Jump to content


Photo

More Nazgul / Ringwraith in BFME2!


  • Please log in to reply
65 replies to this topic

#41 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 25 December 2006 - 01:35 AM

A new question on the topic...

Is it or is it not possilbe to have two (or more) SPECIAL_WEAPON anims in the same unit.ini? ;)


EDIT 25/12
-------------

Geez, this is hard (since noone has anymore tips/help) :blush: :lol: But I'm persistent... :p and it pays off...
The only things left now are these:

Screech for WK on foot only gives sound (screech), nothing else happens...? :cool:
ALL the MorgulBlade attacks works, BUT still resets upon mount toggle shift??? ;) :p

Edited by Nazgûl, 25 December 2006 - 10:42 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#42 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 27 December 2006 - 04:44 AM

5356 crashes later... :p no maybe only 50, and lately none at all actually... but nevertheless I CAN'T make the *%#^/* MorgulBlade power things to stop resetting each time I change toggle. They work with animations and all... but they WONT stop resetting??? :p

:( Please, someone plz check my code and see if you notice something regarding this problem... :p

[codebox]
;------------------------------------------------------------------------------
;
; BlackRider.ini
;
;------------------------------------------------------------------------------

; aka BlackRider
Object EvilMenBlackRiderInterface
; *** ART Parameters ***

; This is required for garrisoned objects - please put in all objects.
ButtonImage = HIBlackRider

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPBlackRider

DescriptionStrategic = CONTROLBAR:LW_ToolTip_BlackRider

ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG

Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes ; temporarily commented out to remove the house color

;WadingParticleSys = EntRipples

StaticModelLODMode = Yes ; Will append M or L to the skin name depending on GameLOD

DefaultModelConditionState
Model = MUNazgul_SKN
End


ModelConditionState = MOUNTED USER_3
Model = MUBlkRider_SKN
ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
End

ModelConditionState = MOUNTED
Model = MUBlkRider_SKN
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
End


ModelConditionState = USER_3
ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
End

IdleAnimationState
StateName = Idle
Animation
AnimationName = MUNazgul_SKL.MUNazgul_IDLB
AnimationPriority = 4
AnimationBlendTime = 15
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_IDLC
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_IDLD
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
EndScript
End



;-------------------------- MOUNTED VERSION ---------------------------------------------------------

AnimationState = PASSENGER MOUNTED
Animation = grabbed
AnimationName = MUBlkRider_SKL.MUBlkRider_GBDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

; --- stunned anims
AnimationState = FREEFALL MOUNTED
Animation = freefall
AnimationName = MUBlkRider_SKL.MUBlkRider_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING MOUNTED
Animation = JustDie
AnimationName = MUBlkRider_SKL.MUBlkRider_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = DYING SPLATTED MOUNTED
Animation = splatted
AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA
AnimationMode = ONCE
End
End

AnimationState = BURNINGDEATH MOUNTED DYING
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

AnimationState = BURNINGDEATH MOUNTED
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_MFDA
AnimationMode = LOOP
AnimationBlendTime = 10
Distance = 80
End
End

AnimationState = DYING MOUNTED ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEA
AnimationMode = ONCE
End
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEC
AnimationMode = ONCE
End
End

AnimationState = STUNNED_STANDING_UP MOUNTED
Animation = StandUp
AnimationName = MUBlkRider_SKL.MUBlkRider_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED MOUNTED
Animation = Land
AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA
AnimationMode = ONCE
End
End

AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED
ShareAnimation = Yes
Animation = TrotAndFire
AnimationName = MUBlkRider_SKL.MUBlkRider_ATRA
AnimationMode = LOOP
Distance = 70; 35
End
Flags = RANDOMSTART
End

AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

;;======= TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED
Animation = RUNB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR MOUNTED
Animation = RUNB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
End
;;===== BACKUP
AnimationState = MOVING BACKING_UP MOUNTED
Animation = BackingUp
AnimationName = MUBlkRider_SKL.MUBlkRider_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOVING TURN_LEFT MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange= .8 .8
End
End

AnimationState = MOVING TURN_RIGHT MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_TRNR
AnimationMode = LOOP
AnimationSpeedFactorRange= .8 .8
End
End

