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[RotWk]Update 25/7/08.


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#21 Lauri

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Posted 11 July 2007 - 10:14 AM

Edit -> Edit Teams :p

edit: or, is that RotWK doable? Isn't it all in the ini's?

Edited by Lauri, 11 July 2007 - 10:15 AM.

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The 4th Age version 0.8 has been released: Link


#22 Athem

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Posted 11 July 2007 - 10:19 AM

Edit -> Edit Teams ;)

edit: or, is that RotWK doable? Isn't it all in the ini's?


I want edit Rotwk :p ... I have first time edited only skirmishaidata.ini ... but it hasnt worked.

In RotWk's Libraries.big isn't lib_object_lists.map... then where can I edit object build list?

Edited by Athem, 11 July 2007 - 10:32 AM.

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#23 Turin Turumbar

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Posted 11 July 2007 - 01:41 PM

It will work with the SkirmishAIdata.ini, you only had to put your own hero at first, or he will build as last hero, so you had to wait a long time for your hero...

#24 Athem

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Posted 11 July 2007 - 02:23 PM

It will work with the SkirmishAIdata.ini, you only had to put your own hero at first, or he will build as last hero, so you had to wait a long time for your hero...



I have add my PrinceImrahil to SkirmishAIdata.ini
HeroBuildOrder = ElvenGaladriel_RingHero PrinceImrahil GondorBoromir GondorFaramir GondorAragornMP GondorGandalf RohanTheoden RohanEowyn RohanEomer RohanFrodo
But now AI doesn't build heroes. ;)
Why?

EDIT: And what with adding units? :p


EDIT: And one new problem with nertea's southernfiefdoms units.
I've added him to my mod, but they are invisible. All Codes are ok. Then why? :p

Edited by Athem, 11 July 2007 - 06:42 PM.

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#25 Turin Turumbar

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Posted 11 July 2007 - 06:51 PM

Did you create an asset.dat?
In which folder are the modells and skins?

#26 Athem

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Posted 11 July 2007 - 06:54 PM

Did you create an asset.dat?
In which folder are the modells and skins?

Asset.dat is OK.
And other things too...
The units are only invisible ^_^
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#27 thenewch

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Posted 11 July 2007 - 07:11 PM

Did you create an asset.dat?
In which folder are the modells and skins?

Asset.dat is OK.
And other things too...
The units are only invisible ^_^


so there's a problem with your asset
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#28 Athem

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Posted 12 July 2007 - 07:03 AM

Did you create an asset.dat?
In which folder are the modells and skins?

Asset.dat is OK.
And other things too...
The units are only invisible :p


so there's a problem with your asset


Asset is OK... I have give there other units(same time as SF units) too and they are working.

Edited by Athem, 12 July 2007 - 07:03 AM.

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#29 Athem

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Posted 12 July 2007 - 09:12 AM

I have make this:

1, I've made an asset.dat (he is ok)
2, Added models and skins to my mod.
3, here are codes:

