FactionSubObject.ini and see if it needs to be updated
UpgradeCameo1 = Upgrade_FireArrows
SelectPortrait = UPGondor_Rohirrim
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = Yes
MaxRandomTextures = 1
MaxRandomAnimations = 1
MaxAnimFrameDelta = 15
End
LodOptions = MEDIUM
AllowMultipleModels = No
MaxRandomTextures = 2
MaxRandomAnimations = 2
MaxAnimFrameDelta = 10
End
LodOptions = HIGH
AllowMultipleModels = Yes
MaxRandomTextures = 4
MaxRandomAnimations = 2
MaxAnimFrameDelta = 1
End
;--------------------------------------------------
; new method
RandomTexture = RUHorse01.tga 0 RUHorse03.tga
RandomTexture = RUHorse02.tga 0 RUHorse03.tga
RandomTexture = RUHorse03.tga 0 RUHorse03.tga
RandomTexture = RUHorse04.tga 0 RUHorse03.tga
;--------------------------------------------------
;Random Rohirrim Riders textures - new method
RandomTexture = RURohrm01.tga 0 RURohrm02.tga
RandomTexture = RURohrm02.tga 0 RURohrm02.tga
RandomTexture = RURohrm03.tga 0 RURohrm02.tga
RandomTexture = RURohrm04.tga 0 RURohrm02.tga
ParticlesAttachedToAnimatedBones = yes
; Spear.
DefaultModelConditionState
Model = RURhrmArch_SKN
WeaponLaunchBone = PRIMARY FIREAROWTIP
End
; Flaming arrows + bow.
ModelConditionState = USER_2
Model = RURhrmArch_SKN
WeaponLaunchBone = PRIMARY FIREAROWTIP
ParticleSysBone = FireArowTip arrowFire FollowBone:Yes
End
IdleAnimationState
StateName = Idle
Animation = IdleB
AnimationName = RURhrmArch_SKL.RURhrmArch_IDLB
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
AnimationState = PASSENGER
Animation = grabbed
AnimationName = RURhrmArch_SKL.RURhrmArch_GBDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
; --- stunned anims
AnimationState = FREEFALL
Animation = free fall
AnimationName = RURhrmArch_SKL.RURhrmArch_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING
Animation = JustDie
AnimationName = RURhrmArch_SKL.RURhrmArch_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
; This is the no-spawn-horse type of death
AnimationState = DYING SPLATTED
Animation = splatted
AnimationName = RURhrmArch_SKL.RURhrmArch_LNDA
AnimationMode = ONCE
AnimationBlendTime = 2
End
FXEvent = Frame:2 Name:FX_SplatDust
End
AnimationState = DYING
Animation = JustDie
AnimationName = RURhrmArch_SKL.RURhrmArch_DIEA
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP
Animation = StandUp
AnimationName = RURhrmArch_SKL.RURhrmArch_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = Land
AnimationName = RURhrmArch_SKL.RURhrmArch_LNDA
AnimationMode = ONCE
End
End
; Shooting whilst moving - 4 versions, one for each side.
;---------------------------------------------------------------------------------------------------------
AnimationState = FIRING_OR_PREATTACK_A MOVING TURRET_ANGLE_90
Animation = MoveAndFireBow
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKF
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
AnimationState = FIRING_OR_PREATTACK_A MOVING TURRET_ANGLE_180
Animation = MoveAndFireBow
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKH
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
AnimationState = FIRING_OR_PREATTACK_A MOVING TURRET_ANGLE_270
Animation = MoveAndFireBow
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKJ
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
AnimationState = FIRING_OR_PREATTACK_A MOVING
Animation = MoveAndFireBow
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKD
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
;---------------------------------------------------------------------------------------------------------
;;======= BACKING UP
AnimationState = MOVING BACKING_UP
Animation = BACKING UP
AnimationName = RURhrmArch_SKL.RURhrmArch_BAKA
AnimationMode = LOOP
End
End
AnimationState = MOVING TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RURhrmArch_SKL.RURhrmArch_TNL1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = MOVING TURN_RIGHT_HIGH_SPEED
Animation = TurnRight
AnimationName = RURhrmArch_SKL.RURhrmArch_TNR1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = RURhrmArch_SKL.RURhrmArch_WLKA
AnimationMode = LOOP
End
End
AnimationState = MOVING TURN_LEFT
Animation = TurnLeft
AnimationName = RURhrmArch_SKL.RURhrmArch_TRNL
AnimationMode = LOOP
End
End
AnimationState = MOVING TURN_RIGHT
Animation = TurnRight
AnimationName = RURhrmArch_SKL.RURhrmArch_TRNR
AnimationMode = LOOP
End
End
AnimationState = MOVING ENGAGED
Animation = Moving_Engaged
AnimationName = RURhrmArch_SKL.RURhrmArch_RUNC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
; AnimationState = MOVING WALKING
; Animation = Walk1
; AnimationName = RURhrmArch_SKL.RURhrmArch_WLKB
; AnimationMode = LOOP
; Distance = 25
; End
; End
AnimationState = MOVING ACCELERATE
Animation = RunA
AnimationName = RURhrmArch_SKL.RURhrmArch_ACCL
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING DECELERATE
Animation = RunA
AnimationName = RURhrmArch_SKL.RURhrmArch_DECL
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING
Animation = RunA
AnimationName = RURhrmArch_SKL.RURhrmArch_RUNA
AnimationMode = LOOP
Distance = 40
End
Flags = RANDOMSTART
End
; Shooting with Fire Upgrade - 4 versions, one for each side.
