balrog hero?
#21
Posted 03 August 2007 - 05:38 PM
#22
Posted 03 August 2007 - 05:43 PM
You have to make a commandbutton for the Balrog in the Mordor Fortress, and there you go. You just forgot to make a command button for it.thay do?
yippe! thank you thank you thank you thank you thank you
dangit now theres only two nazgul the witchking and the mouth of saroun
dangit the balrog is still not there
I never made a commandbutton and mine worked...
Edited by Eldarion25, 03 August 2007 - 05:44 PM.
^Thanks to Ark for this great sig
#23
Posted 03 August 2007 - 05:44 PM
i ownder why it wont work :(
#24
Posted 03 August 2007 - 05:45 PM
^Thanks to Ark for this great sig
#25
Posted 03 August 2007 - 05:46 PM
ok what do i have to do to add the balrog for mordor as a hero for bfm2?
#26
Posted 03 August 2007 - 05:51 PM
[code=auto:0];------------------------------------------------------------------------------
Object WildBalrog
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPBalrog
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIBalrog
DescriptionStrategic = CONTROLBAR:LW_ToolTip_DurinsBane
Draw = W3DScriptedModelDraw ModuleTag_BodyDraw
; GlowEnabled = Yes
; GlowEmissive = Yes
; StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = Yes
ExtraPublicBone = ZZZPASSENGERBON
ExtraPublicBone = ZZZWHIPCOIL
ExtraPublicBone = SWORD
;-------------------------
ModelConditionState = NONE; Not DefaultConditionState, because that keyword copies anything in here to every other state
Model = MUBalrog_SKN
ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX
ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes
ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes
ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes
ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes
ParticleSysBone = RTWINGBONE BalrogWingSmokeLite FollowBone:yes
ParticleSysBone = LFWINGBONE BalrogWingSmokeLite FollowBone:yes
End
; This is triggered by the single player only HitReaction module for the lightningsword
ModelConditionState = HIT_LEVEL_2
Model = MUBalLIT_SKN
End
ModelConditionState = HERO
Model = MUBalIGNT_SKN
ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes
ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes
ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes
ParticleSysBone = RTWINGBONE BalrogWingEmbers FollowBone:yes
ParticleSysBone = LFWINGBONE BalrogWingEmbers FollowBone:yes
ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX
ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes
ParticleSysBone = NONE BalrogIgniteHeatWave FollowBone:no
End
;-----------------
IdleAnimationState
StateName = State_Idle
Animation = Breathe
AnimationName = MUBalrog_SKL.MUBalrog_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 20
End
Animation = LookAround
AnimationName = MUBalrog_SKL.MUBalrog_IDLB
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 2
End
Animation = SnortLikeABull
AnimationName = MUBalrog_SKL.MUBalrog_IDLC
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_JustBuilt"
then CurDrawableSetTransitionAnimState("TRANS_JustBuilt_To_Idle")
end
if Prev == "State_AboutToHitGround"
then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle")
end
EndScript
End
AnimationState = DYING DEATH_1
Animation = Dying
AnimationName = MUBalrog_SKL.MUBalrog_DIEA
AnimationMode = ONCE
End
ParticleSysBone = None BalrogFallDust FollowBone:No
End
AnimationState = DYING DEATH_2
Animation = FadingOut
AnimationName = MUBalrog_SKL.MUBalrog_RORC
AnimationMode = ONCE
End
End
; This is triggered by the single player only HitReaction module for the lightningsword
; It is highest instead of lowest priority, because the hit reaction Paralyzes us, where for others it is just a fancy idle.
