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[RotWk]Update 25/7/08.


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#1 Athem

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Posted 03 July 2007 - 11:26 AM

I have a little problem with dunedain rangers....
I have add to them toggle weapon but they can't attack with sword. :p
They only stay and do nothing... :p
Can me somebody say why?

Problem solved....

Another question.
It is possible make an summoning spell that can be again activated only if the summoned units are dead?
Because i want remove Aragorn's summon oathbreaker and ad Summon Grey company (3 battalions of dunedain rangers and Halbarad)

Edited by Athem, 25 July 2008 - 01:38 PM.

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#2 Athem

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Posted 04 July 2007 - 02:54 PM

Nothing?.. Nobody knows how summon it? hmm ;)
Oks.

Another question...
1, Know somebody how it is possible fix EntAsh's buildupanim and command set?
I work on that more then two weaks but nothing find that can help me...
Thanks

(and old one):
2, It is possible make an summoning spell that can be again activated only if the summoned units are dead?
Because i want remove Aragorn's summon oathbreaker and ad Summon Grey company (3 battalions of dunedain rangers and Halbarad)?

Thanks

Edited by Athem, 11 July 2007 - 09:02 AM.

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#3 thenewch

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Posted 04 July 2007 - 03:18 PM

2, It is possible make an summoning spell that can be again activated only if the summoned units are dead?
Because i want remove Aragorn's summon oathbreaker and ad Summon Grey company (3 battalions of dunedain rangers and Halbarad)?


If your trying to add a summon spell, go here

Edited by thenewch, 04 July 2007 - 03:19 PM.

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#4 Athem

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Posted 04 July 2007 - 03:20 PM

2, It is possible make an summoning spell that can be again activated only if the summoned units are dead?
Because i want remove Aragorn's summon oathbreaker and ad Summon Grey company (3 battalions of dunedain rangers and Halbarad)?


If your trying to add a summon spell, go here

;) I know how to add summon spell... but i want to make a spell that can be again only activated when the summoned units are dead.
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#5 thenewch

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Posted 04 July 2007 - 03:22 PM

;) I know how to add summon spell... but i want to make a spell that can be again only activated when the summoned units are dead.


in that case, I have no clue what to do. I'm don't think that's possible, but I could be wrong
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#6 Athem

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Posted 04 July 2007 - 03:26 PM

;) I know how to add summon spell... but i want to make a spell that can be again only activated when the summoned units are dead.


in that case, I have no clue what to do. I'm don't think that's possible, but I could be wrong



As first need I know how to fix EntAsh :D
And if that summon is impossible i make it wihout Halbarad.
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#7 Athem

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Posted 05 July 2007 - 04:35 PM

;) I know how to add summon spell... but i want to make a spell that can be again only activated when the summoned units are dead.


in that case, I have no clue what to do. I'm don't think that's possible, but I could be wrong



As first need I know how to fix EntAsh :grin:
And if that summon is impossible i make it wihout Halbarad.



EntAsh Fixed...
Others problem...
1, How can I make that Ent Ash change they're commandsets after they're build?
I need that EntAsh change his command set automaticaly from RohanGenericEntCommandSet to EntAshCommandSet?

2, If I want that Treebeards leadership affect him too need I write to ObjectFilter +RohanTreeBeard or -RohanTreeBeard?

Thx
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#8 Downfall

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Posted 05 July 2007 - 05:13 PM

Just add the commandset into the Childobject EntAsh part of the file and that will chage his commandset.

As for Treebeard's Leadership affecting him, you have to go into Treebeard's ini and look for this
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive	= Yes;If no, requires upgrade to turn on.
		BonusName		= TreeBeardPassiveLeadership
		TriggeredBy		= Upgrade_TreeBeardLeadership
		RefreshDelay	= 3800
		Range			= 300
		ObjectFilter = NONE +RohanEntFir +RohanEntBirch +RohanEntFir_Summoned +RohanEntBirch_Summoned; +RohanTreeBerd
	End

and add this into the ObjectFilter

+RohanEntAsh

And it should look like this
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive	= Yes;If no, requires upgrade to turn on.
		BonusName		= TreeBeardPassiveLeadership
		TriggeredBy		= Upgrade_TreeBeardLeadership
		RefreshDelay	= 3800
		Range			= 300
		ObjectFilter = NONE +RohanEntFir +RohanEntBirch +RohanEntAsh +RohanEntFir_Summoned +RohanEntBirch_Summoned; +RohanTreeBerd
	End