;---------------------------------------------------------------------------------------------------------
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_90
Animation = AttackA1
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKL
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_180
Animation = AttackA1
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKN
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_270
Animation = AttackA1
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKP
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_PLAYER_UPGRADE USER_2
Animation = AttackA1
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
;---------------------------------------------------------------------------------------------------------
; Shooting - 4 versions, one for each side.
;---------------------------------------------------------------------------------------------------------
AnimationState = FIRING_OR_PREATTACK_A TURRET_ANGLE_90
Animation = AttackA1
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKL
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
AnimationState = FIRING_OR_PREATTACK_A TURRET_ANGLE_180
Animation = AttackA1
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKN
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
AnimationState = FIRING_OR_PREATTACK_A TURRET_ANGLE_270
Animation = AttackA1
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKP
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = AttackA1
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
;---------------------------------------------------------------------------------------------------------
AnimationState = BETWEEN_FIRING_SHOTS_A
Animation = BetweenFiringShots
AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA
AnimationMode = LOOP
AnimationBlendTime = 15
End
End
;;--------------------- EMOTIONS ----------------------------------------------------------------------------------
;;===== TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
Animation = TerrorFromTheSky
AnimationName = RURhrmArch_SKL.RURhrmArch_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR
Animation = TerrorFromTheSky
AnimationName = RURhrmArch_SKL.RURhrmArch_RUNB
AnimationMode = LOOP
End
End
;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID
Animation = Apprehensive
AnimationName = RURhrmArch_SKL.RURhrmArch_APPA
AnimationMode = LOOP ;Change this to ONCE if adding additional anims
End
End
;;======= AFRAID
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = RURhrmArch_SKL.RURhrmArch_FERA
AnimationMode = LOOP
End
; Animation = FERB
; AnimationName = RURhrmArch_SKL.RURhrmArch_FERB
; AnimationMode = LOOP
; End
End
;;======= CELEBRATING
; This is what happens when Theo gives his rousing speech
AnimationState = EMOTION_CELEBRATING
Animation = CheerA
AnimationName = RURhrmArch_SKL.RURhrmArch_CHRA
AnimationMode = ONCE
End
Animation = CheerB
AnimationName = RURhrmArch_SKL.RURhrmArch_CHRB
AnimationMode = ONCE
End
Animation = CheerD
AnimationName = RURhrmArch_SKL.RURhrmArch_CHRD
AnimationMode = ONCE
End
Animation = Salute
AnimationName = RURhrmArch_SKL.RURhrmArch_SLTA
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
;;======= TAUNTING
AnimationState = EMOTION_TAUNTING
Animation = Taunting
AnimationName = RURhrmArch_SKL.RURhrmArch_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = RURhrmArch_SKL.RURhrmArch_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
;;======= POINTING
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = RURhrmArch_SKL.RURhrmArch_PNTA
AnimationMode = LOOP
End
End
;;======== ALERT
AnimationState = EMOTION_ALERT
Animation = IDLA
AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA
AnimationMode = LOOP
End
End
AnimationState = ATTACKING
Animation = Reloading
AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA
AnimationMode = LOOP
End
End
;;-------------------- SELECTED ---------------------------------------------------------------
AnimationState = SELECTED
StateName = State_Selected
SimilarRestart = Yes
Animation = AtAttention
AnimationName = RURhrmArch_SKL.RURhrmArch_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
EndScript
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = RURhrmArch_SKL.RURhrmArch_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
TransitionState = TRANS_Selected_to_Idle
Animation = ATNC
AnimationName = RURhrmArch_SKL.RURhrmArch_ATNA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.8 1.2
End
Flags = START_FRAME_LAST
End
End
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING
End
End
; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing
; GondorCavalryRiderless in FactionSubObject.ini
; ***DESIGN parameters ***
Side = Obsolete
EditorSorting = UNIT
ThreatLevel = 2.0
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
; Weapon Sets
WeaponSet
Conditions = None
Weapon = PRIMARY RohanRohirrimBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = RohirrimArmor
DamageFX = NormalDamageFX
End
ArmorSet ;Horse Shield
Conditions = PLAYER_UPGRADE
Armor = RohirrimHeavyArmor
DamageFX = NormalDamageFX
End
BountyValue = ROHAN_ROHIRRIM_BOUNTY_VALUE
VisionRange = ROHAN_ROHIRRIM_ARCHER_HORDE_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
SelectPortrait = SP_Gondor_Horseman
DisplayName = OBJECT:RohanRohirrimArcher
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1
CrushWeapon = RohirrimCrush
MinCrushVelocityPercent = 40 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 20 ; Lose 20 percent of max velocity when crushing.