PelargilSpearmen.ini
Object PelargirSpearmen				                ; ***ART Parameters ***		SelectPortrait     = UPRohanSpearmanPortrait	ButtonImage	   = WOR_GondorTowerGuard		Draw = W3DScriptedModelDraw ModuleTag_01  		OkToChangeModelColor = Yes		StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD		  		DefaultModelConditionState			Model               = gupelargir_skn			Skeleton            = GUTowerGrd_SKL		End		ModelConditionState WEAPONSET_PLAYER_UPGRADE			Model               = gupelargir_skn			Skeleton            = GUTowerGrd_SKL		End				AnimationState        = THROWN_PROJECTILE			Animation           = FLYA				AnimationName     = GUTowerGrd_FLYA				AnimationMode     = LOOP			End		End		AnimationState							= PASSENGER FREEFALL			Animation							= Grabbed				AnimationName					= GUTowerGrd_FLLA				AnimationMode					= LOOP			End		End				AnimationState							= FREEFALL			Animation							= Falling				AnimationName					= GUTowerGrd_FLYA				AnimationMode					= LOOP				AnimationBlendTime				= 10			End		End								AnimationState        = MOVING FIRING_OR_PREATTACK_A			ShareAnimation		= Yes			Animation           = RunAndFire				AnimationName       = GUTowerGrd_ATRA				AnimationMode       = LOOP			End			Flags               = RANDOMSTART  		End;;=======TERROR		AnimationState					= MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY			ShareAnimation				= Yes			Animation					= TerrorFromTheSky				AnimationName			= GUTowerGrd_RUNB				AnimationMode			= LOOP			End		End		AnimationState					= MOVING EMOTION_TERROR			ShareAnimation				= Yes			Animation					= Terror				AnimationName			= GUTowerGrd_RUNB				AnimationMode			= LOOP			End		End;;----------------;;=======BACK UP		AnimationState				=	MOVING BACKING_UP			ShareAnimation = Yes			Animation				=	BackingUp				AnimationName		=	GUTowerGrd_BAKA				AnimationMode		=	LOOP			End			Flags					=	RANDOMSTART 		End;;--------------------				AnimationState        = MOVING ALTERNATE_FORMATION			ShareAnimation = Yes			Animation           = RUNA				AnimationName     = GUTowerGrd_PSHA				AnimationMode     = LOOP			End			Flags               = RANDOMSTART			;ParticleSysBone     = None InfantryDustTrails		End		AnimationState        = MOVING USING_COMBO_LOCOMOTOR			ShareAnimation		= Yes			Animation           = RUNA				AnimationName     = GUTowerGrd_WLKA				AnimationMode     = LOOP				Distance		  = 40			End			Flags               = RANDOMSTART			;ParticleSysBone     = None InfantryDustTrails		End		AnimationState        = MOVING			ShareAnimation = Yes			Animation           = RUNA				AnimationName     = GUTowerGrd_RUNA				AnimationMode     = LOOP			End			Flags               = RANDOMSTART			;ParticleSysBone     = None InfantryDustTrails		End		AnimationState        =  FIRING_OR_PREATTACK_A			Animation           = ATKA				AnimationName     = GUTowerGrd_ATKA				AnimationMode     = ONCE				UseWeaponTiming		= Yes			End			;ParticleSysBone     = None MeleeDust		End		AnimationState        = STUNNED_FLAILING			Animation           = FLYA				AnimationName     = GUTowerGrd_FLYA				AnimationMode     = LOOP			End			Flags               = RANDOMSTART		End		AnimationState        = DYING SPLATTED			Animation           = LNDA				AnimationName     = GUTowerGrd_LNDB				AnimationMode     = ONCE			End		End						AnimationState        = DYING			Animation           = DIEA				AnimationName     = GUTowerGrd_DIEA				AnimationMode     = ONCE				AnimationSpeedFactorRange = 0.8 1.2			End		End				AnimationState        = STUNNED_STANDING_UP			Animation           = GTPA				AnimationName     = GUTowerGrd_GTPA				AnimationMode     = ONCE				AnimationSpeedFactorRange = 1.5 1.5			End		End		AnimationState        = STUNNED			Animation           = LNDA				AnimationName     = GUTowerGrd_LNDB				AnimationMode     = ONCE			End		End		TransitionState       = TRANS_Plant			Animation           = PLTA				AnimationName     = GUTowerGrd_PLTA				AnimationMode     = ONCE				