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Nazgûls "Special Extended Edition"


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#481 Rob38

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Posted 23 March 2007 - 07:03 AM

Make sure you have this behavior somewhere in the code. It allows upgrades to be purchased.


Behavior = ProductionUpdate ProductionUpdateModuleTag
		GiveNoXP = Yes
		End

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#482 Lauri

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Posted 23 March 2007 - 11:53 AM

he fixed it :p

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#483 Nazgûl

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Posted 23 March 2007 - 02:15 PM

Thanks though Rob, it was exactly that, that was missing! :)

Which also leads me back to the F-ING rain... PLEASE help out if you have any ideas about why the Freezing Rain don't work. Check the sub forum for all info in the ToDO list... :p

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#484 Guest_Guest_*

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Posted 24 March 2007 - 08:03 PM

Sorry for not registerin my activation email never comes through for some reason. Anyway, im not good @ this moddin stuff so any help would be greatly appreciated.
I get this error when i load up the game, i cant read pdf files cuz i havent got adobe software. Can someone give me a quick explaination if im doing this wrong. Insert SEE.big into BFME2 folder and click the shortcut.



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Thanks

#485 zimoo

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Posted 24 March 2007 - 08:26 PM

It's run uisng the -mod command, not a file switch.
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#486 Nazgûl

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Posted 24 March 2007 - 08:26 PM

Go to my sub forum and look in the thread there about installation problems :p

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#487 m@tt

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Posted 24 March 2007 - 09:21 PM

Make sure your using a real email address, and btw the Adobe Reader software is completely free and is available on their website
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#488 Nazgûl

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Posted 25 March 2007 - 03:23 AM

Thans Gollum, good point :p

I got new info about the Freezing Rain bug... It works - on Weathertop map???????? So it might work on others too... but it doesn't work on Isengard map for instance. So now we have a power that always works for the AI but only on certain maps for the player??? Is THAT weird or what? Then I guess it's map related, like the zoom that only works for some maps??? :(

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#489 Rob38

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Posted 25 March 2007 - 08:26 PM

I think I may know the problem. You see, some maps use certain serttings that prevent the rain from being seen. I came across this in the erebor fortress map. I wanted to check what they did with the rain since there was both an inside and outside part of the map. What I found out was that they made it so that you could barely see the rain effects in it. I searched around to see how EA did that, and the only explanation I could find was in the cloud settings in the map.ini filie. Apparently, by changing those settings, they were able to make the rain not appear in the map. However, everything else such as the debuff still worked fine. I have a feeling this is also why they took away the lightning in the freezing rain power also. Hopefully, that will solve the problem you've been having for a long time.

Edited by Rob38, 25 March 2007 - 08:28 PM.

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#490 Nazgûl

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Posted 25 March 2007 - 11:38 PM

Great news Rob! I've also found lots of interesting things about this bug... DO check them out here:
SEE sub forum - breaking news about the rain bug!

I have no idea how to correct it though. I never modded map.ini's :blush:

But it sounds logical, cause EA would have needed a code that prevents the rain to rain inside stuff, like Erebor naturally. And maybe that code has "slipped" into maps where it shouldn't have?

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#491 Lauri

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Posted 26 March 2007 - 12:53 PM

but... isn't the problem the fact that the AI can use it, while the player can't?

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#492 Sûlherokhh

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Posted 26 March 2007 - 01:06 PM

Another question is, can the AI use freezing rain above level 2 MT or inside Erebor?

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#493 Nazgûl

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Posted 26 March 2007 - 01:45 PM

Those things - I'm not 100% sure about, but I do remember that on one of those maps where it does not rain at all (except above water like I discovered now), the AI can use it all over, yes. So might it be a bug that is connected to the AI codes then?

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#494 Nazgûl

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Posted 31 March 2007 - 03:14 AM

Hi guys!
I've made the Grond a hell of a lot bigger, and the trolls somewhat too, but that means I have to:
1) adjust the trolls so they stand closer to the pillars on the Grond! (They hold their hands a bit away now)
> Would that recuire modeling?