CrushKnockback = 40;
CrushZFactor = 1.0;
CommandSet = RohanRohirrimCommandSet
CommandPoints = 4
; *** AUDIO Parameters ***;
;VoiceAmbushed = RohirrimVoiceAmbushed (not recorded)
VoiceAttack = RohirrimVoiceAttackBow
VoiceAttackAir = RohirrimVoiceAttackBow
VoiceAttackCharge = RohirrimVoiceAttackBow
VoiceAttackStructure = RohirrimVoiceAttackBow
VoiceAttackMachine = RohirrimVoiceAttackBow
VoiceCreated = RohirrimArcherVoiceSalute
VoiceFullyCreated = RohirrimArcherVoiceSalute
VoiceMove = RohirrimVoiceMove
VoiceMoveToCamp = RohirrimVoiceMoveCamp
VoiceMoveWhileAttacking = RohirrimVoiceDisengage
VoicePriority = 53
VoiceRetreatToCastle = RohirrimVoiceRetreat
VoiceSelect = RohirrimVoiceSelectMS
VoiceSelectBattle = RohirrimArcherVoiceSelectBattle
VoiceEnterStateAttack = RohirrimVoiceEnterStateAttackBow
VoiceEnterStateAttackCharge = RohirrimVoiceEnterStateAttackBow
VoiceEnterStateAttackStructure = RohirrimVoiceEnterStateAttackBow
VoiceEnterStateAttackMachine = RohirrimVoiceEnterStateAttackBow
VoiceEnterStateMove = RohirrimVoiceEnterStateMove
VoiceEnterStateMoveToCamp = RohirrimVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = RohirrimVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = RohirrimVoiceEnterStateRetreat
VoiceGuard = RohirrimVoiceMove
SoundCrushing = RohirrimCrushing ;Sound made when crushing another unit underhoof
SoundImpact = ImpactHorse
SoundMoveStart = GondorHorseMoveStart
CrowdResponseKey = GoodMen
;UnitSpecificSounds
;End
#include "..\..\..\Includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURhrmArch_SKL.RURhrmArch_ACCL Frames: 8 30
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURhrmArch_SKL.RURhrmArch_RUNA Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURhrmArch_SKL.RURhrmArch_RUNB Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURhrmArch_SKL.RURhrmArch_RUNC Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURhrmArch_SKL.RURhrmArch_TNL1 Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURhrmArch_SKL.RURhrmArch_TNR1 Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURhrmArch_SKL.RURhrmArch_TRNL Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURhrmArch_SKL.RURhrmArch_TRNR Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURhrmArch_SKL.RURhrmArch_ATKD Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURhrmArch_SKL.RURhrmArch_ATKF Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURhrmArch_SKL.RURhrmArch_ATKH Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURhrmArch_SKL.RURhrmArch_ATKJ Frames: 0
AnimationSound = Sound: HorseWhinny Animation: RURhrmArch_SKL.RURhrmArch_CHRB Frames: 8
AnimationSound = Sound: HorseWhinny Animation: RURhrmArch_SKL.RURhrmArch_CHRC Frames: 15
AnimationSound = Sound: HorseWhinny Animation: RURhrmArch_SKL.RURhrmArch_DIEA Frames: 0
AnimationSound = Sound: HorseWhinny Animation: RURhrmArch_SKL.RURhrmArch_DIEB Frames: 0
AnimationSound = Sound: BodyFallGeneric1 Animation: RURhrmArch_SKL.RURhrmArch_DIEA Frames: 10 46
AnimationSound = Sound: BodyFallGeneric1 Animation: RURhrmArch_SKL.RURhrmArch_DIEB Frames: 11
AnimationSound = Sound: BodyFallGeneric1 Animation: RURhrmArch_SKL.RURhrmArch_LNDA Frames: 3 11
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
ThingClass = CAVALRY_UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT ARCHER
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS ;
MaxHealth = ROHAN_ROHIRRIM_ARCHER_HEALTH ;ROHAN_ROHIRRIM_HEALTH
MaxHealthDamaged = ROHAN_ROHIRRIM_ARCHER_HEALTH_DAMAGED ;ROHAN_ROHIRRIM_HEALTH_DAMAGED
;RecoveryTime = ROHAN_ROHIRRIM_HEALTH_RECOVERY_TIME ;
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = RohirrimFunctions
AttackPriority = AttackPriority_Cavalry
Turret
TurretTurnRate = 360 ; turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
End
LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_NORMAL
Speed = NORMAL_CAVALRY_MEMBER_SPEED
End
LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_COMBO
Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 ;msec
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
; RohanRohirrimArcher
