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Nazgûls "Special Extended Edition"


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#621 Rob38

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Posted 02 September 2008 - 05:59 PM

Wait... I think I see the problem! You forgot to add the skeleton to some of the animations. So, for example, you currently have this:

ModelConditionState 	= DYING DEATH_1 BURNINGDEATH
		Model			   = MuCavTroll_SKN		
	End
	AnimationState			= DYING DEATH_1 BURNINGDEATH			//Added for SEE!
		Animation
			AnimationName	= MuCavTroll_DIEB
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
You need to change it to this:
ModelConditionState 	= DYING DEATH_1 BURNINGDEATH
		Model			   = MuCavTroll_SKN		
	End
	AnimationState			= DYING DEATH_1 BURNINGDEATH			//Added for SEE!
		Animation
			AnimationName	= MuCavTroll_SKL.MuCavTroll_DIEB
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
That should fix the problem. :good:

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#622 Nazgûl

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Posted 02 September 2008 - 06:32 PM

:good: Oh... my... GOD... HOW could I not SEE that!!!??? :p *banging head against the wall* ;)
This is so embarrasing!!! lol :p

Espescially since this is, now that I think about it, the same problem I had with Drummer Troll, but in that case I discovered it myself. I have NO idea why I didn't see this, this time. It's sooo obvious really, lol!!!

THANKS Rob! Now all humanoid monsters in SEE have this awesome new Burning Death fully functional! =D
With some luck I can add somthing similar to all Siege Units too, but that is lower prio atm =)

// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#623 Lauri

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Posted 02 September 2008 - 06:44 PM

With some luck I can add somthing similar to all Siege Units too, but that is lower prio atm =)

Please, take a break from "flaming" units :good:
Haven't it been a hell of a ride? :p

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#624 Nazgûl

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Posted 02 September 2008 - 06:48 PM

Isn't all modding like that :p
But indeed it has... Sûl gave this to about 60% of all units in SEE (only counting "normal" units) and I pretty much "had" to finish it, as I hate inconsistancy :good: When I was "done" (3-4 units remain unsolved though) I felt that the monsters should have it too, and thus this journey began, lol.

But I mean... isn't that why we all mod? To gain results in form of improvements? =p This FX is truly awesome in game, and it might help a bit to settle down the "haters" as this is afaik pretty unique to SEE so far ;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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#625 Lauri

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Posted 02 September 2008 - 06:52 PM

Well, yeah modding is a ride where you both drive fast, and get stopped by the police :p
There's fun, and there's risks... game.dats are the worst :good:

But I only said that you should take a break from adding the burning death on units, as you've gotten the top-priorities, and you deserve a weeks break from "flaming" :p

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#626 Nazgûl

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Posted 02 September 2008 - 07:25 PM

Lol that "flaming" can be read in two ways :good: Thanks for thinking of my health though Lauri :p
However, I wanna get as much done as possible when I'm free from other duties. Last week I had to spend every day at the shooting range to renew my licence (for work), and last weekend I finished another article (for my other work), lol. So this week is kinda free, and I better do as much modding as possible, while I remember how to do certain things (like these), lol :p

I will take a short break from "flaming" though atm, and add some more of the remaining units. Maybe you could help me with a short LUA script for Dwarven Miners? =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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#627 Lauri

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Posted 02 September 2008 - 07:28 PM

sure

--> SEE Staff section :good:

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#628 Rob38

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Posted 02 September 2008 - 08:56 PM

Lol... glad it works now! :good: All that animation code started to make me go crazy. :p

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#629 Nazgûl

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Posted 02 September 2008 - 09:18 PM

Lol indeed... :p I've already torn my wall papers from all the moments of modding rage and insanity :good:

// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#630 Sûlherokhh

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Posted 02 September 2008 - 10:20 PM

Rock on! :good:

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#631 Nazgûl

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Posted 03 September 2008 - 09:03 PM

I gave Leadership to Trolls, from Mollock, but they don't display the normal Leadership FX. Where is that FX defined to each model? :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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#632 Rob38

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Posted 04 September 2008 - 04:31 AM

Does your attribute modifier have an fx in it? Should look something like this:

ModifierList TreeBeardPassiveLeadership
	Category = LEADERSHIP
	Modifier = ARMOR 50%	; Additive.  Sum of these are subtracted from all entries in Armor.ini
	Modifier = RANGE 20%	; Additive.  Sum of these added to max range.
   	Modifier = VISION 20%		// Additive.
	Modifier = SPEED 115%	; Multiplicitive. Speed multiplied by this, will compound in multiple bonuses
	Duration = 4000			; Matches RefreshRate of giving module
	FX		= FX_TreeBeardAuraFX
End

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#633 Nazgûl

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Posted 04 September 2008 - 12:19 PM

Yes, I used the standard Leadership... but for some reason no troll will display the FX underneath. Maybe there needs to be some kind of enabler in the affected model?

