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Nazgûls "Special Extended Edition"


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#581 Phil

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Posted 13 August 2008 - 07:51 AM

What exactly are you doing with it then? Using the BFME1 animation and weapon? In that case you should just need to time it right in the LinearTarget lines of the rampage weapon.

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#582 Lauri

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Posted 13 August 2008 - 12:43 PM

The animation should be having each timing correct in it..
So to say, between all the hits, it should have the same time between the shots :xcahik_:
So if you get the first and second hits to match, then the others should have followed...

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#583 Nazgûl

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Posted 13 August 2008 - 02:36 PM

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. :thumbsupsmiley:

GOsh!? That simple? :thumbsupsmiley: Man, why can't EA just name the weapons like WeaponA WeaponB and WeaponC instead of Primary, Secondary and Tertiary *confusing* Thanks for clearing that out :rolleyes: This will make it easier to add animations which I have never really done that often :rolleyes:

@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.

That's exactly what I mean! :xcahik_:

The animation should be having each timing correct in it..
So to say, between all the hits, it should have the same time between the shots :popcorn:
So if you get the first and second hits to match, then the others should have followed...

Yeah, when I study the animation in W3D Viewer, each blow seems to be pretty much 0,8 sec between each, so I did this:
;------------------------------------------------------------------------------
Weapon MordorCaveTrollRampage
  AttackRange 			= 160.0
  FireFX		   			= FX_RampageDust //FX_SiegeTowerHitLarge
  RadiusDamageAffects 		= ALLIES ENEMIES NEUTRALS SAME_HEIGHT_ONLY
	//PreAttackDelay	= 500
	//PreAttackType		 = PER_ATTACK
  DelayBetweenShots 			= 800 //1000			; time between shots, msec
  ClipSize 				= 4 //5 //6					; how many shots in a Clip (0 == infinite)
  ClipReloadTime 			= 1000			; how long to reload a Clip, msec

; Sequential order of the target positions to follow this list
  IgnoreLinearFirstTarget = No;Yes
  LinearTarget = X: 0.0   Y: 0.0	T:5;5
  LinearTarget = X: 25.0  Y: 15.0	T:4 //X: 20.0  Y: 10.0	T:4
  LinearTarget = X: 0.0   Y: 30.0	T:5 //X: 0.0   Y: 20.0	T:5
  LinearTarget = X:-25.0  Y: -15.0 T:5 //X:-20.0  Y: 0.0	T:5
  LinearTarget = X: 0.0   Y:-30.0	T:0 //X: 0.0   Y:-20.0	T:0
  LinearTarget = X: 0.0   Y: 0.0	T:5

  DamageNugget					  ; A basic Nugget that just does damage
	//DamageMaxHeightAboveTerrain = 10
	Damage				= M_TROLL_RAMPAGE_DAMAGE //100
	Radius				= 30.0 //20.0
	DamageType				= CRUSH
	DeathType			 	= LASERED;now always used instead of NORMAL (Sûl)
	DamageScalar		= 250% NONE +STRUCTURE +HERO	//Added for SEE!	
	DamageScalar		  = 400% NONE +RohanTreeBerd +RohanEntBirch +RohanEntBirch_Summoned +RohanEntFir +RohanEntFir_Summoned +RohanEntAsh +RohanEntAsh_Summoned +RohanEntOak +RohanEntOak_Summoned +RohanGenericEnt //Added for SEE!		
	//DelayTime	= 500
  End
  MetaImpactNugget				  ; A Nugget that throws things back with force
	HeroResist		= .25 //.75
	ShockWaveAmount   	= 50.0
	ShockWaveRadius   	= 20.0 //30.0
	ShockWaveTaperOff 	= 1.0
	//DelayTime	= 500
  End
End


Sûl experimented with these:
//PreAttackDelay = 500
//PreAttackType = PER_ATTACK

I assume the Delay is a delay before the first blow begins in the weapon? Didn't help me though... =p
Type - not sure what this is?

For the timing, I'm using the: DelayBetweenShots and 0,8 sec seem to give a perfect timing for first and second arm swing, but the 3rd and 4th comes after the swing...

ClipSize should be the number of blows/swings, right? And since the animation has 4, I changed from EA's 5 to 4?

ClipReloadTime - not sure about this one and what it does really... if a clip is a collected number of weapon strikes?

And finally: HeroResist? What do I do to make the weapon ALWAYS hit the hero. I hate the unlogical "dodge" by simply standing there like robocop when a tree hits you... lol

Edited by Nazgûl, 13 August 2008 - 02:39 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#584 Fingulfin

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Posted 13 August 2008 - 06:41 PM

Hooray for old General's code :xcahik_:

Clip size is the amount of ammunition is in a gun - ie how many times a gun can fire before you have to reload. BFME doesn't use guns, so you don't see clip size often. The same logic can still be applied though, like your troll for example. Because a death weapon can actually only fire off once, they used clip size so that the troll would swing about four times anyway. Clip Reload time should be irrelevant, because he doesn't actually "reload" (rampage only happens once)
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#585 Nazgûl

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Posted 13 August 2008 - 06:51 PM

Ah yes, that's what I thought... but I still need to figure out the rest. If not for this weapon, then for similar ones :xcahik_:
I think it might be impossble to trim it further though, since the first two are timed good. It might be so simple that the animation is actually not made with the exact amount of time between each swing... =/

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#586 Nazgûl

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Posted 13 August 2008 - 06:53 PM

What exactly are you doing with it then? Using the BFME1 animation and weapon? In that case you should just need to time it right in the LinearTarget lines of the rampage weapon.