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_08
; Die and don't spawn horse
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 1.0 ; in Dist/Sec
DestructionDelay = 15000
;ProbabilityModifier = 33
Sound = INITIAL RohirrimVoiceDie
End
; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Man Man_Male Unit Cavalry Rohirrim_Archer
End
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_RohanHeavyArmorForRohirrimArchers
UpgradeTexture = RURohrm01.tga 0 RURohrm01HA.tga
UpgradeTexture = RURohrm02.tga 0 RURohrm02HA.tga
UpgradeTexture = RURohrm03.tga 0 RURohrm03HA.tga
UpgradeTexture = RURohrm04.tga 0 RURohrm04HA.tga
UpgradeTexture = RUHorse01.tga 0 RUHorse01HA.tga
UpgradeTexture = RUHorse02.tga 0 RUHorse02HA.tga
UpgradeTexture = RUHorse03.tga 0 RUHorse03HA.tga
UpgradeTexture = RUHorse04.tga 0 RUHorse04HA.tga
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade FireArrows_Upgrade
TriggeredBy = Upgrade_GondorFireArrows
ShowSubObjects = FireArowTip ; arrownock
End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_GondorHeavyArmor
ArmorSetFlag = PLAYER_UPGRADE
End
Behavior = WeaponSetUpgrade ModuleTag_FireArrows
TriggeredBy = Upgrade_GondorFireArrows
RequiresAllTriggers = Yes
CustomAnimAndDuration = AnimState:USER_2 AnimTime:0 TriggerTime:0 ;set flag forever
End
Geometry = CYLINDER
GeometryMajorRadius = 16
GeometryMinorRadius = 16
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_DECAL
ShadowSizeX = 30;
ShadowSizeY = 21;
ShadowTexture = ShadowI;
End
[/codebox]
This is the related code I found in Commandbutton.ini -
[codebox]
CommandButton Command_ToggleFormationRohirrimArcher
Command = HORDE_TOGGLE_FORMATION ;;Rohirrim
Options = TOGGLE_IMAGE_ON_FORMATION OK_FOR_MULTI_SELECT
; ButtonImage = UCFormation_Wedge UCFormation_Line
ButtonBorderType = ACTION
TextLabel = CONTROLBAR:ToggleWedgeFormation CONTROLBAR:ToggleLineFormation
DescriptLabel = CONTROLBAR:ToolTipToggleRohirrimArcherLineToWedgeFormation CONTROLBAR:ToolTipToggleRohirrimArcherWedgeToLineFormation
InPalantir = Yes
DoubleClick = Yes
UnitSpecificSound = RohirrimVoiceWedgeFormation RohirrimVoiceLineFormation
End
CommandButton Command_ToggleRohirrimWeapon
Command = TOGGLE_WEAPONSET
Options = TOGGLE_IMAGE_ON_WEAPONSET OK_FOR_MULTI_SELECT
FlagsUsedForToggle = WEAPONSET_TOGGLE_1
TextLabel = CONTROLBAR:ToggleRohirrimWeapons
ButtonImage = UCCommon_RohirrimBow UCCommon_RohirrimPike
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipToggleRohirrimWeapons
InPalantir = Yes
UnitSpecificSound = RohirrimVoiceModeBow RohirrimVoiceModeSpear
End
CommandButton Command_ConstructRohanRohirrimHorde
Command = UNIT_BUILD
Object = RohanRohirrimHorde
Options = NEED_UPGRADE CANCELABLE
NeededUpgrade = Upgrade_GondorStableLevel2
NeededUpgradeAny = Yes
TextLabel = CONTROLBAR:ConstructRohanRohirrimHorde
ButtonImage = BGStables_Rohirrim
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildRohanRohirrimHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
LacksPrerequisiteLabel = TOOLTIP:LackLevel2Stables
End
CommandButton Command_ConstructRohanRohirrimArcherHorde
Command = UNIT_BUILD
Object = RohanRohirrimArcherHorde
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructRohanRohirrimArcherHorde
ButtonImage = BGStables_Rohirrim
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildRohanRohirrimArcherHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
CommandButton Command_PurchaseUpgradeRohanForgedBladesForRohirrim
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanForgedBladesForRohirrim ;Upgrade_GondorForgedBlades
NeededUpgrade = Upgrade_TechnologyGondorForgedBlades ;Rohirrim now combined with gondor to form Men of the West
TextLabel = CONTROLBAR:PurchaseUpgradeRohanForgedBlades
ButtonImage = BRArmory_ForgedBlades
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanForgedBlades
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanForgedBlades
End
CommandButton Command_PurchaseUpgradeRohanHeavyArmorForRohirrim
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanHeavyArmorForRohirrim ;Upgrade_GondorHeavyArmor