AnimationState = HIT_LEVEL_2
Animation = Owowowowowowowow
AnimationName = MUBalrog_SKL.MUBalrog_HITB
AnimationMode = ONCE
End
End
AnimationState = EATING
Animation = DoingHorribleThingToGrabbedGuy
AnimationName = MUBalrog_SKL.MUBalrog_BRNA
AnimationMode = ONCE
AnimationBlendTime = 0
End
ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames FollowBone:Yes
ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames2 FollowBone:Yes
ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlamesFinal FollowBone:Yes
ParticleSysBone = ZZZPassengerBon BalrogHandSqueezeFlash FollowBone:Yes
ParticleSysBone = ZZZPassengerBon BalrogHandSmoke FollowBone:Yes
ParticleSysBone = RING_2_L balrogHandAsh FollowBone:Yes
ParticleSysBone = RING_2_L balrogHandAshSmall FollowBone:Yes
End
AnimationState = UNPACKING PACKING_TYPE_3
Animation = GrabbingToTouching
AnimationName = MUBalrog_SKL.MUBalrog_GRBA
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
AnimationState = PACKING PACKING_TYPE_3
Animation = GrabbingFollowThrough
AnimationName = MUBalrog_SKL.MUBalrog_GRBC
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
AnimationState = JUST_BUILT
StateName = State_JustBuilt
Animation
AnimationName = MUBalrog_SKL.MUBalrog_RORA
AnimationMode = MANUAL
AnimationBlendTime = 0
End
End
TransitionState = TRANS_JustBuilt_To_Idle
Animation = BeingSummoned
AnimationName = MUBalrog_SKL.MUBalrog_RORA
AnimationMode = ONCE
End
End
AnimationState = FIRING_OR_PREATTACK_B
Animation = CrackThatWhip
AnimationName = MUBalrog_SKL.MUBalrog_WIPA
AnimationMode = ONCE
End
ParticleSysBone = RTHANDBONE BalrogWhip2swordEfx FollowBone:Yes
End
AnimationState = SPECIAL_POWER_1
Animation = RoaringFear
AnimationName = MUBalrog_SKL.MUBalrog_RORB
AnimationMode = ONCE
End
ParticleSysBone = BAT_JAW BalrogScreamEffect FollowBone:Yes
FXEvent = Frame:20 Name:FX_BalrogScreamEfx
ParticleSysBone = BAT_JAW balrogPixelDisplScrm FollowBone:Yes
ParticleSysBone = BAT_JAW balrogScrmEmbers FollowBone:Yes
End
AnimationState = SPECIAL_WEAPON_ONE
Animation = BreathingFireAnimation
AnimationName = MUBalrog_SKL.MUBalrog_FIRA
AnimationMode = ONCE
End
;This is Balrog's fire breath efx
ParticleSysBone = BAT_JAW balrogFireBreath FollowBone:Yes
ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes
ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes
ParticleSysBone = BAT_JAW balrogBreathProxy FollowBone:Yes
End
AnimationState = SPECIAL_WEAPON_TWO UNPACKING
StateName = State_LeapStart
Animation = GettingReadyToLeap
AnimationName = MUBalrog_SKL.MUBalrog_JMP1
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_WEAPON_TWO PACKING
Animation = FirstWingBeatGoingUp
AnimationName = MUBalrog_SKL.MUBalrog_JMP2
AnimationMode = ONCE
End
End
AnimationState = ABOUT_TO_HIT ; Before ThrownProjectile, since by definition this set for nn frames while T_P is still on
StateName = State_AboutToHitGround
Animation = StartingToLandToTouchingGround
AnimationName = MUBalrog_SKL.MUBalrog_LND1
AnimationMode = ONCE
End
End
AnimationState = THROWN_PROJECTILE
Animation = HurtlingThroughAir
AnimationName = MUBalrog_SKL.MUBalrog_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
TransitionState = TRANS_AboutToHitGround_To_Idle
Animation = SplashAtEndOfJump
AnimationName = MUBalrog_SKL.MUBalrog_LND2
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
AnimationState = TURN_RIGHT
Animation = TurningRight
AnimationName = MUBalrog_SKL.MUBalrog_TRNA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = TURN_LEFT
Animation = TurningLeft
AnimationName = MUBalrog_SKL.MUBalrog_TRNB
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = MOVING
Animation = Running
AnimationName = MUBalrog_SKL.MUBalrog_WLKA
AnimationMode = LOOP
AnimationBlendTime = 10
End
Flags = RANDOMSTART
FXEvent = Frame:20 FireWhenSkipped Name:FX_BalrogRightFootStep
FXEvent = Frame:44 FireWhenSkipped Name:FX_BalrogLeftFootStep
End
AnimationState = WEAPONSET_HERO_MODE UNPACKING PACKING_TYPE_1
Animation = StartIgniteRoar
AnimationName = MUBalrog_SKL.MUBalrog_IGNTA
AnimationMode = ONCE
End
End
AnimationState = HERO PACKING PACKING_TYPE_1
Animation = FinishIgniteRoar
AnimationName = MUBalrog_SKL.MUBalrog_IGNTB
AnimationMode = ONCE
End
EnteringStateFX = FX_BalrogIgniteStart
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = Swipe
AnimationName = MUBalrog_SKL.MUBalrog_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_C
Animation = Chop
AnimationName = MUBalrog_SKL.MUBalrog_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
ParticleSysBone = SWORDBONE BalrogSword FollowBone:yes
End
End
;--------------------------
Draw = W3DScriptedModelDraw ModuleTag_WhipDraw
GlowEnabled = Yes
GlowEmissive = Yes
ShadowForceDisable = Yes;The shadow setting is for the whole drawable, but this individual draw module wants to not have a shadow.
; StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
ModelConditionState = FIRING_OR_PREATTACK_B
Model = MUBalsWhip_SKN
End
;------------------
IdleAnimationState
End
AnimationState = FIRING_OR_PREATTACK_B
Animation = CrackThatWhip
AnimationName = MUBalsWhip_SKL.MUBalsWhip_WIPA
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
WadingParticleSys = BalrogRiverSteam
End
; ***DESIGN parameters ***
Side = Wild
EditorSorting = UNIT
ThreatLevel = BALROG_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushWeapon = BalrogCrush
TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER
WeaponSet
Conditions = None
Weapon = PRIMARY MordorBalrogSwordSwipe
Weapon = SECONDARY MordorBalrogWhip
Weapon = TERTIARY MordorBalrogSwordChop
AutoChooseSources = SECONDARY None
OnlyAgainst = TERTIARY STRUCTURE BIG_MONSTER
End
ArmorSet
Conditions = None
Armor = BalrogArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_BALROG
ShroudClearingRange = SHROUD_CLEAR_BALROG
DisplayName = OBJECT:DurinsBane
RecruitText = CONTROLBAR:WildDurinsBaneRecruit;;;;;;;;;;;; Anyone who gets revived should get these
ReviveText = CONTROLBAR:WildDurinsBaneRevive;;
Hotkey = CONTROLBAR:WildDurinsBaneHotkey;;
;//DisplayMeleeDamage = BALROG_DAMAGE_DISPLAY
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
CommandSet = BalrogCommandSet
CanPathThroughGates = No
IsTrainable = No
DeadCollideSize = LARGE; How big does the AOD consider this unit for damage fx & behavior.
;------------------ AUDIO Parameters ----------------------
VoiceAttack = BalrogVoiceAttack
VoiceAttackCharge = BalrogVoiceAttack
VoiceAttackMachine = BalrogVoiceAttack
VoiceAttackStructure = BalrogVoiceAttack
VoiceGuard = BalrogVoiceMove
VoiceMove = BalrogVoiceMove
VoiceSelect = BalrogVoiceSelect
VoiceSelectBattle = BalrogVoiceSelect
SoundAmbient = BalrogAmbientLoop
SoundImpact = ImpactHorse
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc
EvaEnemyObjectSightedEvent = DiscoveredEnemyBalrog
ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce
AnnouncementEventEnemy = DiscoveredEnemyBalrog
AnnouncementEventAlly = None
AnnouncementEventOwner = None
OnlyIfVisible = Yes ; Don't announce if hidden in the shroud
CountAsFirstSightedAnnoucement = Yes; Don't re-annouce if going into shroud & back
UseObjectsPosition = No ; Play from central Fortress, not at unit's position
CreateFakeRadarEvent = Yes ; Allow player to jump to unit after hearing annoucement
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_WLKA Frames: 42 17
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNA Frames: 21 52
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNB Frames: 21 52
AnimationSound = Sound: BalrogWhipPart1 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 1
AnimationSound = Sound: BalrogWhipPart2 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 21
AnimationSound = Sound: ImpactWhipCrack Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 34
AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKB Frames: 32
AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKA Frames: 32
AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKA Frames:41
AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKB Frames:40
AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKC Frames:27 53 88
AnimationSound = Sound: BalrogJump_Part1 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 0
AnimationSound = Sound: BalrogJump_Part2 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 41
AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_FLYA Frames: 9
AnimationSound = Sound: BalrogLand Animation: MUBalrog_SKL.MUBalrog_LND1 Frames: 0
AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_JMP2 Frames: 0
AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 6
AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 27
AnimationSound = Sound: BalrogBreathFireExhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 31
AnimationSound = Sound: BalrogBreathFireInhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 0
AnimationSound = Sound: BalrogRoar Animation: MUBalrog_SKL.MUBalrog_RORB Frames: 25
AnimationSound = Sound: BalrogVanquishedRoar Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 21
AnimationSound = Sound: BalrogVanquished Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 50
AnimationSound = Sound: BalrogInjuredB_Part1 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 0
AnimationSound = Sound: BalrogInjuredB_Part2 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 70
AnimationSound = Sound: BalrogChuckle Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 1
AnimationSound = Sound: BalrogContentVox Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 0
AnimationSound = Sound: BalrogIdleB_Part1 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 0
AnimationSound = Sound: BalrogIdleB_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 37
AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 95
AnimationSound = Sound: BalrogIdleC_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 29
AnimationSound = Sound: BalrogIdleC_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 60
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 61
AnimationSound = Sound: BalrogDieVox Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 13
AnimationSound = Sound: BalrogBodyfall1 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 56
AnimationSound = Sound: BalrogBodyfall2 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 57
AnimationSound = Sound: OliphantFall Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 21
AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 54
AnimationSound = Sound: BalrogIgnite Animation: MUBalrog_SKL.MUBalrog_IGNTA Frames: 51
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY BIG_MONSTER CAN_ATTACK_WALLS SUMMONED
ThreatBreakdown MordorBalrog_DetailedThreat
AIKindOf = SIEGEWEAPON
End
Body = ActiveBody ModuleTag_02
MaxHealth = BALROG_HEALTH ;BALANCE Balrog Health
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
;--------------------------------------------
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = BalrogFunctions
End
BuildCost = 1000
BuildTime = 60.0
LocomotorSet
Locomotor = BalrogLocomotor
Condition = SET_NORMAL
Speed = 50
End
Behavior = BezierProjectileBehavior ModuleTag_Projectile; Module starts asleep, and wakes up when thrown.