AnimationSpeedFactorRange = 0.8 1.2			End		End		TransitionState       = TRANS_Unplant			Animation           = PLTB				AnimationName     = GUTowerGrd_PLTB				AnimationMode     = ONCE				AnimationSpeedFactorRange = 0.5 1.2			End		End;;------------------ Hit Reaction ---------------------------------------		AnimationState						= HIT_REACTION			Animation						= HIT REACTION				AnimationName				= GUTowerGrd_HITA				AnimationMode				= ONCE			End		End;;------------------ EMOTIONS -------------------------------------------;;======= APPREHENSIVE		AnimationState					= EMOTION_ALERT EMOTION_AFRAID			ShareAnimation				= Yes			Animation					= Apprehensive				AnimationName			= GUTowerGrd_APPA				AnimationMode			= LOOP	;Change this to ONCE if adding additional anims			End		End;;======= AFRAID		AnimationState					= EMOTION_AFRAID			ShareAnimation				= Yes			Animation					= FERA				AnimationName			= GUTowerGrd_FERA				AnimationMode			= LOOP			End			Animation					= FERB				AnimationName			= GUTowerGrd_FERB				AnimationMode			= LOOP			End		End;;======= TAUNTING		AnimationState					= EMOTION_TAUNTING ALTERNATE_FORMATION			Animation					= TNTA				AnimationName			= GUTowerGrd_TNTA				AnimationMode			= LOOP			End		End		AnimationState					= EMOTION_TAUNTING			Animation					= Taunting				AnimationName			= GUTowerGrd_TNTA				AnimationMode			= ONCE			End			Animation					= Taunting2				AnimationName			= GUTowerGrd_TNTB				AnimationMode			= ONCE			End			Flags						= RESTART_ANIM_WHEN_COMPLETE		End;;======= POINTING		AnimationState					= EMOTION_POINTING			Animation					= Pointing1				AnimationName			= GUTowerGrd_PNTA				AnimationMode			= LOOP			End			Flags						= RANDOMSTART		End;;======= CELEBRATING		AnimationState					= EMOTION_CELEBRATING			Animation					= CHRA				AnimationName			= GUTowerGrd_CHRA				AnimationMode			= LOOP			End		End;;-------------- ALERT STATE ------------------------------------------------------------		AnimationState					= EMOTION_ALERT			Animation					= CHRA				AnimationName			= GUTowerGrd_IDLA				AnimationMode			= LOOP			End		End		;;-------------- SELECTED & IDLE --------------------------------------------------------;;======== SELECTED		AnimationState					= SELECTED ALTERNATE_FORMATION			ShareAnimation				= Yes			StateName					= STATE_SelectedAlternateFormation			Animation					= IDLB				AnimationName			= GUTowerGrd_IDLB				AnimationMode			= LOOP			End		End		AnimationState					= SELECTED			StateName					= STATE_Selected						ShareAnimation				= Yes			Animation					= ATNB				AnimationName			= GUTowerGrd_ATNB				AnimationMode			= LOOP			End			BeginScript				Prev = CurDrawablePrevAnimationState()				if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end			EndScript		End;;======== IDLE		AnimationState					= ALTERNATE_FORMATION			StateName					= STATE_SelectedAlternateFormation						ShareAnimation				= Yes			Animation					= IDLB				AnimationName			= GUTowerGrd_IDLB				AnimationMode			= LOOP			End		End		IdleAnimationState			StateName					= STATE_Idle			Animation					= IDLA				AnimationName			= GUTowerGrd_IDLA				AnimationMode			= ONCE				AnimationBlendTime		= 15				AnimationSpeedFactorRange = 0.8 1.2			End			Animation					= IDLA				AnimationName			= GUTowerGrd_IDLA				AnimationMode			= ONCE_BACKWARDS				AnimationBlendTime		= 9				AnimationSpeedFactorRange = 0.8 1.2			End			BeginScript				Prev = CurDrawablePrevAnimationState()				if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end			EndScript		End  End    #include "..\..\..