AnimationState = MOVING ACCELERATE MOUNTED
Animation = Accelerate
AnimationName = MUBlkRider_SKL.MUBlkRider_ACCL
AnimationMode = ONCE ; was LOOP
End
End

AnimationState = MOVING DECELERATE MOUNTED
Animation = Decelerate
AnimationName = MUBlkRider_SKL.MUBlkRider_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 0.6
End
End

AnimationState = MOVING MOUNTED
ShareAnimation = Yes
Animation = RunA
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
End
Animation = RunB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End


AnimationState = FIRING_OR_PREATTACK_A MOUNTED
Animation = ATKA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATKA
AnimationMode = ONCE
End
Animation = ATKB
AnimationName = MUBlkRider_SKL.MUBlkRider_ATKB
AnimationMode = ONCE
End
Animation = Defend
AnimationName = MUBlkRider_SKL.MUBlkRider_DFDA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End










; --- Morgul Blade Weapon anim MOUNTED //Mod by Nazgul of T3A//
AnimationState = SPECIAL_WEAPON_ONE MOUNTED
Animation = ATKB
AnimationName = MUBlkRider_SKL.MUBlkRider_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End


; --- Screech on horse anim //Mod by Nazgul of T3A//
AnimationState = SPECIAL_WEAPON_THREE
Animation = PNTA
AnimationName = MUBlkRider_SKL.MUBlkRider_PNTA
AnimationMode = ONCE
AnimationBlendTime = 20
End
FXEvent = Frame:30 Name:FX_FearBlast
End










; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1 MOUNTED
Animation = Hit_Level_1_a
AnimationName = MUBlkRider_SKL.MUBlkRider_HFMA
AnimationMode = ONCE
End
End
;;------------- EMOTIONS ---------------------------------------------
// AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED
// ShareAnimation = Yes
// Animation = Apprehensive
// AnimationName = MUBlkRider_SKL.MUBlkRider_APPA
// AnimationMode = LOOP ;Change this to ONCE if adding additional anims
// End
// End
//
// AnimationState = EMOTION_AFRAID MOUNTED
// ShareAnimation = Yes
// Animation = FERA
// AnimationName = MUBlkRider_SKL.MUBlkRider_FERA
// AnimationMode = LOOP
// End
// Animation = FERB
// AnimationName = MUBlkRider_SKL.MUBlkRider_FERB
// AnimationMode = LOOP
// End
// End

AnimationState = EMOTION_TAUNTING MOUNTED
ShareAnimation = Yes
Animation = Taunting
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTA
AnimationMode = ONCE
End
Animation = Taunting
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTB
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTC
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_POINTING MOUNTED
Animation = Pointing1
AnimationName = MUBlkRider_SKL.MUBlkRider_PNTA
AnimationMode = LOOP
End
End

AnimationState = EMOTION_CELEBRATING MOUNTED
ShareAnimation = Yes
Animation = CHRA
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA
AnimationMode = ONCE
End
Animation = CHRB
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_ALERT MOUNTED
Animation = IDLA
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLA
AnimationMode = LOOP
End
End

AnimationState = RAISING_FLAG MOUNTED
ShareAnimation = Yes
Animation = CHRA
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRB
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = SELECTED MOUNTED
StateName = State_Selected
Animation = AtAttention
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLG
AnimationMode = Loop
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
EndScript
End

AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLA
AnimationPriority = 20
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleB
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleC
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleG
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLG
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End

TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End

TransitionState = TRANS_Selected_to_Idle
Animation = ATNA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.8 1.2
End
Flags = START_FRAME_LAST
End







;-------------------------- NON MOUNTED VERSION ---------------------------------------------------------



AnimationState = DYING BURNINGDEATH
Animation
AnimationName = MUNazgul_SKL.MUNazgul_DTHA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End


AnimationState = DYING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_DTHA
AnimationMode = ONCE
End
End

AnimationState = BURNINGDEATH
Animation
AnimationName = MUNazgul_SKL.MUNazgul_MFDA
AnimationMode = LOOP
Distance = 90
End
End

AnimationState = FREEFALL
Animation
AnimationName = MUNazgul_SKL.MUNazgul_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = MUNazgul_SKL.MUNazgul_GTPA
AnimationMode = ONCE
End
End

AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation
AnimationName = MUNazgul_SKL.MUNazgul_RUNB
AnimationMode = LOOP
End

Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = FIRING_OR_PREATTACK_A
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKA //Stabbing motion//
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKB // Chopping motion//
AnimationMode = ONCE
End
End

AnimationState = MOVING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_RUNA
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End










; --- Morgul Blade Weapon anim //Mod by Nazgul of T3A//
AnimationState = SPECIAL_WEAPON_ONE
Animation = ATKA
AnimationName = MUNazgul_SKL.MUNazgul_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

; --- Screech on foot anim //Mod by Nazgul of T3A//
AnimationState = SPECIAL_WEAPON_TWO
Animation = GTPA
AnimationName = MUNazgul_SKL.MUNazgul_GTPA
AnimationMode = ONCE
AnimationBlendTime = 20
End
FXEvent = Frame:30 Name:FX_FearBlast
End










; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUNazgul_SKL.MUNazgul_HITA
AnimationMode = ONCE
End
End

AnimationState = LEVELED
Animation = Hit_Level_1_a
AnimationName = MUNazgul_SKL.MUNazgul_LVLA
AnimationMode = ONCE
End
End

; AnimationState = ENGAGED
; Animation
; AnimationName = MUNazgul_SKL.MUNazgul_APPA
; AnimationMode = LOOP
; End
; End


AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_CHRA
AnimationMode = LOOP
End
End

AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUNazgul_SKL.MUNazgul_TNTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End

AnimationState = RAISING_FLAG
Animation
AnimationName = MUNazgul_SKL.MUNazgul_CHRA
AnimationMode = LOOP
End
End

AnimationState = SELECTED
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End

TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUNazgul_SKL.MUNazgul_ATNA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

TransitionState = TRANS_Selected_to_Idle
Animation = ATNF
AnimationName = MUNazgul_SKL.MUNazgul_ATNF
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

End

Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING MOUNTED
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE MOUNTED
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE MOUNTED
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING MOUNTED
End
End

; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing
; GondorCavalryRiderless in FactionSubObject.ini

; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = BLACKRIDER_THREAT_LEVEL
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
MaxSimultaneousOfType = 6
BountyValue = EVILMEN_BLACKRIDER_BOUNTY_VALUE





DisplayName = OBJECT:EvilMenBlackRider
RecruitText = CONTROLBAR:BlackRiderRecruit
ReviveText = CONTROLBAR:BlackRiderRevive
Hotkey = CONTROLBAR:BlackRiderHotkey





ShroudClearingRange = EVILMEN_BLACKRIDER_SHROUD_RANGE
VisionRange = EVILMEN_BLACKRIDER_VISION_RANGE
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%

CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

MountedCrusherLevel = 1
MountedCrushableLevel = 3
CrushWeapon = KnightCrush

MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 20 ; Lose 80 percent of max velocity when crushing.

RamPower = 30;
RamZMult = 0.5;

ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End

ArmorSet
Conditions = MOUNTED
Armor = HeroArmorMounted
DamageFX = NormalDamageFX
End

WeaponSet
Conditions = None
Weapon = PRIMARY EvilMenBlackRiderSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End


// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_BlackRiderBody

AutoResolveArmor
Armor = AutoResolve_BlackRiderArmor
End

AutoResolveWeapon
Weapon = AutoResolve_BlackRiderWeapon
End


; *** AUDIO Parameters ***;

VoiceAttack = FellBeastVoiceAttack
VoiceAttackCharge = FellBeastVoiceAttack
VoiceAttackMachine = FellBeastVoiceAttack
VoiceAttackStructure = FellBeastVoiceAttack
VoiceCreated = EVA:NazgulCreated
VoiceFullyCreated = EVA:NazgulCreated
VoiceGuard = FellBeastVoiceMove
VoiceMove = FellBeastVoiceMove
VoicePriority = 51
VoiceRetreatToCastle = FellBeastVoiceMove
VoiceSelect = FellBeastVoiceSelect
VoiceSelectBattle = FellBeastVoiceSelect

