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Nazgûls "Special Extended Edition"


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#561 Nazgûl

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Posted 01 June 2007 - 12:11 AM

Time to use my old thread again :)

Listen guys... I'm trying to put an END to the stupid "I'm gonna smash that building over there, with my pike, while those 15 guys slash and stab me in the back with their swords - oh yes I am!"

Adjusting attack order in SkirmishAI.. did'nt help that much.

I have two theories

1) Increasing units threat levels - will that help other units to attack them before structures?
2) This code found in Easterlings ini:

	Behavior						=	AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle	=	Yes ATTACK_BUILDINGS
		CanAttackWhileContained		=	Yes
		HoldGroundCloseRangeDistance=	80
		AILuaEventsList			   = IsengardFighterFunctions
		AttackPriority			= 	AttackPriority_Spearman
		BurningDeathTime		=	M_BURNINGDEATH_DURATION_INFANTRY
	End

...and this line: AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
Could that be it? :p

Edited by Nazgûl, 01 June 2007 - 12:12 AM.

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#562 Bart

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Posted 01 June 2007 - 07:25 AM

Wow, thanks DTP, but aint that post too god to be left in here only? You should make a copy in the tutorials section

I concur :p
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#563 Sûlherokhh

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Posted 01 June 2007 - 08:25 AM

I tried. Results were rather inconclusive. My estimate is that it helps, but only a bit. Adjusting Threat Levels may be a better idea and we should do this in addition to that. I have the feeling EA put in a lot of flags that get overridden by their AI. It seems they put in the new AI as an afterthought, like they ran out of time and used a crowbar to MAKE the AI do this and that, NO MATTER WHAT. Or maybe they were too lazy to make complex scripts again :p

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#564 Guest_Sorren2610_*

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Posted 23 February 2008 - 05:17 PM

hey due i downloaded your mod and got most of it done BUT for some starnge reason everytime i try to open it as sono as it gets past the cool loading screen when its supposed to load the mod it crash's and sais game.dat has encountered a problem and needs to close can you please tell me how to fix this problem it would be EXTREMELY greatfull thanks :p

#565 m@tt

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Posted 23 February 2008 - 05:22 PM

Use their forums :p

http://forums.revora...?showforum=1478
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#566 Guest_thatsme_*

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Posted 15 July 2008 - 06:49 AM

hey due i downloaded your mod and got most of it done BUT for some starnge reason everytime i try to open it as sono as it gets past the cool loading screen when its supposed to load the mod it crash's and sais game.dat has encountered a problem and needs to close can you please tell me how to fix this problem it would be EXTREMELY greatfull thanks ^_^


maybe is it the version i got the same problem... which version is needed for it i want it it looks cool :p

#567 Nazgûl

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Posted 30 July 2008 - 06:30 PM

*REVIVED TOPIC*

Since I'm now coding S.E.E. again myself (with some remote assistance from Sûl), I've started to run into coding issues (as I'm no high level coder really) :shiftee:

Current problem is related to the recently started coding progress on EvilMen faction...

Rhun WindMill

1) Starts at level 2?
(Everything looks ok in ExperienceLevels.INI)?

2) Gives $33 per cycle when it should be 30?
(The correct value 30 is given via #define)?

3) Won't respond to the "maximum number" of resource structures given in PlayerTemplate? I can build millions without any penalty?
(ResourceModifierValues = 100 100 100 100 100 100 100 95 90 85 80 75 71 68 66)

4) Doesn't give 50 CP/mill, but 25 when placed and +75 when built = 100???

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#568 Nazgûl

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Posted 30 July 2008 - 08:59 PM

*LOL* Never mind... Robnkarla saw what I didn't see the last 9 hours... a liiiiiiiiittttlleeeee typo! *ashamed* :blush:

THANKS to DLotS as well, for helping out! :xcahik_:

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#569 Nazgûl

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Posted 07 August 2008 - 07:34 PM

Here's a brainer.... :)

Why won't this build up anim show in game? I see the dust, and I get the finished model, but it's invisible up until it's ready?

ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
			Model	= mbccenter_a //GPHealstue_A		
		;Texture = GUHeroStat.tga GUHeroStat_Snow.tga
		End  
		ModelConditionState	 = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
			Model			   = mbccenter_a //GPHealstue_A
			ParticleSysBone		= NONE BuildingDoughnutCloud
			ParticleSysBone	 = NONE BuildingContructDust
		End  
		AnimationState		  = ACTIVELY_BEING_CONSTRUCTED
			Animation
				AnimationName	= mbccenter_a.mbccenter_a //GPHealstue_A.GPHealstue_A
				AnimationMode   = MANUAL
			End
			StateName		= BeingConstructed			
			BeginScript
				CurDrawablePlaySound("GondorBarracksBeginConstruction")
				CurDrawablePlaySound("BuildingTopple")				
			EndScript
		End

// C}{riZpc_punch.gif
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#570 Lauri

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Posted 07 August 2008 - 09:33 PM

I've never gotten animated models to work on that....