"Human beings make strange fauna and flora. From a distance they appear negligible; up close they are apt to appear ugly and malicious."
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#9 Sûlherokhh

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Posted 05 July 2007 - 05:42 PM

As for the commandsetupgrade: Just give him a different one from the start. No need to make this complicated.

He should have a line saying

CommandSet = RohanGenericEntCommandset

Change it.

If he doesn't have the line because he is a ChildObject of EntFir or GenericEnt or whatever, just ADD the line and the new CommandSet takes precedence. Take care not to put the line inside another module though.


Edit: I just saw you answered that already, Downfall; ;) Anyway, this way it works. :grin:

Edited by Sûlherokhh, 05 July 2007 - 05:43 PM.

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#10 Athem

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Posted 05 July 2007 - 05:49 PM

Just add the commandset into the Childobject EntAsh part of the file and that will chage his commandset.

As for Treebeard's Leadership affecting him, you have to go into Treebeard's ini and look for this

	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive	= Yes;If no, requires upgrade to turn on.
		BonusName		= TreeBeardPassiveLeadership
		TriggeredBy		= Upgrade_TreeBeardLeadership
		RefreshDelay	= 3800
		Range			= 300
		ObjectFilter = NONE +RohanEntFir +RohanEntBirch +RohanEntFir_Summoned +RohanEntBirch_Summoned; +RohanTreeBerd
	End

and add this into the ObjectFilter

+RohanEntAsh

And it should look like this
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive	= Yes;If no, requires upgrade to turn on.
		BonusName		= TreeBeardPassiveLeadership
		TriggeredBy		= Upgrade_TreeBeardLeadership
		RefreshDelay	= 3800
		Range			= 300
		ObjectFilter = NONE +RohanEntFir +RohanEntBirch +RohanEntAsh +RohanEntFir_Summoned +RohanEntBirch_Summoned; +RohanTreeBerd
	End


I have ask something other... ;)
Leadership that affect TreeBeard and not EntAsh...
I have give +RohanTreeBeard to object filter but nothing happened.

And for Sûlherokhh...
I have give to EntAsh datas an new command set (EntAshCommandSet) but when he is buld he has RohanGenericEntCommandSet BUT after i give close range attack his RohanGenericEntCommandSet change
to EntAshCommandSet.
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#11 Downfall

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Posted 05 July 2007 - 06:03 PM

Sorry misread that :rolleyes:

Anyway here what you need to add
AllowSelf		= Yes

Add that into this
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive	= Yes;If no, requires upgrade to turn on.
		BonusName		= TreeBeardPassiveLeadership
		TriggeredBy		= Upgrade_TreeBeardLeadership
		RefreshDelay	= 3800
		Range			= 300
		ObjectFilter = NONE +RohanEntFir +RohanEntBirch +RohanEntAsh +RohanEntFir_Summoned +RohanEntBirch_Summoned; +RohanTreeBerd
	End

So it looks like this

Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive	= Yes;If no, requires upgrade to turn on.
		BonusName		= TreeBeardPassiveLeadership
		TriggeredBy		= Upgrade_TreeBeardLeadership
		RefreshDelay	= 3800
		Range			= 300
		AllowSelf		= Yes
		ObjectFilter = NONE +RohanEntFir +RohanEntBirch +RohanEntAsh +RohanEntFir_Summoned +RohanEntBirch_Summoned; +RohanTreeBerd
	End	

"Human beings make strange fauna and flora. From a distance they appear negligible; up close they are apt to appear ugly and malicious."
Henry Miller, Tropic of Cancer


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#12 Athem

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Posted 05 July 2007 - 06:06 PM

Sorry misread that :rolleyes:

