Nazgûls "Special Extended Edition"
#142
Posted 20 January 2007 - 12:43 PM
Sometimes all logic must be abbandoned, the more so because this is an EA gameBy logic it SHOULD be a problem outside the "The Battle for Middle-earth II" folder, since I have the exact same folder and files, only working... I was thinking about that folder too in "My Battle...", but I couldn't find anything there that could logically be related to the game complaining about a unit.ini, but who knows with computers...
Stop right there, can't let you quit just like that. You all but completed your mod and now you want to give up because of one error? Comeon now, you can't do that. Send me your files and I'll see how they react right here. (This is a plain BFME 2 mod right? Not RotWK)Gotta get some shut eye now, but I'll try this tomorrow. If it doesn't work, and if nobody else has a solution, I'll scap the mod and quit modding here and now, cause this was a majorly annoying set back, after spending 4 weeks on this hoping others could/will be able to enjoy it too... Aaargh Darn EA codes *must blame someone*
Edit: Checked back, this is the standard game, so you can send me the files. This is for patch 1.04 right?
Solinx
Edited by Solinx, 20 January 2007 - 12:47 PM.
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#143
Posted 20 January 2007 - 02:14 PM
Situation is like this...
Since logic (aught to) says that if everything works on THIS computer, and all files all exactly the same on THAT computer - it MUST work? If NOT - there must be something OUTSIDE the main game folder - thus pointing to the "personal" files under Documents and Settings...
- I removed everything in that folder and copied my C:stuff to that computer - thus having an exact copy there as well! But STILL it didn't work - same error...
After spending like 1 hour looking through the files I found something REEEAAALLLY strange:
In the INI:s in that computer had DUPLICATE Eomer files. Now I remember moving all Rohan things to Rohan folder on my computer, to have things move structured, and this worked fine for me. Upon copying everything to that computer across my 100mbit Ethernet network, one would beleive that a copy is a COPY, but for some straaange reason, Eomer reappeared along with all other Rohan units in the Men files (Gondor), thus giving an error of duplicates (I think). I deleted the whole INI and copied it again from my computer, this time the duplicates never came. Explain that???
Anyways: IT WORKS now, even though Im not sure exactly how it was fixed... But THANK YOU. Now I can return to finishing this, and looking for solution to the final issues Thanks guys!
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#144
Posted 20 January 2007 - 08:42 PM
How is the mod in multiplayer?
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#145
Posted 20 January 2007 - 09:29 PM
9) Elven GUARD
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- The new Elven Guard shoot Silverthorn, as supposed to, BUT - their arrow heads show FIRE instead of Silverthorn. Since this is unfortionately done by textures attached to units - I need to switch to having them fire Fire Arrows instead! That will also look better and ad versatility to Elven archer units possible damage...
Q: How do I switch from Silverthorn to Fire arrows?
Edited by Nazgûl, 20 January 2007 - 09:30 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#147
Posted 20 January 2007 - 09:47 PM
Edit: nevermind, I read it the other way around, thinking he wanted to change the textures, etc.
Solinx
Edited by Solinx, 20 January 2007 - 09:48 PM.
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#148
Posted 20 January 2007 - 10:13 PM
Zimoo, I guess you're refering too:
WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY LorienElvenBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI Endwhich means I'll need to give them their own weapon in Weapon.ini? Right?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#149
Posted 20 January 2007 - 10:16 PM
And yeah, giving them their own weapon would be one way to do it.
The other would be to modify the weapon you have there to be upgraded with a different kind of warhead, depending on the upgrade the unit wielding the weapon gets.
Less work and easier than it sounds
Solinx
Edited by Solinx, 20 January 2007 - 10:18 PM.
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#150
Posted 20 January 2007 - 10:26 PM
There's a "RohanElvenBow" in Weapon.ini that I beleive is not used, perhaps I could modify and use that file?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#151
Posted 20 January 2007 - 10:30 PM
#152
Posted 20 January 2007 - 11:23 PM
Nope, it wouldn't affect other units, not if you code the warhead to require a specific upgrade.Yes, but since they use LorienElvenBow it would affect other units too, and I don't want that... So it'll have to be giving them their own weapon based on LorienElvenBow
There's a "RohanElvenBow" in Weapon.ini that I beleive is not used, perhaps I could modify and use that file?
Modifying a weapon is also an option, but you never know what EA will do later.