NeededUpgrade = Upgrade_TechnologyGondorHeavyArmor
TextLabel = CONTROLBAR:PurchaseUpgradeRohanHeavyArmor
ButtonImage = BRArmory_HeavyArmor
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanHeavyArmor
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanHeavyArmor
End
CommandButton Command_PurchaseUpgradeRohanFireArrows
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanFireArrows ;Upgrade_GondorFireArrows
NeededUpgrade = Upgrade_TechnologyGondorFireArrows
TextLabel = CONTROLBAR:FireArrowUpgrade
ButtonImage = BRArcheryRange_FireArrows
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanFireArrows
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanFireArrows
End
CommandButton Command_PurchaseUpgradeRohanHeavyArmorForRohirrimArchers
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanHeavyArmorForRohirrimArchers
NeededUpgrade = Upgrade_TechnologyRohanHeavyArmor
TextLabel = CONTROLBAR:PurchaseUpgradeRohanHeavyArmor
ButtonImage = BRArmory_HeavyArmor
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanHeavyArmor
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanHeavyArmor
End
CommandButton Command_ConstructRohanRohirrim
Command = UNIT_BUILD
Object = RohanRohirrim
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructRohanRohirrimHorde
ButtonImage = BGStables_Rohirrim
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildRohanRohirrimHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
LacksPrerequisiteLabel = TOOLTIP:LackLevel2Stables
End
[/codebox]
This is the related Commandset.ini code -
[codebox]
CommandSet RohanRohirrimCommandSet
1 = Command_ToggleStance
2 = Command_ToggleRohirrimWeapon
3 = Command_PurchaseUpgradeRohanForgedBladesForRohirrim
4 = Command_PurchaseUpgradeRohanHeavyArmorForRohirrim
5 = Command_PurchaseUpgradeRohanFireArrows
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
End
CommandSet RohirrimHordeCommandSet
1 = Command_ToggleStance
2 = Command_ToggleRohirrimWeapon
3 = Command_PurchaseUpgradeRohanForgedBladesForRohirrim
4 = Command_PurchaseUpgradeRohanHeavyArmorForRohirrim
5 = Command_PurchaseUpgradeRohanBasicTraining
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
End
CommandSet RohirrimHordeBowCommandSet
1 = Command_ToggleStance
2 = Command_ToggleRohirrimWeapon
3 = Command_PurchaseUpgradeRohanFireArrows
4 = Command_PurchaseUpgradeRohanHeavyArmorForRohirrim
5 = Command_PurchaseUpgradeRohanBasicTraining
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
End
CommandSet RohirrimHordeCommandSet_Summoned
1 = Command_ToggleStance
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
End
CommandSet RohirrimArcherHordeCommandSet
1 = Command_ToggleStance
2 = Command_ToggleFormationRohirrimArcher
3 = Command_PurchaseUpgradeRohanHeavyArmorForRohirrimArchers
4 = Command_PurchaseUpgradeRohanFireArrows
5 = Command_PurchaseUpgradeRohanBasicTraining
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
End
[/codebox]
This is the upgrade.ini code -
[codebox]
Upgrade Upgrade_RohanBasicTraining
DisplayName = UPGRADE:GondorBasicTraining
Type = OBJECT
Tooltip = UPGRADE:GondorBasicTraining
BuildCost = GONDOR_PERSONAL_BASIC_TRAINING_BUILDCOST
BuildTime = GONDOR_PERSONAL_BASIC_TRAINING_BUILDTIME
ResearchCompleteEvaEvent = UpgradeBannerCarrierReady ;GondorBannerVoiceSalute
RequiredObjectFilter = NONE +GondorForge +RohanArmory +GondorArcherRange +GondorForbiddenPool +RohanArcherRange +GondorBarracks +ElvenBarracks +RohanStable +GondorStable +GondorKeep
StrategicIcon = AptStrategicUnitUpgradeBannerCarrier
End
Upgrade Upgrade_RohanFireArrows
DisplayName = UPGRADE:GondorFireArrowUpgrade
Type = OBJECT
Tooltip = TOOLTIP:GondorFlamingArrows
BuildCost = GONDOR_PERSONAL_FIRE_ARROWS_BUILDCOST
BuildTime = GONDOR_PERSONAL_FIRE_ARROWS_BUILDTIME
ResearchSound = UpgradeFlamingArrows
UpgradeFX = FX_PorterDeliverFlamingArrows
RequiredObjectFilter = ANY +GondorArcherRange +GondorForbiddenPool +GondorForge +RohanArmory +RohanArcherRange +GondorBarracks +ElvenBarracks +RohanStable +GondorStable +GondorKeep
StrategicIcon = AptStrategicUnitUpgradeArrow
End