; To tweak a Bezier path
FirstHeight = 104 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 52
FirstPercentIndent = 20%; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes; I don't detonate, I just hit
BounceCount = 0 ; When I hit the ground, I'll arc again
FinalStuckTime = 1766; Can't move for this long afterwards
GroundHitFX = FX_BalrogJumpHitGround
GroundHitWeapon = RohanGimliLeapWarhead
PreLandingStateTime = 300; Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag
FireWeaponNugget
WeaponName = MordorBalrogHeroEffect
FireDelay = 0
OneShot = No
End
HeroModeTrigger = Yes; this only happens when hero mode is active
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -FADED
DestructionDelay = 2500
FX = FINAL FX_BalrogFinalDeath
DeathFlags = DEATH_1
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FX = INITIAL FX_BalrogUnsummonInitial
DestructionDelay = 3800
FX = FINAL FX_BalrogUnsummonFinal
DeathFlags = DEATH_2
End
Behavior = SpecialPowerModule ModuleTag_IgniteStarter
SpecialPowerTemplate = SpecialAbilityHeroMode
UpdateModuleStartsAttack = Yes
;InitiateSound =
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IgniteUpdate
SpecialPowerTemplate = SpecialAbilityHeroMode
UnpackingVariation = 1
UnpackTime = 1800
PackTime = 1600
AwardXPForTriggering = 0
HeroAttributeModifier = BalrogIgniteState
HeroEffectDuration = 30000
End
Behavior = SpecialPowerModule ModuleTag_ScreamStarter
SpecialPowerTemplate = SpecialAbilityBalrogScream
UpdateModuleStartsAttack = Yes
;InitiateSound =
End
Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ScreamUpdate ; So the difference in SpecialPower is that it takes timing from this UpdateG, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityBalrogScream
UnpackTime = 1500; Drawing the horn
PreparationTime = 1 ; nothing
PackTime = 1800; Putting horn away
AwardXPForTriggering = 0
WhichSpecialPower = 1
End
Behavior = SpecialPowerModule ModuleTag_BreathStarter
SpecialPowerTemplate = SpecialAbilityBalrogBreath
UpdateModuleStartsAttack = Yes
InitiateSound = BalrogSpecialPowerRoar;this plays on right-click target, not when Balrog leaps
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate
SpecialPowerTemplate = SpecialAbilityBalrogBreath
UnpackTime = 1300; Drawing the horn
PackTime = 3700; Putting horn away
AwardXPForTriggering = 0
StartAbilityRange = 40.0
SpecialWeapon = MordorBalrogBreath
WhichSpecialWeapon = 1
End
Behavior = SpecialPowerModule ModuleTag_LeapStarter
SpecialPowerTemplate = SpecialAbilityBalrogWings
UpdateModuleStartsAttack = Yes
InitiateSound = BalrogSpecialPowerRoar;this plays on right-click target, not when Balrog leaps
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LeapUpdate
SpecialPowerTemplate = SpecialAbilityBalrogWings
UnpackTime = 1733; Drawing the horn
PackTime = 1160; Putting horn away
AwardXPForTriggering = 0
StartAbilityRange = 800.0
ApproachRequiresLOS = No
SpecialWeapon = MordorBalrogLeap
BusyForDuration = 3000; don't accept any AI for this long... ai commands will be queued
WhichSpecialWeapon = 2
End
Behavior = CreateObjectDie ModuleTag_CrushUnitsOnDeath
CreationList = OCL_BalrogDie
End
^Thanks to Ark for this great sig
#27
Posted 03 August 2007 - 05:55 PM
and the fort buttons on the commandset.ini
and how did you name the file for the new balrog?