Anyway here what you need to add

AllowSelf		= Yes

Add that into this
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive	= Yes;If no, requires upgrade to turn on.
		BonusName		= TreeBeardPassiveLeadership
		TriggeredBy		= Upgrade_TreeBeardLeadership
		RefreshDelay	= 3800
		Range			= 300
		ObjectFilter = NONE +RohanEntFir +RohanEntBirch +RohanEntAsh +RohanEntFir_Summoned +RohanEntBirch_Summoned; +RohanTreeBerd
	End

So it looks like this

Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive	= Yes;If no, requires upgrade to turn on.
		BonusName		= TreeBeardPassiveLeadership
		TriggeredBy		= Upgrade_TreeBeardLeadership
		RefreshDelay	= 3800
		Range			= 300
		AllowSelf		= Yes
		ObjectFilter = NONE +RohanEntFir +RohanEntBirch +RohanEntAsh +RohanEntFir_Summoned +RohanEntBirch_Summoned; +RohanTreeBerd
	End	



Need i write him to to ObjectFilter? :rolleyes:

And old one: :thumbsupsmiley:
And for Sûlherokhh...
I have give to EntAsh datas an new command set (EntAshCommandSet) but when he is buld he has RohanGenericEntCommandSet BUT after i give close range attack his RohanGenericEntCommandSet change
to EntAshCommandSet. :xd:
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#13 Sûlherokhh

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Posted 05 July 2007 - 06:43 PM

That's because he has a commandset monitor. When set to throw rocks he changes to the genericentrockthrowcommandset. When he is created, any ent will automatically change to rockthrow.

To change that, you need to copy the following lines from the parent object:

Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper
		ModelConditionFlags			= ATTACKING_POSITION
		ModelConditionCommandSet	= RohanEntRockCommandSetStopBombard
		WeaponSetFlags				= WEAPONSET_TOGGLE_1
		WeaponToggleCommandSet		= RohanEntRockCommandSet
	End

Just insert the new Commandset for Ash instead of all the rockthrowing commandsets. BUT: This doesn't take care of the initial switch to rockthrow.

This code causes it:
; // When created, automatically switch to rock-throwing
	Behavior = DoCommandUpgrade Module_DoCommandUpgrade
		TriggeredBy = Upgrade_SwitchToRockThrowing
		GetUpgradeCommandButtonName = Command_ToggleEntRockThrow
	End

Since all Ents get the Upgrade 'Upgrade_SwitchToRockThrowing' right from the start, this is a problem. You can solve it by removing this piece of code from the ParentObject and inserting it in all ChildObjects EXCEPT for Ash. In that case, you wouldn't need to add the ModelConditionMonitor from above.

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#14 Athem

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Posted 05 July 2007 - 06:52 PM

That's because he has a commandset monitor. When set to throw rocks he changes to the genericentrockthrowcommandset. When he is created, any ent will automatically change to rockthrow.

To change that, you need to copy the following lines from the parent object:

Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper
		ModelConditionFlags			= ATTACKING_POSITION
		ModelConditionCommandSet	= RohanEntRockCommandSetStopBombard
		WeaponSetFlags				= WEAPONSET_TOGGLE_1
		WeaponToggleCommandSet		= RohanEntRockCommandSet
	End

Just insert the new Commandset for Ash instead of all the rockthrowing commandsets. BUT: This doesn't take care of the initial switch to rockthrow.

This code causes it:
; // When created, automatically switch to rock-throwing
	Behavior = DoCommandUpgrade Module_DoCommandUpgrade
		TriggeredBy = Upgrade_SwitchToRockThrowing
		GetUpgradeCommandButtonName = Command_ToggleEntRockThrow
	End

Since all Ents get the Upgrade 'Upgrade_SwitchToRockThrowing' right from the start, this is a problem. You can solve it by removing this piece of code from the ParentObject and inserting it in all ChildObjects EXCEPT for Ash. In that case, you wouldn't need to add the ModelConditionMonitor from above.


Second looks better
(Ich nehme immer das zweite weg) :rolleyes:
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#15 Athem

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Posted 06 July 2007 - 04:43 AM

Have used that second code and it woek fine.
Great thanks to Sûlherokhh

Edited by Athem, 06 July 2007 - 04:43 AM.

