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Nazgûls "Special Extended Edition"


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#81 Hard_Sander

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Posted 10 January 2007 - 08:07 PM

Has the Rohan Armory, rohan upgrades or gondor?

#82 Nazgûl

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Posted 10 January 2007 - 09:13 PM

The armory doesn't have upgrades, it has all stuff from start; banner, fordgedblades, armor and firearrows. But building them still doesn't do anything for any units, exept the archers whom now seem to have all uppgrade from start clickable, without even been built at armory... hmmm

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#83 Fingulfin

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Posted 10 January 2007 - 09:22 PM

What do your commandbuttons look like? Care to post them? Could help a bit in telling what on earth is going on here... Sorry bout not posting earlier, the past week I've kept ignoring all the topics (to many of them. I have a policy that if I'm going to read one, I'm going to read all. Weird huh?).

Just read the last page: Hard Sander, your almost 100% wrong. The buttons in BFME II are COMPLETELY DIFFERENT from the ones in BFME I. They now require funny upgrades like the gondor forged blades, heavy armor, etc to activate. Explanation: The Rohirrim are working for gondor, and need to benefit from upgrades. Quick fix, ka boom! I'm in a funny mood right now, so don't mind my grammar please :blush:
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#84 Nazgûl

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Posted 11 January 2007 - 01:29 AM

Hm, somewhat progress.... found a few lines missing in Experiencelevels...
Now my units have all their upgrades lit from start (upon exit/spawn) and couldn't care less if the armory builds them or not... *sighs*

In other words... where should I look to make sure the upgrades don't work until the armory have built them? *darn, this is so complicated*


EDIT: got help from the creator of BFME - TheWar! Thanks man :blush: Fixed now! (NeededUpgrade)

Edited by Nazgûl, 11 January 2007 - 06:52 AM.

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#85 Hard_Sander

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Posted 11 January 2007 - 10:27 AM

Lol, I never looked into the bfme1 upgrades, so I thought it was the same. But it does matter which upgrade is granted? Rohan or MotW? As the MotW units have an other upgrade than Rohan for the same thing?

#86 Nazgûl

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Posted 11 January 2007 - 02:22 PM

Yep as everything else its a matter of having ALL codes 101% correct, and now I have another problem *lol*
Problem 1 was solved by adding
NeededUpgrade		= Upgrade_TechnologyRohanHeavyArmorNew
for the heavy armor for instance... ;)

My NEW problem is that my rohan armory wont show the button for Upgrade to level 2 (and thus 3)... ;) :)

COMMANDSET
CommandSet RohanArmoryCommandSet
	1 = Command_PurchaseTechnologyRohanForgedBladesNew
	2 = Command_PurchaseTechnologyRohanHeavyArmorNew
	3 = Command_PurchaseTechnologyRohanFireArrowsNew
	4 = Command_PurchaseTechnologyRohanBasicTrainingNew
				5 = Command_PurchaseUpgradeRohanArmoryLevel2
	6 = Command_Sell
End

COMMANDBUTTON
CommandButton Command_PurchaseUpgradeRohanArmoryLevel2
   Command		   = OBJECT_UPGRADE
   Upgrade		   = Upgrade_RohanArmorylevel2
   Options		   = CANCELABLE
   TextLabel		 = CONTROLBAR:ConstructRohanArmoryLevel2Upgrade
   ButtonImage	   = UCCommon_UpgradeStructureNew
   ButtonBorderType  = UPGRADE
   DescriptLabel	 = CONTROLBAR:ToolTipBuildRohanArmory2Upgrade
   Radial			= Yes
   InPalantir		= Yes
End

Can you see anything missing? :)

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#87 Fingulfin

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Posted 11 January 2007 - 06:21 PM

Thats odd... The one I used in mod is EXACTLY the same. Did you delete EA's "RohanArmoryCommandSet" before you made yours? My commandset has a completely different name from the past one, to prevent things like this from happening.

