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Olog's Questions


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#1 olog hai of the east

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Posted 11 February 2007 - 12:05 AM

Instead of just countless post's I have decided to compile all my questions into here. So I will get right into it

MY current questions:

Adding Damrod into the men of the west. By this I mean having a palantir image and a command button. [DONE]

Adding Celeborn as Ring Hero [DONE]

As Argolis said on another thread get starting battalions to defend my fortress

I will keep posting more

http://s168.photobuc...rrent=CelDa.jpg

Damrod and Celeborn their

Edited by olog hai of the east, 11 February 2007 - 05:13 AM.

It's only funny until someone gets hurt, Then its Hilarios!

#2 ched

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Posted 11 February 2007 - 12:18 AM

1/ and 2/ have been asked so many times I don't even feel like explaining. Search.


3/ starting units were scripted in BfME1 via Worldbuilder. But I have no idea how the script applied to each map after that.
The best way would be to add hordes the way Porters as spawned as starting units.
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#3 Guest_fffd_*

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Posted 11 February 2007 - 10:43 AM

staring units int player template ini

#4 Fingulfin

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Posted 12 February 2007 - 05:49 PM

As Ched and the above poster said, you can script units in via playertemplate.

From my mod:
;------------- STARTING UNITS -------
	StartingUnit0 		= AngmarPorter 
	StartingUnitOffset0 	= X:1 Y:160 Z:0
	StartingUnit1 		= AngmarPorter
	StartingUnitOffset1 	= X:30 Y:250 Z:0
	StartingUnit3 		= AngmarThrallMaster
	StartingUnitOffset3 	= X:80 Y:120 Z:0
	StartingUnit2 		= AngmarThrallMaster
	StartingUnitOffset2 	= X:75 Y:270 Z:0

Easy as pie :rolleyes:
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#5 olog hai of the east

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Posted 13 February 2007 - 03:54 AM

As I should have said, I want them to protect it like a lair, auto defending
It's only funny until someone gets hurt, Then its Hilarios!

#6 Fingulfin

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Posted 13 February 2007 - 05:49 AM

Auto Spawning as well? Use the creep codes :)

EXAMPLE:
In the Structures code:
Behavior = SpawnBehavior ModuleTag_SpawnFighters
		SpawnNumber			= 8
		InitialBurst		= 8
		SpawnTemplateName	= MordorGoblinSwordsman_Slaved MordorGoblinArcher_Slaved
		SpawnReplaceDelay	= 60000
		CanReclaimOrphans	= Yes
	End
In the Units code:
Behavior = SlavedUpdate ModuleTag_Slave
		GuardMaxRange		= 250
		GuardWanderRange	= 40
		UseSlaverAsControlForEvaObjectSightedEvents = Yes
	End

This stuff is referenced from data/ini/object/neutral/moriagoblinlair.ini and data/ini/object/evilfaction/units/mordor/mordorgoblinswordsman.ini

Happy coding :p

Edited by Fingulfin, 13 February 2007 - 05:54 AM.

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