\includes\StunDrawModuleSmall.inc"	// ***DESIGN parameters ***	Side 			= Men	EditorSorting 		= UNIT	ThreatLevel 		= 1.0	ThingClass 		= HORDE_UNIT	CommandPoints 		= 3						BountyValue 		= GONDOR_SPEARMEN_BOUNTY_VALUE	TransportSlotCount 	= TRANSPORTSLOTCOUNT_UNIT       WeaponSet        Conditions = None         Weapon = PRIMARY    GondorTowerShieldGuardSword        AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI       End           WeaponSet        Conditions = PLAYER_UPGRADE        Weapon = PRIMARY    GondorTowerShieldGuardSwordUpgraded        AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI      End            ArmorSet        Conditions      = None        Armor           = TowerGuardArmor        DamageFX        = NormalDamageFX    End        ArmorSet        Conditions    = PLAYER_UPGRADE        Armor        = TowerGuardHeavyArmor        DamageFX    = NormalDamageFX    End	VisionRange = GONDOR_SPEARMEN_VISION_RANGE	ShroudClearingRange = SHROUD_CLEAR_STANDARD		VisionSide = 35%	VisionRear = 25%		MaxVisionBonusPercent = 300%	VisionBonusTestRadius = 200	VisionBonusPercentPerFoot = 2.0%			DisplayName 		= OBJECT:PelargirSpearmen	CrushableLevel 		= 1 				; What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles	CrushRevengeWeapon 	= SuperInfantryCrushRevenge	CommandSet = PelargirSpearmenCommandSet		; 	CrowdResponseKey = GoodMen		// *** AUDIO Parameters ***//	;VoiceAmbushed				= GondorSoldierVoiceAmbushed		  OBSOLETE VOICE	VoiceAttack					= GondorSoldierVoiceAttack	VoiceAttackCharge				= GondorSoldierVoiceAttackCharge	VoiceAttackMachine			= GondorSoldierVoiceAttack	VoiceAttackStructure			= GondorSoldierVoiceAttackBuilding	VoiceEnterStateAttack			= GondorSoldierVoiceEnterStateAttack	VoiceEnterStateAttackCharge		= GondorSoldierVoiceEnterStateAttackCharge	VoiceEnterStateAttackMachine		= GondorSoldierVoiceEnterStateAttackBuilding	VoiceEnterStateAttackStructure	= GondorSoldierVoiceEnterStateAttackBuilding	VoiceCreated				= GondorSoldierVoiceSalute	VoiceFullyCreated 			= GondorSoldierVoiceSalute				//GondorSoldierVoiceCreated	VoiceGuard					= GondorSoldierVoiceMove	VoiceMove					= GondorSoldierVoiceMove	VoiceMoveToCamp				= GondorSoldierVoiceMoveCamp	VoiceMoveWhileAttacking			= GondorSoldierVoiceDisengage				//TEMP_GondorSoldierVoiceMoveWhileAttacking_TEMP	VoicePriority				= 49	VoiceRetreatToCastle			= GondorSoldierVoiceRetreat	VoiceSelect					= GondorSoldierVoiceSelectMS	VoiceSelectBattle 			= GondorSoldierVoiceSelectBattle	VoiceEnterStateMove			= GondorSoldierVoiceEnterStateMove	VoiceEnterStateMoveToCamp		= GondorSoldierVoiceEnterStateMoveCamp	VoiceEnterStateMoveWhileAttacking	= GondorSoldierVoiceEnterStateDisengage	VoiceEnterStateRetreatToCastle	= GondorSoldierVoiceEnterStateRetreat	SoundImpact					= ImpactHorse	UnitSpecificSounds		VoiceGarrison							= GondorSoldierVoiceGarrison              		VoiceDesperateAttack						= GondorSoldierVoiceDesperateCharge 		VoiceAttackUnitWebbedHumanoidWithGondorFighterInside	= GondorSoldierVoiceAttackWebbedSoldier		VoiceAttackUnitWebbedHumanoidWithGondorArcherInside	= GondorSoldierVoiceAttackWebbedSoldier		VoiceEnterUnitElvenTransportShip	= GondorSoldierVoiceMove		VoiceInitiateCaptureBuilding		= GondorSoldierVoiceMove	End    #include "..\..\..\includes\StandardUnitEvaEvents.inc"			ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo		ModelCondition = Required:RAISING_FLAG		Excluded:DYING ENGAGED	Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop	End	// Tie into LargeGroupAudio system	Behavior = LargeGroupAudioUpdate ModuleTag_LGAU		Key = Humanoid_Male Man Man_Male Unit Infantry 	End		ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior		MaxUpdateRangeCap = 800		AnimationSound = Sound:BodyFallGeneric1		Animation:RUPsnt_1_SKL.RUPsnt_1_DIEA	Frames:45		AnimationSound = Sound:BodyFallGenericNoArmor	Animation:RUPsnt_1_SKL.RUPsnt_1_DIEB	Frames:44		AnimationSound = Sound:BodyFallGeneric1		Animation:RUPsnt_1_SKL.RUPsnt_1_LNDA	Frames:4	End	; *** ENGINEERING Parameters ***	RadarPriority = UNIT	KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP		Body = ActiveBody ModuleTag_02		CheerRadius 	  = EMOTION_CHEER_RADIUS		 MaxHealth         = GONDOR_TOWERGUARD_HEALTH                              MaxHealthDamaged  = GONDOR_TOWERGUARD_HEALTH_DAMAGED		BurningDeathBehavior = Yes		BurningDeathFX       = FX_InfantryBurningFlame				End	Behavior = AIUpdateInterface ModuleTag_03		AutoAcquireEnemiesWhenIdle	= Yes ATTACK_BUILDINGS		MoodAttackCheckRate			= 500		AILuaEventsList				= GondorFighterFunctions		AttackPriority				= AttackPriority_Spearman		BurningDeathTime			=BURNINGDEATH_DURATION_INFANTRY	End	LocomotorSet		Locomotor = HumanLocomotor		Condition = SET_NORMAL 		Speed     = NORMAL_FOOT_SLOW_MEMBER_SPEED		End	LocomotorSet		Locomotor = HumanWanderLocomotor		Condition = SET_WANDER		Speed     = NORMAL_FOOT_SLOW_MEMBER_SPEED		End 	Behavior = PhysicsBehavior ModuleTag_04		GravityMult 		= 1.0		ShockStunnedTimeLow	= 1400		//msec		ShockStunnedTimeHigh	= 2400		//msec		ShockStandingTime	= 1333		//msec	End		Behavior = SlowDeathBehavior ModuleTag_05		DeathTypes 	= ALL -KNOCKBACK -FADED		; ALL		SinkDelay 	= 3000		SinkRate 	= 0.60     		; in Dist/Sec		DestructionDelay = 10000000            Sound = INITIAL PeasantMaleVoiceDie	End	Behavior = SlowDeathBehavior ModuleTag_FadeDeath		DeathTypes 	= NONE +FADED		SinkDelay 	= 3000		SinkRate 	= 0.60     		// in Dist/Sec		DestructionDelay = 8000	End		 Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag        TriggeredBy = Upgrade_GondorForgedBlades    End    Behavior = ArmorUpgrade ArmorUpgradeModuleTag        TriggeredBy = Upgrade_GondorHeavyArmor        //KillArmorUpgrade = Yes //This cancels any previous armor upgrade.        ArmorSetFlag            = PLAYER_UPGRADE    End	 //-----------------------------------------------------------------------    //    //    Sub objects    //    Behavior = SubObjectsUpgrade Armor_Upgrade        TriggeredBy        = Upgrade_GondorHeavyArmor        UpgradeTexture    = gupelargir.tga 0 gupelargir_ha.tga        RecolorHouse    = Yes        ExcludeSubobjects = Forged_Blade    End        Behavior = SubObjectsUpgrade ForgedBlade_Upgrade        TriggeredBy        = Upgrade_GondorForgedBlades        ShowSubObjects    = Forged_Blade    End            //-----------------------------------------------------------------------	Behavior = SquishCollide ModuleTag_06		;nothing	End		Behavior = HordeMemberCollide ModuleTag_HMC		;nothing	End	Behavior = SlowDeathBehavior ModuleTag_07		// Same as normal death, but no sound (sound already played by SoundImpact = ... )		DeathTypes = NONE +KNOCKBACK		SinkDelay = 3000		SinkRate = 0.40     // in Dist/Sec		DestructionDelay = 8000	End	Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.		FirstHeight = 24  ; Height of Bezier control points above highest intervening terrain		SecondHeight = 24		FirstPercentIndent = 30% ; Percentage of shot distance control points are placed		SecondPercentIndent = 70%		TumbleRandomly = Yes		CrushStyle = Yes ; I don't detonate, I just hit		DieOnImpact = Yes		BounceCount = 1   ; When I hit the ground, I'll arc again		BounceDistance = 40 ; this far		BounceFirstHeight = 16  ; Height of Bezier control points above highest intervening terrain		BounceSecondHeight = 16		BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed		BounceSecondPercentIndent = 80%		GroundHitFX       = FX_ThrownRockGroundHit		GroundBounceFX    = FX_ThrownRockBounceHit	End	Behavior = HitReactionBehavior HitReactionBehaviorModuleTag		HitReactionLifeTimer1 = 2333 ; level 1 (light  damage)  hit reaction animations in ms		HitReactionLifeTimer2 = 2333 ; level 2 (medium damage)  hit reaction animations in ms		HitReactionLifeTimer3 = 2333 ; level 3 (heavy  damage)  hit reaction animations in ms		HitReactionThreshold1 = 5.0   ; level 1 (light  damage) threshold trigger		HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger		HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger		FastHitsResetReaction = Yes    ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)	End	Geometry 	= CYLINDER	GeometryMajorRadius = 8.0	GeometryMinorRadius = 8.0	GeometryHeight 	= 19.2	GeometryIsSmall = Yes  	Shadow 		= SHADOW_DECAL  	ShadowSizeX 	= 19			;  	ShadowSizeY 	= 19			;  	ShadowTexture 	= ShadowI		;End