//This is the game's standard leadership
ModifierList GenericHeroLeadership
	Category						= SPELL;;LEADERSHIP
	Modifier					= RESIST_FEAR M_GENERIC_HERO_LEADERSHIP_FEAR_RESISTANCE  ;------------ Modified by Sûlherokhh (useful, since there is no true 'fearless forever' anymore
	Modifier					= EXPERIENCE 150%;;200%		//Units earn Experience +50% faster!
	Modifier					= ARMOR 25%;;50%		//Units get +25% Armor
	Modifier					= DAMAGE_MULT 125%;;150%		// Multiplicitive.  Damage multiplied by this, will compound in multiple bonuses
	Duration					= 3000
	FX					= FX_GenericLeadership
; ReplaceInCategoryIfLongest		= Yes
	IgnoreIfAnticategoryActive		= Yes
End

// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#634 Rob38

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Posted 04 September 2008 - 05:39 PM

Can I see what your behaviors look like for the leadership? :p

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#635 Nazgûl

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Posted 04 September 2008 - 07:25 PM

Off course =)

;;; MOLLOCK PASSIVE LEADERSHIP ABILITY;;;	
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_MollockLeadership
		SpecialPowerTemplate 	= SpecialAbilityFakeLeadership2
		TriggeredBy 		= Upgrade_ObjectLevel5 //Upgrade_MollockTrollLeadership
	End
	Behavior = SpecialPowerModule ModuleTag_MollockLeadershipUpdate   
		SpecialPowerTemplate	  = SpecialAbilityFakeLeadership2
		UpdateModuleStartsAttack  = No
		StartsPaused 		  = Yes
	End	
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive		= No;If no, requires upgrade to turn on.
		BonusName		= GenericHeroLeadership
		TriggeredBy		= Upgrade_ObjectLevel5 //Upgrade_MollockTrollLeadership						
		RefreshDelay		= 2000
		Range			= 200
		ObjectFilter	= M_MOLLOCK_BUFF_RECIPIENT_OBJECT_FILTER
	End

The "M_MOLLOCK_BUFF_RECIPIENT_OBJECT_FILTER" refers to all Mordor Trolls, like this:

#define M_MOLLOCK_BUFF_RECIPIENT_OBJECT_FILTER ANY +MordorAttackTroll +MordorAttackTroll_Summoned +MordorMountainTroll +MordorCaveTroll_Summoned +MordorDrummerTroll ALLIES


I have never seen any Troll in any mod have Leadership FX, but any FX should be able to be given to any model, AFAIK?

// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#636 Rob38

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Posted 05 September 2008 - 04:53 AM

Ah, I believe the reason is because patch 1.06 for BFME2 changed the leadership effects a bit. If you look at the FX_GenericLeadership, the buff nugget is commented out. This is causing your fx to not show up. Try uncommenting that part or use a different fx and it should work. :p

FXList FX_GenericLeadership
;  BuffNugget
;	BuffType = Buff;;LeaderShip
;	BuffInfantryTemplate = LeadershipBuffInfantryLvl1
;	BuffCavalryTemplate = LeadershipBuffCavalryLvl1
;	BuffTrollTemplate = LeadershipBuffTrollLvl1
; 	BuffOrcTemplate = LeadershipBuffOrcLvl1
;	IsComplexBuff = No
;	BuffLifeTime = 3000
;  End
  ParticleSystem
	Name = HighLevelLD
   ;AttachToObject = Yes
  End
End

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#637 Nazgûl

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Posted 05 September 2008 - 10:44 AM

Oh... yeah, that sounds logical indeed :popcorn: However... there are a LOT of heroes that use this Leadership (and FX), and for some reason their leadership gives the FX anyway, dispite this being commented out? That's why I never thought of looking there =/ I wonder if this has something to do with Sûl's "hacking" of SEE earlier... hmmm... strange. I'll test this though..

EDIT: Yes, this is the new Leadership FX in SEE, as Sûl implemented it. Glittering stars...
Posted Image

The odd part if that the Leadership itself is still using this:
BonusName		= GenericHeroLeadership

Thus I have no idea how that new FX is referenced in codes, as the code is indeed commented for the "normal" FX... Guess I'll have to wait until Sûl shows up again =s

EDIT2: Another experiment... If I put +ORC in the Leadership macro... the Orcs gets the Leadership & FX from Mollock. So maybe the Troll models just don't "support" that FX, even if I fail to see why it should be so :p

EDIT3: Gosh, this is really strange... lol. If I put the KindOf +TROLL_BUFF_NUGGET that all trolls have, into the macro of the Leadership, the FX suddenly works? But not by simply refering to the Object directly like +MordorAttackTroll, and so on...? That method works for regular heroes though like Theoden, Eomer and whatnot?


Oh well... far from many things are logical in Coding BFME2... At least it works now, even though I'm not sure how and why this way was the only way to do it :p

Edited by Nazgûl, 05 September 2008 - 03:28 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#638 Rob38

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Posted 05 September 2008 - 05:28 PM

Interesting findings indeed. Nice job in finding out that adding +TROLL_BUFF_NUGGET in the object filter causes it to work. I never would have thought of that.

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#639 Nazgûl

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Posted 05 September 2008 - 06:55 PM

YEah thanks... :p I just got a bit frustrated over the list of things that "will have to wait for fix until later". But indeed, it's strange. When all remaining units are added in SEE, I will start a polishing phase where among other things, I will polish Leadership for all heroes. So this was in interesting find for sure. No logic at all as far as I can see - but at least it works :p Thanks though, for being here to help so often :mad2: Sometimes it's enough to juggle ideas and thoughts on your path to the solution :popcorn: You have a given spot in the credits my friend

I'll probably be back here soon, with more problems, lol

// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#640 Nazgûl

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Posted 06 September 2008 - 12:42 AM

I just thought of a little question. Not a problem of any kind, but still an intriguing question :p

Why do all units have TWO CommandSets?
One in the INI, like: DwarvenGuardianCommandSet, and one in the Horde, like: DwarvenGuardianHordeCommandSet

If I'm not misstaken, the game only uses the Horde commandset? :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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------





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