Nazgûls "Special Extended Edition"
#22
Posted 18 December 2006 - 11:30 AM
just a side note: it's not unrealistic, because supposedly there are multiple archers in thereIs there a universal code for the RATE of fire from all arrow-towers? (Cause they all semm to be equal?) I'd like to get rid of the machine gun like rapid fire rate, and change it to a more realistic rate...
anyway, DelayBetweenShots should be it, yeah
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#23
Posted 18 December 2006 - 01:10 PM
Thanks for the tip though. I'll experiment with the rate a bit and see if it works...
Next topics:
1) Is there a universal code for the fortressess and towers vision range and fireing range? In the mod I'm adjusting they're a BIT to far for comfort and they almost always start to fire at lairs far away... I'm almost certain one could adjust these in the separate factions, but there shold be a universal code as well?
2) The Eye of Sauron "spy spell" has its own unit ini, but what about other spy things like palantir vision and the crows (have I missed some?). How do one adjust their vision range? I'm trying to find them in specialpower and science?
3) This one is probably hard (or really simple) depending on how it's designed... The darn GLOW all unit weapons get from upgrades?: It makes them look like friggin jedi's and I would REALLY like to remove them ALL and replace with tooltip info stating upgrade - possible U think? I've looked into FX without result... I guess it should be where the same effect for armour is?
What you say 'o great mod masters...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#24
Posted 18 December 2006 - 02:24 PM
Behavior = SubObjectsUpgrade ForgedBlades_Upgrade TriggeredBy = Upgrade_IsengardForgedBlades ShowSubObjects = Forged_Blade End
Just remove (or comment) that bit, and the glow will be gone.
#25
Posted 18 December 2006 - 02:48 PM
#26
Posted 18 December 2006 - 03:20 PM
Behavior = SubObjectsUpgrade ForgedBlades_Upgrade TriggeredBy = Upgrade_IsengardForgedBlades ; ShowSubObjects = Forged_Blade Endcomment out that part....
or wait, am I all the way far away now?
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#28
Posted 18 December 2006 - 06:55 PM
Go find the different ini files. Look for VisionRange and ShroudClearingRange and also the weapon the towers use. I think all the vision ranges use one macro (gamedata.ini reference) per faction, so you'd have to edit all of them. You might have more luck with the range... go check the weapon of the towers in weapon.ini and look for AttackRange, which probably also uses a macro. No idea if it's one per tower type or one per faction and tower. Good luck anyway1) Is there a universal code for the fortressess and towers vision range and fireing range? In the mod I'm adjusting they're a BIT to far for comfort and they almost always start to fire at lairs far away... I'm almost certain one could adjust these in the separate factions, but there shold be a universal code as well?
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#29
Posted 22 December 2006 - 09:55 AM
the glow is not fx its a subobject attached to the object... its hidden and then that upgrade zimoo told u about over there shows the subobject... remove that Module like Zimoo said and it will disappear
Wait, so if I remove that part of subobjects for all the different factions upgrades (the forged blades), then it will remove the glow but NOT the upgrade itself? I hope I got that right - dont wanna mess up the actual upgrade, just the lok of it
Would that be 4 files or more? I mean is there a difference between forged blades for say Uruks and for Berzerkers???
Go find the different ini files. Look for VisionRange and ShroudClearingRange and also the weapon the towers use. I think all the vision ranges use one macro (gamedata.ini reference) per faction, so you'd have to edit all of them. You might have more luck with the range... go check the weapon of the towers in weapon.ini and look for AttackRange, which probably also uses a macro. No idea if it's one per tower type or one per faction and tower. Good luck anyway
I adjusted VisionRange and ShroudClearingRange of all the fortresses now (logic says the vision range should determine their ability to shoot far, and shroud their ability to clear the dark surroundings, right?), but I'm not sure how to find the corresponding codes for their weapons in the weapon.ini? Or do you mean the stand alone towers? (Not those connected to the fortress?)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#30
Posted 22 December 2006 - 11:40 AM
For your second part, go into the fortresses object ini, then search for WeaponSet. It should have a weapon defined there (probably ElvenFortressWeapon or something). Go into weapon.ini and search for that.