SoundImpact = ImpactHorse

;GondorKnightVoiceFearCower
;GondorKnightVoiceFearDisperse
;GondorKnightVoiceFearPoint
;GondorKnightVoiceFearRegroup
;GondorKnightVoiceJoinAnybody
;GondorKnightVoiceLineFormation
;GondorKnightVoiceWedgeFormation

UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = FellBeastVoiceMove
VoiceEnterUnitMordorMumakil = FellBeastVoiceMove
VoiceEnterUnitSlaughterHouse = FellBeastVoiceMove
VoiceGarrison = FellBeastVoiceMove
VoiceInitiateCaptureBuilding = FellBeastVoiceMove
End

ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceMove = BlackRiderVoiceMoveMountedMS
VoiceSelect = BlackRiderVoiceSelectMountedMS
;SoundMoveStart = GondorHorseMoveStart
End
End

#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = NazgulDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800

AnimationSound = Sound:FootstepDirtA Animation:MUBLKRIDER_SKL.MUBLKRIDER_CHRA Frames:26 38

AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_ACCL Frames:8 30
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNA Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNB Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNL1 Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNR1 Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNL Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNR Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:0
;AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEB Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:0
;AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIED Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_IDLC Frames:9
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_TNTB Frames:9
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:10 46
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:20 43
AnimationSound = Sound:BodyFallGenericNoArmor Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:70
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:3 11
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:0
End

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Human Unit Cavalry Knight
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
ThingClass = CAVALRY_UNIT

KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE HERO GRAB_AND_DROP INFANTRY ARMY_SUMMARY HEAVY_MELEE_HITTER

Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS

MaxHealth = EVILMEN_BLACKRIDER_HEALTH
MaxHealthDamaged = EVILMEN_BLACKRIDER_HEALTH_DAMAGED
RecoveryTime = EVILMEN_BLACKRIDER_HEALTH_RECOVERY_TIME

PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End

Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING
DeathFX = FX_BlacRiderDieToRespawn
DeathAnimationTime = 3933
RespawnAnim = LEVELED
RespawnAnimationTime = 2000
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP
ButtonImage = HIBlackRider_res
RespawnAsTemplate = EvilMenBlackRiderMounted

RespawnRules = AutoSpawn:No Cost:RESPAWN_COST_LO Time:RESPAWN_TIME Health:100%
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End

Behavior = AutoHealBehavior ModuleTag_EowynHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
UnitHealPulseFX = FX_SpellHealUnitHealBuff
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = EvilMenBlackRiderFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End

LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_NORMAL
Speed = 100
End

LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_CAVALRY_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = 60
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 ;msec
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End

Behavior = SlowDeathBehavior ModuleTag_08
; Die and don't spawn horse
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.80 ; in Dist/Sec
DestructionDelay = 12000
;ProbabilityModifier = 33
Sound = INITIAL GondorSoldierVoiceDie
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 2000 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 2000 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)

HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End

;;; CAPTURE ;;;
#include "..\..\..\includes\CaptureBuilding.inc"

;///////////////////
; AISpecialPowers
;///////////////////

Behavior = AISpecialPowerUpdate ToggleMountedAI
CommandButtonName = Command_MountHorseBlackRider
SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
End

Behavior = AISpecialPowerUpdate ScreechAI
CommandButtonName = Command_SpecialAbilityScreechBlackRider
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End

Behavior = AISpecialPowerUpdate MorgulBladeAI
CommandButtonName = Command_BlackRiderMorgulBlade
SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
End

Geometry = CYLINDER
GeometryMajorRadius = 16.0
GeometryHeight = 25.0
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
ShadowSizeX = 30
ShadowSizeY = 21
ShadowTexture = ShadowI

; Do I need to change GondorCavalryRiderless?
End










;--------------------------------------------------------------------
;ChildObject 1 - Nazgul on Foot -------------------------------------
;--------------------------------------------------------------------

ChildObject EvilMenBlackRider EvilMenBlackRiderInterface
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPBlackRider



; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
; This is required for garrisoned objects - please put in all objects.
ButtonImage = HIBlackRider

CommandSet = EvilMenBlackRiderCommandSet
BuildCost = EVILMEN_BLACKRIDER_BUILDCOST
BuildTime = INITIAL_BUILDTIME
CommandPoints = 0