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#16 Athem

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Posted 06 July 2007 - 08:06 AM

Other problem....
With creating of unit. Buttons are there but units dont come from Barracks. :p

Here are codes:
I created a new units with name ElvenNoldorSpearman and hordename is ElvenNoldorSpearmanHorde .
And summon ChildObject of they're. The summoned units works perfect only normal units doesn't work. :p

In commandbutton:
CommandButton Command_ConstructElvenNoldorSpearmanHorde
	Command				= UNIT_BUILD
	Object				= ElvenNoldorSpearmanHorde
	Options				= CANCELABLE NEED_UPGRADE
	TextLabel			= CONTROLBAR:ConstructElvenNoldorSpearmanHorde
	ButtonImage			= BEElvenBarracks_NoldorWarriorsIcon
	ButtonBorderType	= BUILD 
	DescriptLabel	   = CONTROLBAR:ToolTipBuildElvenNoldorSpearmanHorde
	Radial				= Yes
	InPalantir			= Yes
	ShowProductionCount	= Yes 
	NeededUpgrade			= Upgrade_ElvenBarracksLevel3
	NeededUpgradeAny		= Yes	 
End


In Commandsets:
CommandSet ERElvenBarracksCommandSet      1     = Command_ConstructElvenLorienWarriorHorde      2     = Command_ConstructElvenLorienArcherHorde      3     = Command_ConstructElvenMithlondSentryHorde      4     = Command_ConstructElvenMirkwoodArcherHorde      5     = Command_ConstructNoldorWarriorHorde            ; RotWK      7     = Command_ConstructElvenLindonWarriorHorde       8     = Command_ConstructElvenNoldorSpearmanHorde      9     = Command_PurchaseUpgradeElvenBarracksLevel2      6     = Command_SellEndCommandSet ElvenBarracksCommandSetLevel2      1     = Command_ConstructElvenLorienWarriorHorde      2     = Command_ConstructElvenLorienArcherHorde      3     = Command_ConstructElvenMithlondSentryHorde      4     = Command_ConstructElvenMirkwoodArcherHorde      5     = Command_ConstructNoldorWarriorHorde            ; RotWK      7     = Command_ConstructElvenLindonWarriorHorde       8     = Command_ConstructElvenNoldorSpearmanHorde      9     = Command_PurchaseUpgradeElvenBarracksLevel3      6     = Command_SellEndCommandSet ElvenBarracksCommandSetLevel3      1     = Command_ConstructElvenLorienWarriorHorde      2     = Command_ConstructElvenLorienArcherHorde      3     = Command_ConstructElvenMithlondSentryHorde      4     = Command_ConstructElvenMirkwoodArcherHorde      5     = Command_ConstructNoldorWarriorHorde            ; RotWK      6     = Command_Sell      7     = Command_ConstructElvenLindonWarriorHorde        ; RotWK;      8     = Command_ConstructElvenImladrisWarriorHorde       8     = Command_ConstructElvenNoldorSpearmanHorde        ; ML-AddedEnd


Can me somebody tell where is problem?
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#17 Athem

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Posted 06 July 2007 - 12:13 PM

Noldor spearmen problem Solved...

Know somebody why my "noldor banner" (RohanElvenWarriorBanner) after using Weapon song change from RohanElvenWarriorBanner (from BFME1) change to Lorien Archer Banner?
Thx
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#18 Athem

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Posted 07 July 2007 - 02:45 PM

I have a great problem... if I run the game with -mod command game has an error BUT if i use _mymod.big Game run without problems... why?

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#19 Athem

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Posted 10 July 2007 - 06:53 PM

I want ask if some 2d art maker can help me make an screen splash for my mod.
If somebody can PM me pls.
Thanks.
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#20 Athem

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Posted 11 July 2007 - 09:00 AM

I need help... I want to add Shagrat to mordors AI but worldbuilder wont open the scripts.
Can me somebody say why?



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Edited by Athem, 11 July 2007 - 09:01 AM.

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