Upgrade Upgrade_RohanForgedBladesForRohirrim
DisplayName = UPGRADE:GondorForgedBlades
Type = OBJECT
Tooltip = TOOLTIP:GondorForgedBlades
BuildCost = GONDOR_PERSONAL_FORGED_BLADES_BUILDCOST
BuildTime = GONDOR_PERSONAL_FORGED_BLADES_BUILDTIME
ResearchSound = UpgradeForgedBlades
UpgradeFX = FX_PorterDeliverForgedBlades
RequiredObjectFilter = NONE +GondorForge +RohanArmory +GondorArcherRange +GondorForbiddenPool +RohanArcherRange +GondorBarracks +ElvenBarracks +RohanStable +GondorStable +GondorKeep
StrategicIcon = AptStrategicUnitUpgradeBlade
End
Upgrade Upgrade_RohanHeavyArmorForRohirrim
DisplayName = UPGRADE:GondorHeavyArmor
Type = OBJECT
Tooltip = TOOLTIP:GondorHeavyArmor
BuildCost = GONDOR_PERSONAL_HEAVY_ARMOR_BUILDCOST
BuildTime = GONDOR_PERSONAL_HEAVY_ARMOR_BUILDTIME
ResearchSound = UpgradeHeavyArmor
UpgradeFX = FX_PorterDeliverHeavyArmor
ButtonImage = BRArmory_HeavyArmor
Cursor = ArmorUpgrade
RequiredObjectFilter = NONE +GondorForge +RohanArmory +GondorArcherRange +GondorForbiddenPool +RohanArcherRange +GondorBarracks +ElvenBarracks +RohanStable +GondorStable +GondorKeep
StrategicIcon = AptStrategicUnitUpgradeArmor
End
Upgrade Upgrade_TechnologyRohanBasicTraining
DisplayName = UPGRADE:RohanBasicTraining
Type = PLAYER
BuildCost = ROHAN_TECH_BASIC_TRAINING_BUILDCOST
BuildTime = ROHAN_TECH_BASIC_TRAINING_BUILDTIME
ResearchCompleteEvaEvent = UpgradeBannerCarrierTechnologyReady //RohanBannerVoiceSalute
End
Upgrade Upgrade_TechnologyRohanFireArrows
DisplayName = UPGRADE:RohanFireArrowUpgrade
Type = PLAYER
BuildCost = ROHAN_TECH_FIRE_ARROWS_BUILDCOST
BuildTime = ROHAN_TECH_FIRE_ARROWS_BUILDTIME
ResearchCompleteEvaEvent = UpgradeFlameArrowsReady
SkirmishAIHeuristic = AI_UPGRADEHEURISTIC_IMPORTANT
End
//-------------------
Upgrade Upgrade_TechnologyRohanForgedBlades
DisplayName = UPGRADE:RohanForgedBlades
Type = PLAYER
BuildCost = ROHAN_TECH_FORGED_BLADES_BUILDCOST
BuildTime = ROHAN_TECH_FORGED_BLADES_BUILDTIME
ResearchCompleteEvaEvent = UpgradeForgedBladesReady
End
Upgrade Upgrade_RohanForgedBlades
DisplayName = UPGRADE:RohanForgedBlades
Type = OBJECT
//Tooltip = TOOLTIP:RohanForgedBlades
BuildCost = ROHAN_PERSONAL_FORGED_BLADES_BUILDCOST
BuildTime = ROHAN_PERSONAL_FORGED_BLADES_BUILDTIME
ResearchSound = UpgradeForgedBlades
UpgradeFX = FX_PorterDeliverForgedBlades
SubUpgradeTemplateNames = Upgrade_RohanForgedBladesForPeasants Upgrade_RohanForgedBladesForElves //Upgrade_RohanForgedBladesForRohirrim
End
Upgrade Upgrade_TechnologyRohanHeavyArmor
DisplayName = UPGRADE:RohanHeavyArmor
Type = PLAYER
BuildCost = ROHAN_TECH_HEAVY_ARMOR_BUILDCOST
BuildTime = ROHAN_TECH_HEAVY_ARMOR_BUILDTIME
ResearchCompleteEvaEvent = UpgradeHeavyArmorReady
End
Upgrade Upgrade_RohanHeavyArmor
DisplayName = UPGRADE:RohanHeavyArmor
Type = OBJECT
//Tooltip = TOOLTIP:RohanHeavyArmor
BuildCost = ROHAN_PERSONAL_HEAVY_ARMOR_BUILDCOST
BuildTime = ROHAN_PERSONAL_HEAVY_ARMOR_BUILDTIME
ResearchSound = UpgradeHeavyArmor
UpgradeFX = FX_PorterDeliverHeavyArmor
ButtonImage = BRArmory_HeavyArmor
Cursor = ArmorUpgrade
SubUpgradeTemplateNames = Upgrade_RohanHeavyArmorForRohirrimArchers Upgrade_RohanHeavyArmorForElves Upgrade_RohanHeavyArmorForArchers Upgrade_RohanHeavyArmorForPeasants //Upgrade_RohanHeavyArmorForRohirrim
End
Upgrade Upgrade_RohanHeavyArmorForRohirrimArchers
DisplayName = UPGRADE:RohanHeavyArmor
Type = OBJECT
//Tooltip = TOOLTIP:RohanHeavyArmor
BuildCost = ROHAN_PERSONAL_HEAVY_ARMOR_BUILDCOST
BuildTime = ROHAN_PERSONAL_HEAVY_ARMOR_BUILDTIME
ResearchSound = UpgradeHeavyArmor
UpgradeFX = FX_PorterDeliverHeavyArmor
ButtonImage = BRArmory_HeavyArmor
Cursor = ArmorUpgrade
End
[/codebox]
hopefully that's it. It's possible I might have missed something, but I don't think I have. Hopefully you can do something with that code I posted.
You may find some extra armour/forgedblade/firearrow data in there, if that's the case just take what you do need...I merely copied relevant stuff on Rohirrim and Rohan units...some of it may not fit in with how your mod works.
Good luck.
#182
Posted 24 January 2007 - 06:51 PM
Moving on...