;--------- MOUNT HORSE -----------------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
MountedTemplate = EvilMenBlackRiderMounted
SynchronizeTimerOnSpecialPower = SpecialAbilityScreech SpecialAbilityBlackRiderMorgulBlade
UnpackTime = 2000
PreparationTime = 0
PackTime = 0
OpacityTarget = .0
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
End

Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End

; Generic auto ability.
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

;--------- DREAD VISAGE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderDreadVisage
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_BlackRiderDreadVisage
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderDreadVisageUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisage
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericDebuff
TriggeredBy = Upgrade_BlackRiderDreadVisage
RefreshDelay = 2000
Range = 200
TargetEnemy = Yes
AntiCategory = LEADERSHIP BUFF ; This means cancel all previous leadership bonuses
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -HORDE
End
Behavior = ModelConditionUpgrade ModuleTag_DreadVisageModelCondition
TriggeredBy = Upgrade_BlackRiderDreadVisage
AddConditionFlags = USER_3
End

Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
InitiallyActive = No
TriggeredBy = Upgrade_BlackRiderDreadVisage
WhichSpecialPower = 1
GenerateTerror = No
GenerateFear = Yes
EmotionPulseRadius = 100
EmotionPulseInterval = 1000
End

;--------- MORGUL BLADE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderMorgulBlade
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
TriggeredBy = Upgrade_BlackRiderMorgulBlade
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderMorgulBladeStarter
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = FellBeastVoiceAttack ;LurtzVoiceAttackCripplingStrike
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BlackRiderMorgulBladeUpdate
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
SkipContinue = Yes

UnpackTime = 250
PreparationTime = 1
PersistentPrepTime = 500
PackTime = 100
MustFinishAbility = Yes

AwardXPForTriggering = 0
StartAbilityRange = 15.0

SpecialWeapon = EvilMenBlackRiderMorgulBlade
WhichSpecialWeapon = 1
End
Behavior = AutoAbilityBehavior ModuleTag_MorgulBladeAutoAbility
SpecialAbility = SpecialAbilityBlackRiderMorgulBlade
ForbiddenStatus = INSIDE_GARRISON
AllowSelf = No
Query = 1 MORGULBLADE_OBJECT_FILTER
End

;--------- SCREECH -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderScreechEnabler
SpecialPowerTemplate = SpecialAbilityScreech
TriggeredBy = Upgrade_BlackRiderNazgulScreech
ObeyRechageOnTrigger = Yes
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderScreech
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = SpecialAbilityUpdate ModuleTag_BlackRiderScreechSAUpdate
SpecialPowerTemplate = SpecialAbilityScreech
UnpackTime = 1
AwardXPForTriggering = 0
TriggerSound = NazgulScreech
EffectRange = 180
PreparationTime = 1
PackTime = 3000
CustomAnimAndDuration = AnimState:SPECIAL_WEAPON_TWO AnimTime:3000
End


End













;--------------------------------------------------------------------
;ChildObject 2 - Nazgul on Horse ------------------------------------
;--------------------------------------------------------------------

ChildObject EvilMenBlackRiderMounted EvilMenBlackRiderInterface
CommandPoints = 0
CommandSet = EvilMenBlackRiderMountedCommandSet

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderScreechEnabler
SpecialPowerTemplate = SpecialAbilityScreech
TriggeredBy = Upgrade_BlackRiderNazgulScreech
End

Behavior = SpecialPowerModule ModuleTag_BlackRiderScreech
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End

Behavior = SpecialAbilityUpdate ModuleTag_BlackRiderScreechSAUpdate
SpecialPowerTemplate = SpecialAbilityScreech
UnpackTime = 0
AwardXPForTriggering = 0
TriggerSound = NazgulScreech
Instant = Yes
EffectRange = 180
End

Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder
;When in Worldbuilder, show the mounted version of the Black Rider!

