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Nazgûls "Special Extended Edition"


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#661 Nazgûl

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Posted 12 September 2008 - 02:14 PM

Thanks man :shiftee: I already tried that though :/

- I renamed the obsolete miner into something else, and I also tried to rename my miner into something else. However I didn't try to rename BOTH at the same time, so I guess I could try that too, heh. This is by far the most odd thing I've ran into since I started SEE.

I think I'll rename my miners into GodDamnProblemUnit and the other one into TheOriginalSourceOfTheGodDamnProblemUnit... lol. Seriously though, thanks for trying to help us =) Worst case scenario, I'll "just" scrap the Miners all together. Can't use them like this and they've halted the production for far too many days now =s

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#662 Rob38

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Posted 14 September 2008 - 02:59 AM

When you have a problem like this, the best thing to do is start all over with it. Try using some other unit like the gondor soldier as your base and see if that interferes with the dwarven guardians in any way. And have you ever tried just to build an individual unit and not the horde? Just curious what happens.

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#663 Skywaters

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Posted 14 September 2008 - 03:22 AM

Sometimes there are hardcoded units even close refrences to will screw it up.

I remember when Turn-A-Gamer, CKW and Myself were working on Red Alert 2: Retaliation and we found there were 9 cases of unit abbreviation code that had hardcoded side effects. In other words name a unit something like [SPLANE] (IIRC this was years ago now) and the unit wouldn't do anything but sit on the ground.

Like rob Said, try from the ground up again and see what happens, if you want, tell me what you want and I'll give it a crack for you Nazgûl
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#664 Nazgûl

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Posted 14 September 2008 - 06:52 PM

Thanks guys, I tried all you can think of like renaming models into all kinds of non Miner names. But no matter what I do, they won't work. I'd really like to know if there's a single mod out there with Miners as a working Horde. That's why I made the other topic too =P
I suspect the model has somekind of conflict that makes this happen..

Redo them will create the same set of codes as I know no other way of adding units but using existing codes. And these miners are bound to the Guardian bones...

I did the same for Easterling cavalry, and they work. It must be the model itself. To verify this though, I will change the model into another model, without changing the code. If I'm right, the horde will work. If not, then at least we know it's the codes and not the model.

Any further help would be greatly appreciated Skywaters :p Not sure what you can do though, except try to do the same. Won't expect you to do that though :p I'll be back with a report once I've tried switching models...

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#665 Nazgûl

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Posted 16 September 2008 - 06:07 PM

Next mystery: What is the KEY factor (code) that makes a structure be able to spawn hordes? I thought it was enough with something like:

Behavior = ProductionUpdate ModuleTag_UpgradeProducer
	GiveNoXP = No;Yes									//ADDED!!!	
	End
	
  Behavior = QueueProductionExitUpdate ModuleTag_07		//ADDED!!!
	UnitCreatePoint			= X:0.0 Y:0.0 Z:0.0
	NaturalRallyPoint		= X:100.0 Y:0.0 Z:0.0 //X:75.0 Y:-70.0 Z:0.0
	ExitDelay				= M_STANDARD_HORDE_EXIT_DELAY
	UseReturnToFormation	= No	
   ;PlacementViewAngle		= -45
  End

It doesn't seem to be eought though? (Trying to make Lumber Mills spawn hordes, but get the same problem as Miners)

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#666 Rob38

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Posted 16 September 2008 - 06:16 PM

I believe you need to add FS_FACTORY to the kind of. :unsure:

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#667 Nazgûl

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Posted 16 September 2008 - 11:51 PM

Aah, ok I'll try that. What does FS mean? *curious*

EDIT: darn, the LumberMill already had that

Edited by Nazgûl, 16 September 2008 - 11:54 PM.

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#668 Nazgûl

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Posted 18 September 2008 - 12:51 AM

Don't know if anyone's interested in this, but maybe there's some mod out there, that could benefit from this information...
I finally "solved" the problem with the Lumber Mills too. And my logic was right... :p This time it was not a matter of something that needed to be added, but the opposite. Which in turn unfortionately caused another problem, but I think we can live with that for now.