Horde.ini

;-------------------------------------------Object PelargirSpearmenHorde	// This is required for garrisoned objects - please put in all objects.	SelectPortrait         = UPGondor_TowerGuard      ButtonImage             = WOR_GondorTowerGuard	Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw	    DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY		DefaultModelConditionState			Model = None //InvisHrdeTmp5x2		End		ModelConditionState = HORDE_EMPTY			Model = None		End						ModelConditionState = WORLD_BUILDER			Model = HordeMarkGUTow		End	End		Side 			= Men	EditorSorting 		= UNIT	EmotionRange 		= 240	DisplayName 		= OBJECT:HordePelargirSpearmen	DisplayNameStrategic 	= CONTROLBAR:LW_Unit_PelargirSpearmenHorde	DescriptionStrategic 	= CONTROLBAR:LW_ToolTip_PelargirSpearmenHorde		WeaponSet		Conditions = None 		Weapon = PRIMARY    TowerGuardHordeRangefinder	End	// *** AUDIO Parameters ***//	// Note: Don't put voice parameters here -- they will be ignored. Voice play requests	// are always passed through to members	BuildCost             = GONDOR_TOWERGUARD_BUILDCOST        BuildTime             = GONDOR_TOWERGUARD_BUILDTIME        VisionRange             = GONDOR_TOWERGUARD_HORDE_VISION_RANGE        ShroudClearingRange         = GONDOR_TOWERGUARD_HORDE_SHROUD_RANGE        VisionSide 			= 50%	VisionRear 			= 25%	MaxVisionBonusPercent 		= 300%	VisionBonusTestRadius 		= 200	VisionBonusPercentPerFoot 	= 1.0%	CommandPoints 			= 45					CommandSet = PelargirSpearmenHordeCommandSet		; 			FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2.	FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2.	 	CrushableLevel = 2  //What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles	CrusherLevel = 0     TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE	KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARMY_SUMMARY MELEE_HORDE PIKE LARGE_RECTANGLE_PATHFIND	#include "..\..\..\includes\StandardHordeEvaEvents.inc"		Body = ImmortalBody ModuleTag_ImmortalBody		MaxHealth = 1	End	ThreatLevel = GONDOR_TOWERSHIELDGUARD_HORDE_THREAT	ThreatBreakdown GondorTowerShieldGuardHorde_DetailedThreat		AIKindOf = PIKEMAN	End		#include "..\..\..\includes\CaptureBuilding.inc"		Behavior = StancesBehavior ModuleTag_StancesBehavior        StanceTemplate = PikeHorde    End			Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate		AutoAcquireEnemiesWhenIdle	=	Yes ATTACK_BUILDINGS		MoodAttackCheckRate		=	500		MaxCowerTime			=	5000		MinCowerTime			=	3000		AILuaEventsList			=	InfantryFunctions		AttackPriority			= 	AttackPriority_Spearman	End		Behavior = HordeContain ModuleTag_HordeContain		FrontAngle 			= 180		FlankedDelay 			= 4000		ObjectStatusOfContained	 	= 		InitialPayload 			= PelargirSpearmen 15		Slots 				= 15		PassengerFilter			= NONE +INFANTRY		ShowPips 			= No		ThisFormationIsTheMainFormation = Yes	//Used to determine which armorset to use (and anything else we want!)		RandomOffset			= X:0 Y:0		MeleeBehavior 			= Amoeba			FacingBonus		= 30.0			AngleLimitCos		= -0.17			InnerRange		= 30			OuterRange		= 80			OuterRangeBuildings	= 140		End		// Banner Carrier info				BannerCarriersAllowed	= GondorInfantryBanner						// types of units that are allowed as banner carriers		BannerCarrierPosition	= UnitType:GondorFighter	Pos:X:70.0 Y:0.0		// (DEFAULT) position of banner carrier				RankInfo = RankNumber:1 UnitType:PelargirSpearmen Position:X:50 Y:0		Position:X:50 Y:20		Position:X:50 Y:-20		Position:X:50 Y:40		Position:X:50 Y:-40 		RankInfo = RankNumber:2 UnitType:PelargirSpearmen Position:X:30 Y:0 Leader 1 0	Position:X:30 Y:20 Leader 1 1	Position:X:30 Y:-20 Leader 1 2	Position:X:30 Y:40 Leader 1 3	Position:X:30 Y:-40 Leader 1 4		RankInfo = RankNumber:3 UnitType:PelargirSpearmen Position:X:10 Y:0 Leader 2 0	Position:X:10 Y:20 Leader 2 1	Position:X:10 Y:-20 Leader 2 2	Position:X:10 Y:40 Leader 2 3	Position:X:10 Y:-40 Leader 2 4					Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior		GravityMult = 1.0	End	   	Behavior = EmotionTrackerUpdate	Module_EmotionTracker		TauntAndPointDistance		=	INFANTRY_TAUNT_POINT_RADIUS		// max distance to taunted/pointed objet		TauntAndPointUpdateDelay	=	1000					// how often scan (milliseconds)		TauntAndPointExcluded		=	NONE 		AfraidOf			=	EMOTION_AFRAIDOF_OBJECTFILTER		AlwaysAfraidOf			=	EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER 		PointAt				=	EMOTION_POINTAT_OBJECTFILTER		HeroScanDistance		=	150		FearScanDistance		=	INFANTRY_FEAR_SCAN_RADIUS		AddEmotion			=	Terror_Base		AddEmotion			=	Doom_Base		AddEmotion			=	UncontrollableFear_Base		AddEmotion			=	FearIdle_Base		AddEmotion			=	FearBusy_Base		AddEmotion			=	Point_Base				AddEmotion			=	OVERRIDE Taunt_Base	 		End		 				AddEmotion		=	CheerIdle_Base		AddEmotion		=	CheerBusy_Base		AddEmotion		=	HeroCheerIdle_Base		AddEmotion		=	HeroCheerBusy_Base		AddEmotion		=	Alert_Base	End		Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate		SkirmishAIOnly 		= Yes		StuffToPickUp 		= NONE +CRATE		ScanRange 		= 200		ScanIntervalSeconds 	= 0.5	End	LocomotorSet		Locomotor     = NormalMeleeHordeLocomotor		Condition     = SET_NORMAL		Speed         = NORMAL_FOOT_SLOW_HORDE_SPEED	End	Behavior = ProductionUpdate ProductionUpdateModuleTag		GiveNoXP = Yes	End	Behavior = LevelUpUpgrade ModuleTag_BasicTraining		TriggeredBy = Upgrade_GondorBasicTraining		LevelsToGain = 1		LevelCap = 2	End		Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality		TriggeredBy = Upgrade_GondorForgedBlades	End		Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2		TriggeredBy = Upgrade_GondorHeavyArmor	End		/////////////////////	// AISpecialPowers	/////////////////////		Behavior = AISpecialPowerUpdate GondorTowerShieldGuardHordeCaptureBuildingAI		CommandButtonName = Command_CaptureBuilding		SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING	End		Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle		CommandButtonName = Command_SetStanceBattle		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE	End	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive		CommandButtonName = Command_SetStanceAggressive		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE	End	Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround		CommandButtonName = Command_SetStanceHoldGround		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND	End		Geometry = BOX	GeometryMajorRadius = 30.0	GeometryMinorRadius = 45.0	GeometryHeight = 20.0	GeometryIsSmall = No