OkToChangeModelColor = Yes

DefaultModelConditionState
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = MUBlkRider_SKN
End
End



;--- AUDIO Parameters ---

SoundMoveStart = GondorHorseMoveStart

;-------


;--------- MOUNT FELLBEAST -----------------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
StartsPaused = No
End

Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
MountedTemplate = MordorFellBeast
SynchronizeTimerOnSpecialPower = SpecialAbilityScreech SpecialAbilityBlackRiderMorgulBlade
UnpackTime = 2000
PreparationTime = 0
PackTime = 0
OpacityTarget = .0
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
End

;--------- DREAD VISAGE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderDreadVisage
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_BlackRiderDreadVisage
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderDreadVisageUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisage
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericDebuff
TriggeredBy = Upgrade_BlackRiderDreadVisage
RefreshDelay = 2000
Range = 200
TargetEnemy = Yes
AntiCategory = LEADERSHIP BUFF ; This means cancel all previous leadership bonuses
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -HORDE
End
Behavior = ModelConditionUpgrade ModuleTag_DreadVisageModelCondition
TriggeredBy = Upgrade_BlackRiderDreadVisage
AddConditionFlags = USER_3
End

Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
InitiallyActive = No
TriggeredBy = Upgrade_BlackRiderDreadVisage
WhichSpecialPower = 1
GenerateTerror = No
GenerateFear = Yes
EmotionPulseRadius = 100
EmotionPulseInterval = 1000
End

;--------- MORGUL BLADE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderMorgulBlade
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
TriggeredBy = Upgrade_BlackRiderMorgulBlade
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderMorgulBladeStarter
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = FellBeastVoiceAttack ;LurtzVoiceAttackCripplingStrike
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BlackRiderMorgulBladeUpdate
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
SkipContinue = Yes

UnpackTime = 250
PreparationTime = 1
PersistentPrepTime = 500
PackTime = 100
MustFinishAbility = Yes

AwardXPForTriggering = 0
StartAbilityRange = 15.0

SpecialWeapon = EvilMenBlackRiderMorgulBlade
WhichSpecialWeapon = 1
End
Behavior = AutoAbilityBehavior ModuleTag_MorgulBladeAutoAbility
SpecialAbility = SpecialAbilityBlackRiderMorgulBlade
ForbiddenStatus = INSIDE_GARRISON
AllowSelf = No
Query = 1 MORGULBLADE_OBJECT_FILTER
End

;--------- SCREECH -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderScreechEnabler
SpecialPowerTemplate = SpecialAbilityScreech
TriggeredBy = Upgrade_BlackRiderNazgulScreech
ObeyRechageOnTrigger = Yes
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderScreech
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = SpecialAbilityUpdate ModuleTag_BlackRiderScreechSAUpdate
SpecialPowerTemplate = SpecialAbilityScreech
UnpackTime = 1
AwardXPForTriggering = 0
TriggerSound = NazgulScreech
EffectRange = 180
PreparationTime = 1
PackTime = 3000
CustomAnimAndDuration = AnimState:SPECIAL_WEAPON_THREE AnimTime:3000
End



Behavior = ModelConditionUpgrade ModuleTag_MakeUsMounted
TriggeredBy = Upgrade_MordorFaction
AddConditionFlags = MOUNTED
Permanent = Yes
End


End
[/codebox]

This is like a BIG thorn in my eye and keeps me from moving on to other things in this mini-mod *sobs* :(
HELP?

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


#43 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 27 December 2006 - 03:37 PM

well, does your nazzi change himself each time? Is it ONLY the morgul blade that resets? if so...

1. Having two objects, and changing between them causes all thing to reset.
2. Having them in the same, does not do this. Then they won't reset.

As I've seen, you have the mounted version at the bottom, and when you mount him, if he then changes Object, you have your problem.

if not, I have no idea.... and, if it's changed in BFME2, I have absolutely no clue whatsoever :p

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#44 Phil

Phil

    Force Majeure

  • Network Leaders
  • 7,976 posts
  • Location:Switzerland
  • Projects:Revora, C&C:Online
  •  Thought Police
  • Division:Revora
  • Job:Network Leader
  • Donated
  • Association

Posted 27 December 2006 - 03:43 PM

For all your "works - but is RESET to unused upon entering this mount toggle from" problems, add the special power template for the powers that are shared between each mount to the SynchronizeTimerOnSpecialPower line in the ToggleMountedSpecialAbilityUpgrade behavior.

