Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Nazgûls "Special Extended Edition"
#483
Posted 23 March 2007 - 02:15 PM
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...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#484 Guest_Guest_*
Posted 24 March 2007 - 08:03 PM
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.
Thanks
#486
Posted 24 March 2007 - 08:26 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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#488
Posted 25 March 2007 - 03:23 AM
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??? :(
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#489
Posted 25 March 2007 - 08:26 PM
Edited by Rob38, 25 March 2007 - 08:28 PM.
#490
Posted 25 March 2007 - 11:38 PM
SEE sub forum - breaking news about the rain bug!
I have no idea how to correct it though. I never modded map.ini's
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?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#492
Posted 26 March 2007 - 01:06 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#493
Posted 26 March 2007 - 01:45 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#494
Posted 31 March 2007 - 03:14 AM
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?
Edited by Nazgûl, 31 March 2007 - 04:59 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#496
Posted 31 March 2007 - 08:31 PM
...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
3) Anyone else?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#497
Posted 01 April 2007 - 03:41 AM
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
If anyone knows how to increase the AREA that the grond crushes things underneath, plz let me know...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#498
Posted 01 April 2007 - 05:35 PM
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...
Edited by Nazgûl, 02 April 2007 - 01:49 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#499
Posted 03 April 2007 - 03:56 AM
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 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?
Help out?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#500
Posted 03 April 2007 - 07:05 AM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
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