#28
Posted 03 August 2007 - 05:57 PM
first i copied the balrog frfom neutral units and put him in data\ini\objects\evil faction\units\wild
then i changed balrogs object name from mordorbalrog to WildBalrog
then i change the line
#include "..\includes\StandardUnitEvaEvents.inc"
to
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
then get rid of
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = BALROG_LIFETIME MaxLifetime = BALROG_LIFETIME DeathType = FADED End
then add lines
BuildCost = BuildTime =
after the = put number you want
then go to playertemplate.ini and search factionwild
then find line BuildableHeroesMP and put in WildBalrog
hope this helped
#29
Posted 03 August 2007 - 06:00 PM
i'll post here if it does not work
#30
Posted 03 August 2007 - 06:14 PM
#32
Posted 03 August 2007 - 06:28 PM
nope did not work
say glorfindel said something about adding the balrog to command button?
how would i do that?
#34
Posted 03 August 2007 - 06:45 PM
i was really hopeing of haveing the balrog as a hero for gobs or mordor.
#36
Posted 03 August 2007 - 06:51 PM
Edited by witchking, 03 August 2007 - 06:51 PM.
#37
Posted 03 August 2007 - 08:37 PM
;---------------------------------------------------- ChildObject WildBalrog_RingHero WildBalrog ; Player no longer has the ring hero upgrade when the hero is created. Behavior = RemoveUpgradeUpgrade ModuleTag_RemoveRing TriggeredBy = Upgrade_WildFaction Upgrade_IsengardFaction Upgrade_MordorFaction Upgrade_GoblinFaction UpgradeToRemove = Upgrade_RingHero Upgrade_FortressRingHero RemoveFromAllPlayerObjects = Yes SuppressEvaEventForRemoval = Yes; Hack -- this is to avoid the Eva event about 'Gollum stole our ring' ; when we are actually losing the upgrade because we built the ring hero End ; Spawn a dropped ring object. Behavior = CreateObjectDie ModuleTag_DropTheRing CreationList = OCL_TheOneRing End Behavior = ExperienceLevelCreate ModuleTag_LevelBonus LevelToGrant = 10 MPOnly = No End End
edit: forgot to say that in playertemplate.ini go to wild section and just under buildableheroesMP is ring heroes. replace mordorsauron_ringhero with wildbalrog_ringhero
Edited by King Arvedui, 03 August 2007 - 10:27 PM.
#38
Posted 03 August 2007 - 08:48 PM
I'll use an example just to give you an idea.
BuildableHeroesMP = CreateAHero MordorGothmog EvilMenBlackRider EvilMenBlackRider EvilMenBlackRider MordorMouthOfSauron MordorFellBeast MordorFellBeast MordorWitchKingOnFellBeast // NeutralGollum
I have 8 heroes on my playertemplate list of buildable heroes for Mordor. What I did was add two extra slots to the commandset of MordorFortress to give me a total of 10.
//Hero Menu 14 = Command_RingHeroReviveSlot 15 = Command_CreateAHeroReviveSlot // Note we also need an extra slot for the Create A Hero 16 = Command_GenericReviveSlot1 //Revives any hero. keep them UNIQUE within the same commandset! 17 = Command_GenericReviveSlot2 18 = Command_GenericReviveSlot3 19 = Command_GenericReviveSlot4 20 = Command_GenericReviveSlot5 21 = Command_GenericReviveSlot6 22 = Command_GenericReviveSlot7 23 = Command_GenericReviveSlot8 24 = Command_GenericReviveSlot9 25 = Command_GenericReviveSlot10 26 = Command_RadialBack End
I've had no problems with heroes not showing up ingame. So my suggestion to you is,
make sure you have the name spelled right in the playertemplate.ini file
give an extra 2 slots in the commandset portion just to make sure you have enough slots to go around.
I.E. if you have 8 heroes make 10 slots, if you have 7 heroes make 9 slots, 9 heores 11 slots, etc.
That's just my two cents
Edited by Downfall, 03 August 2007 - 08:56 PM.
Henry Miller, Tropic of Cancer
#39
Posted 03 August 2007 - 09:30 PM
^Thanks to Ark for this great sig
#40
Posted 03 August 2007 - 11:40 PM
and Downfall
i'll try that slot thing
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