--------------
I've added the hobbit work pit as DwarvenWorkPit (called "diamond mine" in game (in my mod)) by using that model with the dwarven mine shaft object, and some alterations... But, how can I remove the garrisonable function from this object? I removed the code from KindOf, but that was not enough?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#183
Posted 25 January 2007 - 06:37 AM
In the battle tower and mineshaft object code (ie. dwarvenmineshaft.ini) I noticed code like this quite far down -
[codebox]
Behavior = TunnelContain ModuleTag_Contain
ObjectStatusOfContained = UNSELECTABLE ENCLOSED
ContainMax = 5
DamagePercentToUnits = 0%
PassengerFilter = ANY +INFANTRY +BANNER +CAVALRY -MONSTER -SUMMONED -COMBO_HORDE
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
NumberOfExitPaths = 1 // Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
PassengerBonePrefix = PassengerBone:ARROW_ KindOf:INFANTRY
EntryPosition = X:0.0 Y:0.0 Z:0.0
EntryOffset = X:80.0 Y:0.0 Z:0.0
ExitOffset = X:100.0 Y:0.0 Z:0.0
EnterSound = RuinedTowerEnterSound
KillPassengersOnDeath = No
ShowPips = No
ExitDelay = 0
End
[/codebox]
I believe that code controls the garrison behaviour of the object in question, removing such code from any object should, in theroy, render garrisoning it impossible.
Kindof only dictates certain global settings such as if a unit or object is scary or what type of object it is.
Garrison should be viewed more akin to a power or upgrade with relevant code and behaviour enteries.
As such you might wish to also check the commandbutton.ini, commandset.ini and any other normally relevant files where powers/upgrades might be found. (I know there's definately Garrison in the dwarvenmineshaft command set).
For now I'm tired...so I'll go and catch some zzz's....heh.
Hope this info helped tho.
#184
Posted 25 January 2007 - 03:12 PM
Here we go - the new Dwarven diamond mine!
Big radius... expensive... weak... but gives 200 extra CP and 500 cash/min!
Suits the dwarves perfectly!!!
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#186
Posted 25 January 2007 - 06:18 PM
Now, moving on again...
Adding GOTHMOG to Mordor!
Mordor needs an early game hero of "weaker" sort, compared to the nine Nazguls I have (inc WK) and Mouth of Sauron, whom are all pretty powerful and exensive... I need a Gothmog that can:
1) mount Warg, 2) have carnage 3) have leadership. That's enough. Does anyone know where I could find that? I know how to make images and buttons from scratch, so mostly I just need a working ini for Gothmog with these powers or similar... Perhaps someone could share that with me?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#187
Posted 25 January 2007 - 08:03 PM
You really really should get hold of the BFME The War mod. Even if you don't plan on useing it for gameing, it has a hell of a lot of useful code in there which releases hidden units and structures and adds the relevant code, thus saving time.
Since the site appears to be down though I have no idea where you would get it. I guess I can offer to send it via msn if you have msn messenger. It would be a lot quicker than me digging up code bits and posting them...lol.
There's a Gothmog in BFME The War...and he can ride a warg, I can't remember his other powers other than I believe he had leadership.
Gothmog has his own model...so he's another hidden. Unfortunately I beleive he uses Sharku's and Lurtz's sounds(depending on if he's mounted or on foot), but it don't look too shabby and works well.
Let me know if your interested in the msn thing.
Edit : I always thought the Hobbit Work Pit wasn't exactly a work pit (for the reason you described) but a tunnel that lead to an underground vault where they kept their food and other valuables. Bareing in mind their homes are, technically, underground I figured this to be a plausible reason for the vault. And the appearance of a work pit would throw strangers off the scent as to what was really down there....heh. I also find it ridiculous that they'd be cowering round the work pit in The Scouring of The Shire ending cut scene in the Evil Campaign....why would the remaining Hobbits be found there?....must be something important there.
They certainly seemed to be doing a lot of "oh nooo" and holding their arms and stuff like they didn't want to give something up too readily.
I agree that the work pit looks cool with the dwarves as well tho....nice screen shot.
Edited by BigRedKane, 25 January 2007 - 08:14 PM.
#188
Posted 25 January 2007 - 09:16 PM
And yeah, what I'm trying to do with my mod is adapt the game after the movies in terms of look and feel. And nowhere in the movie could I see anything resebling that work pit, for the hobbits. On the other hand, the only dwarf beeing visible in the movies is Gimli, but with any reference to them living in the lonely mountain and beeing miners, who would be better suited to have an aditional mine like that, then the dwarves
About Gothmog - yes I know theres a hidden model inside BFME2 as well, but I beleive hi's pretty much incomplete without any powers at all. So there's not much use adding him, since I suck at adding powers (I had HELL with the mount toggle of the 9 riders). Using TheWar could be an option. I have the mod on my drive, but I haven't tried it yet (to Zen's big disapointment *lol*), but from what I gather that unit is pretty incomplete to, but perhaps it's mostly sounds missing. I'll ask him...
However - with the lame looking add on RotWK (sorry, but the screen shots suck - whats with that big white wolf a´la "Black & White"?) isn't Gothmog a part of that add on? Perhaps I should get it just for that sake? *lol* Can anyone confirm him beeing in that add on? Is there a list of everything that comes with RotWK?