I always make a skeleton for it nowadays :)

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#571 Nazgûl

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Posted 08 August 2008 - 12:24 AM

but the anim works... in W3D, and if I try it as idle anim, it also works (DLotS tip). It just won't show in this animationstate? :(

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#572 Rob38

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Posted 08 August 2008 - 06:46 AM

Try adding PARTIALLY_CONSTRUCTED to the animation state so it would be:

ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED

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#573 Nazgûl

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Posted 08 August 2008 - 11:03 AM

Thanks Rob... I tried that too, and also tried adding AWAITING_CONSTRUCTION modules, but still nothing...

// ADDED, but still doesn't work?????????????????????????????????????????
		ModelConditionState			= SNOW AWAITING_CONSTRUCTION
			Model				= mbccenter_a
	;Texture				= MBGeneric.TGA MBHrdPlc_snow.tga
		End
		ModelConditionState			= AWAITING_CONSTRUCTION 
			Model				= mbccenter_a
		End

		AnimationState				= AWAITING_CONSTRUCTION
			Animation			= mbccenter_a
				AnimationName		= mbccenter_a.mbccenter_a
				AnimationMode		= MANUAL
				AnimationBlendTime	= 0
			End
			Flags				= START_FRAME_FIRST
		End
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^


		
;------------Build Up States
		ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
			Model				= mbccenter_a //GPHealstue_A		
	;Texture 			= GUHeroStat.tga GUHeroStat_Snow.tga
		End  
		ModelConditionState	 = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
			Model			   = mbccenter_a //GPHealstue_A
	;ParticleSysBone		= NONE BuildingDoughnutCloud
			ParticleSysBone	 = NONE BuildingContructDust
		End  
		AnimationState		  = ACTIVELY_BEING_CONSTRUCTED
			Animation
				AnimationName	= mbccenter_a.mbccenter_a //GPHealstue_A.GPHealstue_A
				AnimationMode   	= MANUAL
			End
			Flags				= START_FRAME_FIRST //ADDED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!		STILL NO WORKY???	
			StateName			= BeingConstructed			
			BeginScript
				CurDrawablePlaySound("GondorBarracksBeginConstruction")
				CurDrawablePlaySound("BuildingTopple")				
			EndScript
		End


When I insert the anim into Idle animationsstate, it plays... isn't that ODD??? :p

Edited by Nazgûl, 08 August 2008 - 06:11 PM.

// C}{riZpc_punch.gif
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----------------------------------------------------------------------------------------------------


#574 Nazgûl

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Posted 08 August 2008 - 06:26 PM

The overlord of modding himself; Robnkarla stepped in. 1 look, 1 shot, 1 kill ;)

1) The model name should be mbccenter_skn
2) The anim needs to be mbccenter_SKL.mbccenter_a

It's using a skeleton. You only do the mbccenter_a.mbccenter_a if the model by itself is an animated model!


BadaBing BadaBoom *fixed*! ;)

Sometimes you just don't see the forest cause of all the trees, lol

Edited by Nazgûl, 08 August 2008 - 06:33 PM.

// C}{riZpc_punch.gif
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#575 Rob38

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Posted 08 August 2008 - 07:44 PM

Ah, didn't know your model had a skeleton because the coding you provided made it appear the model and animation were the same. ;)

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#576 Phil

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Posted 08 August 2008 - 08:11 PM

Indeed, it did! ;)

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#577 Nazgûl

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Posted 08 August 2008 - 08:35 PM

Ah, lol... sorry.... I didn't know that. My bad ;)

// C}{riZpc_punch.gif
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#578 Nazgûl

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Posted 13 August 2008 - 02:42 AM

Allright... another struggle to overcome... :xcahik_:

ANIMATIONS and the WEAPONS related to them...

1) How and where is an animation connected to a weapon? Say I want to add animation ATKA to a weapon in the object's ini. So each time the unit is using ATKA that particular weapon is fired. Or the other way around, each time that weapon is used, I want the unit to use ATKA. In the weaponset we have PRIMARY SECONDARY and even TERTIARY in some cases... but where is the animation relating to the weapon in question, and the weapon to the animation?

2) I'm trying to fiddle with the Troll Rampages and I got the first and second blow out of four, to be timed pretty good. But since the animation is made with 4 blows (arm swings) and the timing can only control one number between each blow, it seems impossible to time them all? Or can I add codes that will control the timing between each shot?

// C}{riZpc_punch.gif
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#579 Rob38

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Posted 13 August 2008 - 05:07 AM

1. Each animation has an animation state. So, for example:

AnimationState				=	FIRING_OR_PREATTACK_A
			Animation
				AnimationName		=	RUPsnt_1_ATKA 
				AnimationMode		=	LOOP
;				UseWeaponTiming		=	Yes
			End
			Animation
				AnimationName		=	RUPsnt_1_ATKB
				AnimationMode		=	LOOP
;				UseWeaponTiming		=	Yes
			End			
		End

The "A" in PREATTACK_A refers to the PRIMARY weapon. If you change it to "B", it will refer to the SECONDARY weapon and changing it to "C" will refer to the TERTIARY weapon. :xcahik_:

2. I'm a little bit confused on what you're trying to do here. Could you show us your code piece and/or explain it further. :thumbsupsmiley:

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#580 Fingulfin

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Posted 13 August 2008 - 07:03 AM

@Rob: He means that when a Troll dies, it goes on a Rampage... You know, wildly flailing about killing everything before he falls over and dies. He is trying to control when the weapon(s) fire to match up with the animations (I THINK). I don't actually know much about how it works though, so I can't really be of help.
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