Nazgûls "Special Extended Edition"
#81
Posted 10 January 2007 - 08:07 PM
#82
Posted 10 January 2007 - 09:13 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#83
Posted 10 January 2007 - 09:22 PM
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
#84
Posted 11 January 2007 - 01:29 AM
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 Fixed now! (NeededUpgrade)
Edited by Nazgûl, 11 January 2007 - 06:52 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#85
Posted 11 January 2007 - 10:27 AM
#86
Posted 11 January 2007 - 02:22 PM
Problem 1 was solved by adding
NeededUpgrade = Upgrade_TechnologyRohanHeavyArmorNewfor 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?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#87
Posted 11 January 2007 - 06:21 PM
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.
#88
Posted 11 January 2007 - 06:44 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#90
Posted 11 January 2007 - 08:22 PM
These codes are driving me insane.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#91
Posted 12 January 2007 - 04:47 AM
http://forums.revora...showtopic=43224
#92
Posted 12 January 2007 - 05:06 AM
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)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#95
Posted 12 January 2007 - 02:32 PM
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
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#96
Posted 12 January 2007 - 03:06 PM
#97
Posted 12 January 2007 - 03:11 PM
Could U give an example to what such animation could be called?
Edited by Nazgûl, 12 January 2007 - 03:26 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#99
Posted 12 January 2007 - 04:51 PM
Im just trying to locate a working animation code somewhere...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#100
Posted 12 January 2007 - 05:15 PM
[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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