The best option with regard to using a seperate weapon would be to copy the LorienElvenBow, just give it another name and change the things you want to change
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#153
Posted 21 January 2007 - 12:17 AM
The best option with regard to using a seperate weapon would be to copy the LorienElvenBow, just give it another name and change the things you want to change
Solinx
And that's the way the cookie crumbeled...
1 problem down! 9 to go!
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Nr 4 would be nice to deal with now...
4) Rohan PEASANTS (Spawned from Golden Hall)
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- Lack the ability to repair?
- Have no Burning Death Behavior?
- Have no image in Palantir?
Last one there, I think Im on top of that, but the others would require some guidance
Edited by Nazgûl, 21 January 2007 - 12:17 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#154
Posted 21 January 2007 - 12:25 AM
2) Do they have animations tagged with FIRE or BURNING? Else it would require animating these, and I don't think you want to do that
Sorry for the incomplete answers. It's too late for me to check it all out.
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#155
Posted 21 January 2007 - 01:38 AM
don't know how much help I can be regarding your peasant question but in my commandset.ini I noticed a selection that looked like this -
CommandSet MordorWorkerCommandSet 1 = Command_Harvest 2 = Command_Repair 3 = Command_ConstructMordorBase 4 = Command_ConstructMordorBaseTest 13 = Command_AttackMove 14 = Command_Stop Endand this was in the Commandbutton.ini -
CommandButton Command_Repair;????? Command = SPECIAL_POWER SpecialPower = SpecialRepairStructure Options = OK_FOR_MULTI_SELECT NEED_TARGET_ALLY_OBJECT;CONTEXTMODE_COMMAND ButtonImage = UCCommon_Repair TextLabel = CONTROLBAR:RepairStructure CursorName = DoRepair InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:ToolTipRepairStructure ButtonBorderType = ACTION InPalantir = Yes EndThis might help some with your repair thing...dunno.
I can't claim credit for that code since it's likely it came from the BFME The War mod I have installed, but I thought I'd share my findings.
I also came accross this -
CommandButton Command_ConstructRohanPeasantHorde Command = UNIT_BUILD Object = RohanPeasantHorde Options = CANCELABLE TextLabel = CONTROLBAR:ConstructRohanPeasant;;;---should become peasant ASAP ButtonImage = BCFarm_Peasants ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipBuildRohanPeasant;;;---should become peasant ASAP Radial = Yes InPalantir = Yes ShowProductionCount = Yes EndNotice the "BCFarm_Peasants" button?...might help with your button problem. Again this was taken from The War mod...the mod doesn't add any assets, it's largely scripting and ini editing, so most of that stuffs should be there somewhere in terms of assets.
Hope this helps.
Solinx: Inserted code tags
Edited by Solinx, 21 January 2007 - 01:51 PM.
#156
Posted 21 January 2007 - 10:12 AM
#157
Posted 21 January 2007 - 12:10 PM
Thanks for your tips, Im working on solutions now, but yesterday we lost power in our building, so I called it a day... heh
I've made their own ini now, instead of having them in neutralunits, and at one place in the code, the KindOf missed one DOZER line, so upon adding it they now do get the repair icon and they can rapair again, but the SPEED is a bit to high? I wonder if one could lower the rate of their repair ability?
The burning death is hard to test, cause it's not always that the ai attacks with fire *lol* But they had some DYING animation related to FIRE that was comented out, and I removed it, so they should have that now, I hope... *testing*
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#158
Posted 21 January 2007 - 12:42 PM
About repair speed:
Behavior = WorkerAIUpdate ModuleTag_10 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS RepairHealthPercentPerSecond = 0.2% ; % of max health to repair each second AILuaEventsList = StandardPeasantFunctions AttackPriority = AttackPriority_Infantry SpecialContactPoints = Repair End
They should have that, just change the RepairHealthPercentPerSecond line.
#160
Posted 21 January 2007 - 02:12 PM
8 things to go...
Lets have a look at 1 and 2 now
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1) Rohan ARMORY
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- The upgrade to level 2 (and thus 3) button wont show? (This has been up here before, but can't hurt to ask again) Instead the building upgrades itself directly to level 3 upon first ability bought?
- HeavyArmor is not cancelable?
2) Rohan STABLES
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- Building is upgraded to level 2 and 3 upon spawning first and second time?
Should not upgrade until upgrade level is bought (or experience gained?).
- Graphics bug on stables worker? Was not there from beginning???
(Yes I know this is probably not solveable without 3D work, but I'll leave it in the list anyway. Maybe someone has a fix/healty stables ini? heh)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
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