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[RotWk]Update 25/7/08.


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#61 Nazgûl

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Posted 03 August 2007 - 05:23 PM

^ Sounds might interesting... :cool: Way to go! :)

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#62 Argolis

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Posted 03 August 2007 - 08:29 PM

now thats something i look forward to seeing (id love to get my royal guards mounted, i never liked having two have two seperate units, one on foot, one on horse).

nice find!! (provided theres not some horrible compromise involved, lol)
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#63 Athem

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Posted 04 August 2007 - 06:30 AM

Now, i need find a way to fix respawn and banner carrier. :p
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#64 Sûlherokhh

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Posted 05 August 2007 - 08:24 AM

I can't help you until i know what exactly you changed so that it now causes the problem. So please tell us! :)

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#65 Athem

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Posted 05 August 2007 - 08:57 AM

Robnkarla is helping too. :)
Only one problem is left:
If the horde has 6 member (mounted and unmounted) and if some of them are death and i give them mount they're are again 6.
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#66 Sûlherokhh

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Posted 05 August 2007 - 09:10 AM

I imagine you would have the same problem with their health, right?

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#67 Athem

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Posted 05 August 2007 - 09:20 AM

I think no... I've added to KindOf : HERO and that had helped... :)
But that respawn sucks.
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#68 Sûlherokhh

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Posted 05 August 2007 - 09:39 AM

So they have a respawnbody module?

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#69 Athem

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Posted 05 August 2007 - 09:48 AM

So they have a respawnbody module?


No active body...
I have mean that when you mount or dismount all members that are dead respawn...
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#70 Sûlherokhh

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Posted 05 August 2007 - 10:47 AM

Heroes with respawn bodies automatically appear in the revive menu. I don't think we can change that.

Have you tried adding MOUNTED to the list of flags in the horde where it says:
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY SELECTED

Edited by Sûlherokhh, 05 August 2007 - 10:48 AM.

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#71 Athem

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Posted 05 August 2007 - 11:07 AM

Heroes with respawn bodies automatically appear in the revive menu. I don't think we can change that.

Have you tried adding MOUNTED to the list of flags in the horde where it says:

DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY SELECTED



Hmm... No... What should it make? :)
Go make it...
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#72 Argolis

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Posted 05 August 2007 - 09:31 PM

So they have a respawnbody module?



youve got him wrong on that i think sul. This is teh very same nasty compromise i was thinking of above.

I think what hes got going (correct me if im wrong) is an object switcher, much like a fellbeast mount or a thrall master summon. When he says the dead men respawn he means this:

foot horde has 6 men, 3 are killed, and the remaining 3 wounded. He orders them to mount, and the horse horde will then have 6 men, all at 100% health. A fellbeast can carry its health and other numbers across when mounted because its the felbeast itself thats changing object, whereas in this case its a horde object thats changing, which means all the units inside the horde are recreated.

I think thats what he means anyways.
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#73 robnkarla

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Posted 06 August 2007 - 12:09 AM

Yeah, that is about as far as I have ever been able to take it using replaceobjects and mountedtemplates. I've had some other ideas about modelcondition states and such, but never tried them.

#74 Athem

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Posted 06 August 2007 - 07:11 AM

So they have a respawnbody module?



youve got him wrong on that i think sul. This is teh very same nasty compromise i was thinking of above.

I think what hes got going (correct me if im wrong) is an object switcher, much like a fellbeast mount or a thrall master summon. When he says the dead men respawn he means this:

foot horde has 6 men, 3 are killed, and the remaining 3 wounded. He orders them to mount, and the horse horde will then have 6 men, all at 100% health. A fellbeast can carry its health and other numbers across when mounted because its the felbeast itself thats changing object, whereas in this case its a horde object thats changing, which means all the units inside the horde are recreated.

I think thats what he means anyways.


Yeah... That is that what I mean. :p
It looks like it is impossible to fix it. ;)
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#75 Sûlherokhh

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Posted 06 August 2007 - 08:00 AM

If we can get the original HordeMember-object to mount, without using an object change (necessitating a different horde), this might work.

What we could REALLY use would be a module, that, like the rangefinder, transfers the modelcondition of the horde to the members.

We know the following do transfer 'other' stuff to members:

Upgrades need some module inside the horde that uses the upgrade for a trigger. Otherwise it will not transfer to the member.
[codebox] Behavior = StatusBitsUpgrade ModuleTag_ShowTopperGlow ;// I need to react to the upgrade, so I can have it for when new construction asks me for all the upgrades
TriggeredBy = Upgrade_ObjectLevel5
End
[/codebox]

Weapons need to use the same weaponslot (PRIMARY, SECONDARY) and use this in the horde rangefinder weapon.
[codebox] HordeAttackNugget
End
[/codebox]

Weapontoggle flags seem to get transferred directly, albeit with a slight delay. Other flags seem to use this in the draw module:
[codebox] DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY SELECTED
[/codebox]


... How to achieve this?


So, i would suggest to use a specialpower button for mounting on the horse. Like this:

[codebox]SpecialPower SpecialAbilityHordeMount
Enum = SPECIAL_GENERAL_TARGETLESS
ReloadTime = 10000
End
[/codebox]

A few horde modules:
[codebox] Behavior = SpecialPowerModule ModuleTag_HordeMountStarter
SpecialPowerTemplate = SpecialAbilityHordeMount
UpdateModuleStartsAttack = Yes
StartsPaused = No
End

Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_HordeMountUpdate
SpecialPowerTemplate = SpecialAbilityHordeMount
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
AwardXPForTriggering = 0
End
[/codebox]



The member will need the usual mounting modules:
[codebox] Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
End
[/codebox]

And the member will need a new Lua function line in it's existing function list inside 'scriptevents.xml':
[codebox]...
<EventHandler EventName="UsingSpecialOne" ScriptFunctionName="HordeMemberTriggerMount" DebugSingleStep="false"/>
...
[/codebox]

and in 'scipts.lua'

[codebox]function HordeMemberTriggerMount(self)
ObjectDoSpecialPower(self, "SpecialAbilityToggleMounted")
end
[/codebox]


Don't know if it works, but i don't have the drive to try it out right now. But you give it a try. :p

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#76 Athem

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Posted 14 August 2007 - 03:12 PM

A stupid question but how can I play animation in RenX? :xcahik_:
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#77 Allathar

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Posted 14 August 2007 - 04:16 PM

By clicking the 'animate' button :xcahik_:
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#78 Athem

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Posted 14 August 2007 - 04:28 PM

By clicking the 'animate' button ;)

And that is where? :xcahik_: Yeap... i'm dumb...
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#79 The Best Guest

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Posted 14 August 2007 - 05:30 PM

if you are using renx at the bottomm in green it's really big :xcahik_:
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#80 Athem

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Posted 15 August 2007 - 04:24 PM

I have firs time make a moddels ( :) )!!
I have remake that Khazad Guard from TDP ;)
and make other new one model (Dark dunedain cavalry ;) )

BUT I became an bug and don't know how to fix it. ;)

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