2) adjust the distance from which the Grond stops in front of a target! (so it doesn't stop to late with the nose half way in). This shouls be codes? AttackRange maybe??

3) increase the area where the Grond crushes things under it, so that it is bigger like the model! Should also be codes right?

Any good ideas? :xcahik_:

Edited by Nazgûl, 31 March 2007 - 04:59 AM.

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#495 Lauri

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Posted 31 March 2007 - 03:30 PM

1) Scale the trolls too... their a separate object you know :xcahik_: but that will probably scale the trolls for the siege tower too though....

2) I think it's attack range :mellow:

3) dunno really....

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#496 Nazgûl

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Posted 31 March 2007 - 08:31 PM

Yes I scaled the trolls too so the match the other trolls ;)

...and the trolls somewhat too...


That does however not make them fully grab the pillars, but merely touching them, but I guess it's a minor issue though, and it would probably require modeling.

2) I'll test that :p

3) Anyone else?

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#497 Nazgûl

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Posted 01 April 2007 - 03:41 AM

Here's a close up of the Grond trolls and the Sige Tower trolls, together with a "free" Cave troll, just to show how well they match up in size now despite the Grond beeing modified to "natural" size now ;)
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As you can see the trolls SHOULD be a bit closer to the pillars to hold them instead of pushing with fingertips, but I think that would require modeling... and it's petty details, so I guess that*ll have to do. At least the Grond actually looks like a grond now and not a baby wagon :p

If anyone knows how to increase the AREA that the grond crushes things underneath, plz let me know... ^_^

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#498 Nazgûl

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Posted 01 April 2007 - 05:35 PM

I tried to give this to Grond...

Weapon GrondCrush; Used when the Grond crush an enemy.
  LeechRangeWeapon	  = Yes
  AttackRange		   = 9999999.0
  MeleeWeapon		   = No
  DelayBetweenShots	 = 0		  ; time between shots, msec
  PreAttackDelay		= 0;PreAttackDelay+FiringDuration = UseWeaponTiming = Yes duration
  PreAttackType		 = PER_SHOT 
  FiringDuration		= 0;
  FireFX				= FX_GenericCrushImpactSound

  DamageNugget					  ; A basic Nugget that just does damage
	Damage		= M_GROND_CRUSH_DAMAGE		; A whole lot of damage.
	Radius		= 100.0 //0.0;Trying to match it's size! No worky
	DelayTime	 = 0
	DamageType	= CRUSH
	DeathType	 = CRUSHED
  End
End


But the RADIUS doesn't seem to make any difference? It still uses the decal size for crush area? Any ideas??

EDIT: never mind, I cracked it after... like 12 hours of experimenting with codes... :p

Edited by Nazgûl, 02 April 2007 - 01:49 AM.

// C}{riZpc_punch.gif
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#499 Nazgûl

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Posted 03 April 2007 - 03:56 AM

Allright... now I've hit a barrier again.... :p

I'm trying to alter the Dragon Nest creature from the little Fire Drake, to Drogoth. This in a way to cerrespond to Gwaihir for the Elves. Now - I've made him a child object called "WildFortressDragon" (again based on the way Gwaihir works for this). In WildFortress.ini I've changed ThingToSpawn into that object, but no dragon appears? I know it not an asset problem so don't sugest that :p This should merey be an issue of moving a unit from one button to another. When the upgrade (nest) is bought and built, the button lights up, and I can press the button, and the timer starts. But why won't he spawn? :p

Help out? :p

// C}{riZpc_punch.gif
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#500 Sûlherokhh

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Posted 03 April 2007 - 07:05 AM

Could you show me the new creature's ini-file plus the relevant parts of the fortress / dragon cave that you changed? If the new creature is a HERO with a respawn body, there will have to be adjustments to the whole hero build commandset, which we'll have to deal with anyway, if we are going to have the 4 hobbits built in the hobbit smial.

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