CommandButton.ini
CommandButton Command_ConstructPelargirSpearmenHorde
	Command				= UNIT_BUILD
	Object				= PelargirSpearmenHorde
	Options				= CANCELABLE 
	TextLabel			= CONTROLBAR:ConstructPelargirSpearmenHorde
	ButtonImage			= BGBarracks_TowerGuard
	ButtonBorderType	= BUILD 
	DescriptLabel	   = CONTROLBAR:ToolTipPelargirSpearmenHorde
	Radial				= Yes
	InPalantir			= Yes
	ShowProductionCount	= Yes   
End


Commandset.ini
CommandSet PelargirSpearmenCommandSet    1    = Command_ToggleStance    13    = Command_AttackMove    14    = Command_Stop    16      = Command_SetStanceBattle    17      = Command_SetStanceAggressive    18      = Command_SetStanceHoldGroundEndCommandSet PelargirSpearmenHordeCommandSet    1      = Command_ToggleStance     2     = Command_PurchaseUpgradeGondorForgedBlades    3     = Command_PurchaseUpgradeGondorHeavyArmor    4     = Command_PurchaseUpgradeGondorBasicTraining      12     = Command_CaptureBuilding    13     = Command_AttackMove    14     = Command_Stop    16      = Command_SetStanceBattle    17      = Command_SetStanceAggressive    18      = Command_SetStanceHoldGroundEnd


and I've add Command_ConstructPelargirSpearmenHorde to gondor barracks commandsets.