:p

revorapresident.jpg
My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#45 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 27 December 2006 - 05:19 PM

For all your "works - but is RESET to unused upon entering this mount toggle from" problems, add the special power template for the powers that are shared between each mount to the SynchronizeTimerOnSpecialPower line in the ToggleMountedSpecialAbilityUpgrade behavior.

:p



But... :p I know... but... it's there - isn't it? SynchronizeTimerOnSpecialPower... I have put the morgulblade there, right? Or am I stupid? :p :p

Lauri: I'll read your comments a few times more, and maybe I'll grasp what you're saying... *lol* Hmmm...

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


#46 Phil

Phil

    Force Majeure

  • Network Leaders
  • 7,976 posts
  • Location:Switzerland
  • Projects:Revora, C&C:Online
  •  Thought Police
  • Division:Revora
  • Job:Network Leader
  • Donated
  • Association

Posted 27 December 2006 - 08:21 PM

Sorry, that was not directed to you, but to Lauri's insanely intelligent remark :p

But yeah, actually it should solve it, as this method solved the rest of the resets...

revorapresident.jpg
My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#47 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 27 December 2006 - 09:26 PM

Hehe yeah I have no clue whatsoever to what he's saying, even though he's from Scandinavia like me *lol* The Nazgul switches from BlackRider.ini to BlackRiderMounted (childobject) to Fellbeast.ini (hate the EA names)... and the WK in a similar way (WitchKing.ini to Fellbeast.ini (the childobject WitchKingOnFellBeast) to BlackRiderMountedWK (my new ini for witchking on horse).

Maybe Lauri means that you can't switch between different ini's, but obvioulsy you can, since the sync solved the issue with Screech! But not the Morgul Blade, and having them be able to stab the enemy repetedly like this makes them WAY to powerful, since there's eight of them too... This way you could turn an entire army into wraiths... (who ever came up with the name "Barrow Wight"... sounds like Barry White for christ sake)!!! :p

Well, anyway, I kind of gave up on this and asked a prominent member of this site for help. He agreed to look at my codes and that alone makes me happy :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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#48 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 27 December 2006 - 10:38 PM

I mean, IF you switch between inis (or two objects in the same ini) all will reset... :p :p

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#49 Phil

Phil

    Force Majeure

  • Network Leaders
  • 7,976 posts
  • Location:Switzerland
  • Projects:Revora, C&C:Online
  •  Thought Police
  • Division:Revora
  • Job:Network Leader
  • Donated
  • Association

Posted 27 December 2006 - 11:10 PM

Yeah, that's what he's doing ;) And the bit of code that LoG mentioned prevents that ;) Or what do you mean? ;)

Sorry, I couldn't help myself ;) :p

revorapresident.jpg
My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#50 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 04 January 2007 - 12:37 AM

For this matter, I've put my trust in LoG and his generous help ;) We'll see if he can fix it ;)

New topic, and this is probably simple for some of you...
- I've accidently managed to delete the "ring markings" on the ground for my WitchKing (on foot). What lines/codes do I need to reinsert to get it back? :grin:

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


#51 ched

ched

    .

  • Undead
  • 4,431 posts
  • Location:Angers (France)
  • Projects:Rhovanion Alliance
  •  T3A Team Chamber Member
  • Division:BFME
  • Job:Previous Division Leader

Posted 04 January 2007 - 12:40 AM

add your object to experiencelevels.ini if that's not done already, using his old experience pattern. that should fix it.
Software is like sex; it's better when it's free ~Linus Torvald

#52 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 04 January 2007 - 02:14 AM

Experiencelevel... OFF COURSE!! Thanks a bunch!! :grin:
How stupid am I? I've cleaned my codes vastly after all the "cut and paste mess" I did when I created the mount toggle for them, and deleted a bunch of stuff that wasn't used (and that's why I got worried that I'd cleaned to much). And also I created a ChildObject for WitchKing on foot called simply WitchKingOnFoot, but I forgot to ad this to the WK definition in Experience! ;)

Thanks again!

You wouldn't also happen to have a clue about the MorgulBlade reset problem as well? ^_^

Might as well ask this other relevant question here as well, even if it's in my other "official" thread too... ;)
- How do you set the spawn of the BlackRiders (which model to use) upon exit from fortress? They exit on foot but respawn on horse. I know where to set respawn, but where do you set initial spawn?