#31
Posted 22 December 2006 - 03:36 PM
They are:
GONDOR_STRUCTURE_ARCHER_RANGE
and
KEEP_ARCHER_RANGE
in gamedata.ini
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New topic:
I have added the Elven Guard from that famous mini mod with the same name... I've polished unit icons, pictures and tooltips, but there MUST be a way to alter the units from showing burning arrow heads when they're actually using silverthorn arrows?
The unit works fine otherwise, but I can't seem to alter the fire to the litle blue effect indicating silverthornupgrade.... I've looked at the other archers from the elven factions, but the code seems to be the same? What could be wrong?
Edited by Nazgûl, 22 December 2006 - 03:38 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#32
Posted 22 December 2006 - 03:39 PM
That may create the desired effect.
#33
Posted 22 December 2006 - 09:33 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#34
Posted 23 December 2006 - 03:01 AM
That silverthorn effect is done through modeling. My suggestion (completely untested), would be to give the unit a texture upgrade, which replaces the fire effect (exfiretorchseq.tga) with the silverthorn efect (exminerlight.tga).
That may create the desired effect.
Ok, I've looked at the possibility to change models, but that's waaay out of my league... I see the textures in FinalBIG but what to do with them? *lol* Somewhere something must tell the unit.ini to use a certain texture, but where could that be? But I think I'll have them shoot firearrows instead like I said. It's still pretty cool, and maybe just a good balance to not making this unit to powerful, since they good with their swords too...
NEW TOPIC: Hobbit Heroes recruitable from thier own barracks...
(I didn't want to barge in on Thranduils thread, cause this concerns separate stucture too)
My hobbits are recruitable through a hobbit house (hobbitbarracks) given to the elves (from BFME2.5 mod)... They have no timers, and they're set like Treebeard to: "MaxSimultaneousOfType = 1" to avoid having several hobbit heroes (multiple Frodo's and so on). This making the button in the hobbit barracks go and stay gray as long as the unit lives (like Treebeard from the Entmoot). But... when someone dies, say Frodo, his only option to respawn is through the fortress, since other structures don't support respawn. The barracks will just re-create him as a level 0 (new Frodo). When respawned the correct way through the fortress, his icon turs gray again in the barracks... But (again) the problem for me is that I need to terminate the option to recruit him more than 1 time from the barracks, otherwise you could still pump out several Frodo's by creating a new ones in the barracks each time he falls...
So:
How do I get the recruit icon in my hobbit barracks to stay gray even after a hobbit hero falls, if it can be done at all?
Edited by Nazgûl, 23 December 2006 - 03:10 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#35
Posted 23 December 2006 - 06:43 AM
AddModule Behavior = GrantUpgradeCreate ModuleTag_UpgradeCostume UpgradeToGrant = Upgrade_GandalfWhite End End AddModule Behavior = SubObjectsUpgrade Costume_2 TriggeredBy = Upgrade_GandalfWhite UpgradeTexture = exfiretorchseq.tga 0 exminerlight.tga RecolorHouse = No End End
I tried this for my Rohan Elven Warrior, but all I get is the arrowhead flashes green every few seconds. Did I do something wrong?
#36
Posted 23 December 2006 - 12:15 PM
About your question Nazgul, I can't think of a way off the top of my head. If it was only 1 hero you could have him grant an upgrade when created, which then triggers a new commandset for the barracks, but with all the hobbits that would get very messy.
#37
Posted 23 December 2006 - 05:51 PM
About the hobbits - yeah, this seems like quite a big problem too (I seem to find weird ways that can't be fixed easily, don't I) I guess I'll rethink this and make the HobbitHouse spawn regular hobbits only (like the inn), and move the heroes to the fortress only. Could someone tell me how to set CommandButton though, with these extra 4 heroes for the elves? I've tried commandcount 14 (from 10) but they end up on top of Elrond and the one next to him? I don't get it...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#39
Posted 23 December 2006 - 08:16 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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