Edited by Nazgûl, 25 January 2007 - 09:17 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#190
Posted 25 January 2007 - 09:48 PM
Zen's Gothmog mod isn't too bad....the sounds would have been missing, but he added sounds from other units, so at least Gothmog has "some" sounds to round him off. And he does have powers, these are -
1)Toggle Mounted
2)Arrow Volley
3)Earth Shaker lvl 3
4)Beserker Rage lvl 4
5)Army Summon
I prefer useing Gothmog on foot from Zen's mod tho since he looks/sounds really mean with Lurtz's voice...heh. I might mod the mounted one with Lurtz's voice at some point...Sharku is too wimpy sounding for Gothmog....lol.
#191
Posted 25 January 2007 - 10:10 PM
He's on it but you shouldn't add him, or.... I don't really know about BFME2--RotWK stuff beeing added, legally....
Legally? Come again? You mean it would be illegal to ad something from RotWK to a BFME2 mod?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#192
Posted 25 January 2007 - 10:45 PM
Also make sure you get the american (U.S.) version of their ForceWare....altho I'm in the UK I tried that one and it didn't recognise my card...the U.S. one did though...lol..
You also might like to take a look at bfggaming.com from time to time.
My card (with the above driver support installed) supports directx 9.0c, yes.
I wouldn't have thought that adding units from ROTWK to BFME 2 would be illeagal provided you bought/owned a copy of both BFME 2 and the ROTWK expansion pack...that would just be silly...lol.
And asking for a list of what ROTWK adds to BFME 2 is just common sense....that's not asking for a free copy of the expansion...it's asking for what's IN the expansion in list form (ie new units and stuff), if EA can't provide that then maybe they need a new marketing team...lol...
#193
Posted 26 January 2007 - 12:06 AM
And as far as EA go thay need a LOT of new stuff... competent personel beeing one *lol* The BFME-series is simply a scam, and I guess that's why there's so many good modders out there that have learned to take a pile of dog pooh like this game and make it into a work of art... mohehe
Edited by Nazgûl, 26 January 2007 - 12:10 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#194
Posted 26 January 2007 - 12:56 AM
They also need a better map maker...World Builder looks so...unfinnished...lol. (I prefferred the map maker for Star Wars Galactic Battle Grounds, it was so easy to create a good map on that and your own campaigns...and look at how old that is now....still beats World Builder hands down...heh).
Aside from that I do like the emotions characters have in BFME 2 and the graphics and other bells and whistles....without the game we wouldn't have anything to mod in the first place, and they did a fairly good job with the layout of the code. I've tried modding some other games and they're pretty impossible to mod for without 5 thousand apps and a degree in programming...lol. This is a pretty easy game to mod, to an extent.
I believe your mod would be illeagal useing ROTWK content IF you re-distributed any of the content from ROTWK so other BFME 2 players could play your mod without the ROTWK expansion, such mods are best kept as private.
However, I doubt it'd be illeagal if your mod merely referenced material from ROTWK in an ini file so the player useing it must have ROTWK installed.
I reckon it's pretty much common sense.
Haven't you found any further information on ROTWK on EA's official site for it?....when I was there some time ago there was quite a few pics and movie clips and stuff....some of the new Create-A-Hero options for ROTWK look pretty cool (ie can now give wizards that "Gandalf" look and several Troll types etc)...I also liked the Witch King's new armour and horse.
#195
Posted 26 January 2007 - 01:47 PM
I will probably get the expansion today and set the mod up for expansion demand then... cause I really want a working Gothmog in game. The bad part of it is that I do think the original game sucks because of a numbur of reasons I have stated in the ReadMe. Mostly because of 1) Graphics and EA:s missleading advertising 2) Balance 3) Game not looking like the movies despite them having the rights to use it...
The expansion looks even LESS like the movies with that big white wolf for one, and units and colors that look more like a whole new universe. Almost sci-fi? I'm a movie buff, and my mod is all about catching that fantasy spirit and look of the movies. It I have to buy the expansion and set the mod up to needing that, just to get Gothmog I guess Im gonna have to. But I still think EA:s take on this whole licence is greatly underpowered from what it could have been... Thats where this mod comes in!
*going to game store*
>>> Btw: I tried Zens mod yesterday: TheWar and i could NOT get the Rohirrim to shoot whilst moving (riding)??? Are you SURE your version of TheWar has Rohirrim shooting arrows while riding??? :o
Edited by Nazgûl, 26 January 2007 - 01:49 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#196
Posted 27 January 2007 - 11:15 AM
Edited by adummy, 27 January 2007 - 11:17 AM.
#197
Posted 27 January 2007 - 11:49 AM
Besides, Ive seen a number of well knows mods out there that obviously have used items from RotWK, without setting the demand to have the expansion (I recognized several items when I first tried the expansion yesterday). Having said that, I still opt for this mod using the expansion as a prerequisite (how ever you spell that) in order to run. That can in NO WAY be illegal and I think EA couldn't care less how me mod the game as long as the get to sell their stuff?
As for the work pit... I guess that was just a personal thought about gameplay, and I agree... I just think the pit looks 10 times better as a dwarven mine. Or did you mean it is illegal to use something from the hobbits for the dwarves?
Edited by Nazgûl, 27 January 2007 - 11:50 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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