BUT pelargil spearmens are invisible. :p
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#30 Lauri

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Posted 12 July 2007 - 11:10 AM

it's got nothing to with the codes (unless it isn't called gupelargir_skn :p)
It has to be with the asset.dat :p

do you do this to the points? If not, your probably doing it wrong ;)

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#31 Athem

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Posted 12 July 2007 - 11:42 AM

it's got nothing to with the codes (unless it isn't called gupelargir_skn :p)
It has to be with the asset.dat :p

do you do this to the points? If not, your probably doing it wrong ;)



I have added more things at the same time ( SF items, Heavy armor skin for Arnor Soldiers, Heavy armor for Boromir and Faramir, Noldor Spearmens)
All things work. Only SF items doesn't work)
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#32 Athem

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Posted 16 July 2007 - 03:52 PM

I have got an big problem. The arrows from my ranger after upgradin to fire arrows are pink. :p
And I don't make something with they're data. ;)
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Edited by Athem, 16 July 2007 - 03:53 PM.

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#33 Rob38

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Posted 17 July 2007 - 02:50 AM

You applied the wrong settings in the modeling program. Use these settings for the fire arrow texture :p

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#34 Athem

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Posted 17 July 2007 - 05:51 AM

You applied the wrong settings in the modeling program. Use these settings for the fire arrow texture :lol:


But I havent remodel them. :p
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#35 Rob38

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Posted 17 July 2007 - 07:17 AM

Is that one of EA's model, or was it edited in some form or way?

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#36 Athem

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Posted 17 July 2007 - 07:27 AM

Is that one of EA's model, or was it edited in some form or way?


It's from EA. And I have nothing change of them. Only thing that I've change was Tower Guards... but not rangers. Dunedain Rangers have that same problem :lol:


EDIT: And I have problem with adding units to AI.

I've added to skirmishaidata.ini this:

ArmyMemberDefinition ElvenEnt_Bregalad
		Unit			= RohanBregalad;siege weapon
		PercentageOfArmyPhase1	= 5.0
		PercentageOfArmyPhase2	= 5.0
		PercentageOfArmyPhase3	= 10.0
	End


But after that AI build only resource buildings.

I've added this to hero and system.ini:
Behavior = AISpecialPowerUpdate SpecialAbilityBregaladEntRageAI
		CommandButtonName = Command_RohanBregaladEntRage
		SpecialPowerAIType = AI_SPELLBOOK_CALLTHEHORDE
	End


Pls can my somebody helpen with AI coding?
I have read tutorials how to make AI scripts in worldbuilder too. :p

Edited by Athem, 17 July 2007 - 09:36 AM.

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#37 Athem

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Posted 18 July 2007 - 03:37 PM

New problem again. That fire arrows problem is now Forged Blades problem too. Now forged blades of Elves and Rohirrim is lila. But why? I havent change the model and inis of them.
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#38 Rob38

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Posted 18 July 2007 - 07:14 PM

New problem again. That fire arrows problem is now Forged Blades problem too. Now forged blades of Elves and Rohirrim is lila. But why? I havent change the model and inis of them.

What?! This is really strange... did you happen to mess around with the ex textures at all?

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#39 Athem

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Posted 19 July 2007 - 05:46 AM

New problem again. That fire arrows problem is now Forged Blades problem too. Now forged blades of Elves and Rohirrim is lila. But why? I havent change the model and inis of them.

What?! This is really strange... did you happen to mess around with the ex textures at all?


Only things that i have change are towershield guards. now doesnt work: Fire arrows- Rohirrim, Ithilien and Dunedain Rangers ; ForgedBlades- Rohirrim , All Elves (that on ie eregion forge too), Phalanxes.
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#40 witchking

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Posted 19 July 2007 - 01:06 PM

WOHA i was looking (soo much codeing) and how did post a screenshot of the error when i tryed it would not allow me to.




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