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


#53 ched

ched

    .

  • Undead
  • 4,431 posts
  • Location:Angers (France)
  • Projects:Rhovanion Alliance
  •  T3A Team Chamber Member
  • Division:BFME
  • Job:Previous Division Leader

Posted 04 January 2007 - 02:39 AM

I'm not sure what codes you are using for this, but if you are using 2 objects (which seems to be the case), then simply add your mounted object to the fortress, and have it so that the on foot version respawns as mounted using this bit of code :

Behavior = RespawnUpdate ModuleTag_RespawnUpdate
	[...]
		RespawnAsTemplate			= MountedObject
	[...]
End

Edited by ched, 04 January 2007 - 02:39 AM.

Software is like sex; it's better when it's free ~Linus Torvald

#54 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 04 January 2007 - 04:15 AM

Yes I know how to set respawn... but not initial spawn, until you sort of "lit the candle in my head"... :sleep:
DARN I'm slow sometimes... OFF COURSE I need to reset the Playertemplate to that mount - SO easy, but sometimes the easiest things are the toughest to see... ;) ;)
Thanks again!!! For clearing my head... *lol*

In this process another thing came to place... I've been wondering about the Morgul Blade reset thing since forveren now, but upon cleaning my codes from unused stuff, I saw something that ALL powers had but Morgul Blade...

ObeyRechageOnTrigger		= Yes
:grin:

This was absent and naturally thats why the reset every time I toggled mount for my black riders...
FINALLY that's out of the way!!! WOHOOO, and that pretty much makes this thread finished I guess ^_^
CU in my official question thread for the rest... hehe. Thank U guys!

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


#55 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 06 January 2007 - 08:01 PM

Nope, found another thing... :p

My BlackRiders seem to be unsing the same LocoMotor settings, despite them having two different ones. Naturally I want them to ride faster then they walk, but they seem to be using the SET_NORMAL for both foot and horse? Why? :sleep:

	LocomotorSet
		Locomotor = NazgulLocomotor; Default was NormalHorseHordeMemberLocomotor
		Condition = SET_NORMAL
		Speed	 = 70; Default is NORMAL_EVIL_FAST_MEMBER_SPEED
	End
	
	LocomotorSet
		Locomotor = NormalHorseHordeMemberLocomotor
		Condition = SET_MOUNTED
		Speed	 = 120; Default is - NORMAL_CAVALRY_FAST_MEMBER_SPEED
	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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#56 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 07 January 2007 - 05:10 PM

Sorry for the bump, but no takes on this? It's the last fix for this mini-mod, and it's keeping me from final additions and release... =p

Anyone?

I tried to look at Gandalf, and he can use double locomotors, but why can't the black riders. It's the same thing with default settings too, for them...?

Heeelp?

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


#57 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 08 January 2007 - 12:37 PM

well, as we all can see, it's nothing wrong with it.... that's the wierd thing....

can't remeber though, do you switch between objects or not? if you do, try to have it in all the objects ;) worth a shot, won't make the mod much bigger :D
also, try to just copy Gandys codes, and see if those work...

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#58 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 08 January 2007 - 02:45 PM

Good idea... I will try with copying Gandalf codes for this.
Otherwise... yes in a way:
On foot: BlackRider.ini
On horse: childobject in BlackRider.ini
On fellbeast: FellBeast.ini

So: 2 different ini:s

Naturally, the last one is not affected by this... so it's really just one ini/object, even though horse is child. I only want to speed up the horse, so to speak. I've tried putting that loco in that childobject, but they STILL used the foot-speed :(

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


#59 Hard_Sander

Hard_Sander
  • Members
  • 244 posts

Posted 08 January 2007 - 03:26 PM

If it doesn't work, you could always use a attributemodifier.

#60 zimoo

zimoo

    Ecthelion of the Fountain

  • Project Team
  • 2,009 posts
  • Location:Devon, England
  • Projects:Lurking until the off topic begins...
  •  Guardian of the Books

Posted 08 January 2007 - 04:27 PM

I don't think that would work, as it would still move like an infantry unit, just faster (i.e. they wouldn't turn properly)
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users