I missed this one... :xcahik_:
But aren't those for coordinates only? I mean.... where each swing hits, not when? :thumbsupsmiley:

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#587 Phil

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Posted 13 August 2008 - 07:19 PM

What's the T: part then? The T-axis? :xcahik_:
No seriously, in the C&C3 schemas they even changed the name for the attribute to "Time" :thumbsupsmiley:

I'm just not sure what unit this "time" is measured in, as it's obviously neither seconds, nor milliseconds nor frames...

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#588 Nazgûl

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Posted 13 August 2008 - 08:52 PM

EA's logic works in mysterious ways, but your help does not :D
Thanks, I'll fiddle with those numbers... I just wish there was a way to cure the Saved Games bug in SEE so I could start with 10 trolls on each test :D

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#589 Phil

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Posted 13 August 2008 - 09:43 PM

Also, you might need to keep in mind that these time flags might be unused and just there for decorative purposes. Another one of EALA's deadly sins, deprecated code which is not removed... :D

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Und da war dann noch der achte.
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#590 Nazgûl

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Posted 14 August 2008 - 12:09 AM

Thanks Phil! =)

This was a nightmare in terms of patience... but the result is: :D
The pure visual factor of sending trolls into enemy lines and see them rampage upon death and killing several units around them, without any sloppy coding delays from EA, is simply awesome! :D

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#591 Nazgûl

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Posted 14 August 2008 - 02:52 PM

Right... NEXT roadbump :)

The SEE Mûmakil - both the regular one and the new "Royal Mûmak" share this problem...

1) All ranged units in the Houda (Arhers for Mûmak and Lancers for Royal Mûmak) have their Leadership FX (the yellow shine) WAY above their heads, up in the air!

2) Both Archers and Lancers also have this problem when it comes to weapon Projectiles! The Lancers javelins does not leave the Lancer model upon being thrown, but rather leave from several meters/feet above the model. It looks more like artillery than the actual unit attack.

I bet this has everything to do with SEE's scaling of the Mûmak model...? :unsure:

3) Archers that can't be dismounted stand firmly in the houda (good), while the Lancers that CAN be dismounted, refuses to stop running while in the Houda (from time to time, especially when they see enemies), which looks stupid! I tried all I can think of, and Flame and I have struggled with this without finding any clear solution...


Any ideas fellow modders? :p

Edited by Nazgûl, 14 August 2008 - 02:53 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#592 drogoth232

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Posted 15 August 2008 - 02:42 PM

hey nazgul i still remember 4 very annoying bugs. 1 the mumakil can climb i mean seriously climb the minas tirith walls :shiftee: and 2 the mens fortress is invisible except for the door :) . and 3 why does the other side always get more units than i can eg i have 1 horde of warriors of minas tirith and mordor has 4 hordes of mordor orcs :p . 4 also it is very no extremely hard to kill people. please fix the first two and the third one you could tell me how to fix it. :p

Edited by drogoth232, 15 August 2008 - 02:54 PM.

Wait... what?

#593 Fingulfin

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Posted 15 August 2008 - 06:25 PM

Heya Drogoth, just so you know, this isn't the place for reporting mod bugs. If you would like to do that, head over to the S.E.E. Forums :p

@Nazgul:

I bet this has everything to do with SEE's scaling of the Mûmak model...? unsure.gif

What does that mean. . . ? Did you use the "Scale = X" code in your Mumaks? If you did, then that is more than likely the problem ;)
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#594 Nazgûl

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Posted 16 August 2008 - 05:01 AM

Yeah, here's a screen of my problem:
Posted Image

I did use the Scale = x code and my Mumaks are WAY bigger than vanilla game ;) Any idea on how to fix this? :p
The Leadership FX, the projectiles and the way the enemy fires upon the mumak/archers and even when the archers die (the model moves location upon death as seen with the archer in the screen above) - all happening way above the houda. Perhaps this is fixable by editing the geometry at the same percentage? :shiftee2: I will test that... =p

Edited by Nazgûl, 16 August 2008 - 12:28 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#595 Nazgûl

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Posted 16 August 2008 - 12:27 PM

Nope, didn't help... scaled the Geometry an equal amount, but the problem remains the same :(

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#596 Fingulfin

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Posted 18 August 2008 - 03:04 AM

Edit da model (/Skeleton)! Binding Mumaks is a REAL pain, so have fun :p
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#597 Nazgûl

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Posted 18 August 2008 - 12:57 PM

Oh crap... is that the only way? Gosh, guess we'll have to live with this then :p
However, Flame might try and add more archers and the Mahûd, so since that will require rebinding too, we could fix this at the same time. But it all depends on wether we get there I guess =p

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#598 Rob38

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Posted 18 August 2008 - 05:09 PM

Hmmm... I always wondered how hard it would be to bind a mumak. I've done horses before but never a giant elephant. :)

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#599 Lurtzy

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Posted 18 August 2008 - 05:15 PM

Probably like a troll, but many more vertices :)

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#600 DIGI_Byte

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Posted 18 August 2008 - 11:04 PM

I've done binding before, Its not so hard as people say it is, ive pretty much finished the castle, Just needs some texturing and rigging, so while im at it I may aswell do the Mumak aswell.

Edited by DIGI_Byte, 18 August 2008 - 11:05 PM.


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