For the Mines to spawn Miners as a Horde, I had to add the:
Behavior = QueueProductionExitUpdate

But when I added the same code to Lumber Mills, nothing changed and the horde still spawned as individual units. This turned out to be, after a lot of testing and head aches, apparently caused by a conflict with these:
Behavior = SupplyCenterCreate
and
Behavior = SupplyCenterProductionExitUpdate
The game need those to make the Orc Laborers go to work, and chop trees, but the same Behavior also rendered the QueueProductionExitUpdate "obsolete" and unused. So, it comes down to a choice. Either we have Orc Snagas as hordes from the Lumber Mills and idle workers that await manual command before starting to work. Or we have workers as usual and no snagas. I need the Snagas for the general idea/setup of the factions, so we'll have to live with this until I find another solution to force them to go to work automatically. There should be a way to do that too, most likely in the Unit INI *thinking* :p

I'll be skinning a number of random textures for Snagas and then post an ingame shot in SEE Forums shortly :p

// C}{riZpc_punch.gif
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#669 SovietSoldier

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Posted 18 September 2008 - 01:22 AM

If you want to make economy,you have to make sure the workers do the jobs.Yes,Make sure you have to order them to work.
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#670 Rob38

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Posted 18 September 2008 - 03:01 AM

Yeah, sometimes behaviors come in conflict with each other and you have to choose one. Oh, by the way, did you ever figure out what was wrong with the LUA in the dwarven miners?

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#671 Nazgûl

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Posted 18 September 2008 - 03:36 AM

@SS: The workers work, but you have to order them to start working. However, all AI bases use a lot of SlaughterHouses, so the AI won't loose that much over this. And as a human player you only need to order them once.

@Rob: Unfortionately not =/ I got the LUA from Lauri, but I also think I learned to understand LUA now, after studying it hard, and I can't see anything wrong with it. The mesh names in the model and the LUA are correct ("SHOVEL" & "PICKAXE") and the reference to the XML is correct. I don't get why the lua won't work, so I simply chose to hide the shovel in the unit ini instead and only use the pickaxe. It works, but it would look even better with random "weapons"...

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


#672 Rob38

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Posted 19 September 2008 - 05:01 AM

Hmmm... looking at your lua, I'm not sure if it's possible to both HideSubObjectPermanently and then cancel HideSubObjectPermanently. What I do is add this in the unit's ini file:

Behavior = GrantUpgradeCreate ModuleTag_ChangeAragornCostume
		UpgradeToGrant = Upgrade_GandalfWhite
	  End

Behavior = SubObjectsUpgrade Armor_Upgrade
		  TriggeredBy	= Upgrade_GandalfWhite
		HideSubobjects = SHOVEL PICKAXE
	  End

Than you would only need this in your LUA:

function OnDwarvenMinerCreated(self)
		
	arms = GetRandomNumber()

	if arms <= 0.50 then
		ObjectHideSubObjectPermanently( self, "SHOVEL", false )
	else
		ObjectHideSubObjectPermanently( self, "PICKAXE", false )
	end
	
end
Don't know if this will do anything for you but it's worth a try.

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#673 Lauri

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Posted 19 September 2008 - 02:10 PM

I'm not sure if it's possible to both HideSubObjectPermanently and then cancel HideSubObjectPermanently.

Well, it works on all of my LUAs, so if it's something best used for BFME1 or not, I don't know :)
Besides, I'm pretty sure I've added this kinda LUA to SEE units before :rolleyes:

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#674 Nazgûl

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Posted 19 September 2008 - 03:11 PM

Yes, you did the LUA for your gobbos, and those work fine :) The LUA for the Miners SHOULD work, as they look a-ok, but they don't for some reason...

@Rob: I'll try to experiment with that, if I can figure out exactly how to implement it. Thanks =)

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


#675 Guest_Guest_*

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Posted 24 September 2008 - 07:44 PM

I know this mod is off of the movies, but could you make the Helm of Hador for the Men of the West CaH?
Here's some pics

http://www.tolkienli...Hurin_cover.jpg
http://www.tolkienli...Dragon_Helm.jpg

#676 SovietSoldier

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Posted 25 September 2008 - 12:05 AM

Ah,wrong forum?
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#677 Guest_Guest_*

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Posted 27 September 2008 - 04:28 PM

No, it's just that this is my favorite mod and it'd be awesome to have The Helm of Hador in S.E.E

#678 Miraak5

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Posted 10 January 2016 - 11:04 AM

i like all changement of your mod exept the blue forged blade for evil faction red is better


He was the first...


#679 Nazgûl

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Posted 15 January 2016 - 05:37 PM

Wow... this was a bump of serious proportions...  :blinky:  ;)

 

All glow is gone in the new SEE-dc.

 

Anyways, could a moderator/admin move this topic into SEE Development please. I could really use this as reference when coding since this is the complete topic from start  :mellowthumbsup:


// 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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