My Commandset Code looks like this:
CommandSet RohanArmoryCommandSetNEW
	1 =  Command_PurchaseTechnologyRohanBasicTraining
	2 =  Command_PurchaseTechnologyRohanHeavyArmor
	3 =  Command_PurchaseTechnologyRohanForgedBlades
	4 = Command_PurchaseUpgradeRohanArmoryLevel2
	6 = Command_Sell
End

Try that and see if it helps. I think it would generate an error if you put in a duplicate commandset.
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#88 Nazgûl

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Posted 11 January 2007 - 06:44 PM

Aaah, maybe I have doubles? I'll check... but first - some LASAGNA (how do u spell that)? =p

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#89 Fingulfin

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Posted 11 January 2007 - 07:02 PM

You spelled it correctly. Lasagna ;)
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#90 Nazgûl

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Posted 11 January 2007 - 08:22 PM

No, no doubles... Wel *sigh* I guess I'll just have to skip that part and let the armory have all the things from start...

These codes are driving me insane.

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#91 Rob38

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Posted 12 January 2007 - 04:47 AM

I also had a problem with the Rohan Armory and it leveling up. Don't know if this is revelant to your problem, but here's the topic I had for it:

http://forums.revora...showtopic=43224

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#92 Nazgûl

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Posted 12 January 2007 - 05:06 AM

Thanks, and yes... there is something really strange about the Rohan Armory... But I kind of gave up after a whole day of trial n error...

I will make it more expensive and slighty slower that ggondors, but it will simply have all the features from start and no upgrades.

That includes the look of the armory which for me is with the worker outside, but without tower. That'll have to do.

New topics:
1) How do I gt my Rohan GoldenHall to RISE from the ground, and not just pop up while beeing built?
2) How do I ad the "blue magic light flare" to a building when something is built (like the armory) or upgraded (like a house to a new level). What are those codes named for that fx?
3) How do I ad the dust from the ground when a house is beeing built? (My hobbit house have no dust)

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#93 zimoo

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Posted 12 January 2007 - 11:34 AM

1) Animate it
2) Don't know what you're talking about
3) See if the hobbit house is missing any particle system code that other buildings have
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#94 Lauri

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Posted 12 January 2007 - 12:43 PM

2) He's meaning the fx that shows when a building is upgraded :)
and It should be in the experiencelevels.ini... unless, they changed that in BFME2 :p (wich is really really doubtfull)

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#95 Nazgûl

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Posted 12 January 2007 - 02:32 PM

1) Haven't played BFME1 iin a zillion years, but aren't the structures animated there?
My Rohan Armory, Archery Range and Stables have animations? U mean to tell me that someone (private person) actually made those by them selves? (They are from Tom8778's BFME2.5) and that they are actually withou animation from start?
2) Yes, that one
3) Particle... aight, thanks

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#96 IthronAiwendil

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Posted 12 January 2007 - 03:06 PM

Actually I have managed to put buildup anims to structures that don't have any anims just by coding them (copying animation codes from other structures).

#97 Nazgûl

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Posted 12 January 2007 - 03:11 PM

OH, then that is the way it must have been done... I will look into that... :p
Could U give an example to what such animation could be called?

Edited by Nazgûl, 12 January 2007 - 03:26 PM.

// C}{riZpc_punch.gif
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#98 zimoo

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Posted 12 January 2007 - 04:08 PM

Most buildings had animations, but the Rohan Golden Hall wasn't buildable, and as such didn't have any.
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#99 Nazgûl

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Posted 12 January 2007 - 04:51 PM

Thanks, I understand that now... Sounds resonable :p
Im just trying to locate a working animation code somewhere...

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#100 IthronAiwendil

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Posted 12 January 2007 - 05:15 PM

I've got this animation template working with my modded structures. And I've checked, the structures I've made don't have any buildup anims, so they should work:

[codebox]
ModelConditionState = AWAITING_CONSTRUCTION
Model = [YOURMODELNAME]
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = [YOURMODELNAME]
AnimationName = [YOURMODELNAME]_A.[YOURMODELNAME]_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End

ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = [YOURMODELNAME]
ParticleSysBone = DUSTBONE BuildingContructDust
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = [YOURMODELNAME]
AnimationName = [YOURMODELNAME]_A.[YOURMODELNAME]_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
CurDrawableHideSubObjectPermanently("V1")
CurDrawableHideSubObjectPermanently("V2")
EndScript
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End
[/codebox]

Replace [YOURMODELNAME] with the model name of your structure. Hope you get your mod finished!




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