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Invisible horde.


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#1 Juissi

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Posted 12 October 2007 - 08:11 PM

Topic title says it. I created this horde to include Bifur and Bofur, dont know why it is but they dont show up when I buy the horde...They show up fine as a single unit but anyway here is the ini. I try to find the error myself too but would sure be appriciated if someone would spot the error :p
Ignore stuff like Gondor_Soldier_Vision or anything, its for the testing purposes. First I would like to actually see my horde ;) Also they arent just invisible, unselectable too.
[codebox]Object DwarvenBifurBofur
SelectPortrait = UPGondor_Army
ButtonImage = BGBarracks_Soldiers
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_TAUNTING EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End

ModelConditionState = WORLD_BUILDER
Model = HordeTemp_7By6
End
End

Side = Men
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeGondorSoldierArcherCombo
DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorSoldierArcherComboHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorSoldierArcherComboHorde

WeaponSet
Conditions = None
Weapon = PRIMARY NormalMissileHordeRangefinder
End

// *** AUDIO Parameters ***
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"

BuildCost = 0
BuildTime = 0
VisionRange = DWARVEN_GUARDIAN_HORDE_VISION_RANGE
ShroudClearingRange = DWARVEN_GUARDIAN_SHROUD_RANGE
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1%

CommandPoints = 48
CommandSet = GondorFighterArcherComboHordeCommandSet

CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
UseCrushAttack = No;Archer hordes cannot crush or Bombard will not work

FormationWidth = 2; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2; Depth it occupies in formations. Current choices are 1 or 2.

TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE

KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND;UNATTACKABLE

ThreatLevel = 0

ThreatBreakdown GondorArcherHorde_DetailedThreat
AIKindOf = ARCHER
End

Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = ArcherHorde
End

Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
CanAttackWhileContained = Yes ; Can fire out of garrisoned building
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Archer
End

Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = DwarvenBofur 1
InitialPayload = DwarvenBofur 1
Slots = 2
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes;Used to determine which armorset to use (and anything else we want!)
MeleeBehavior = Amoeba
End

; Banner Carrier info
BannerCarriersAllowed = None ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorFighter Pos:X:30.0 Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde

; Positions for 16
RankInfo = RankNumber:1 UnitType:DwarvenBofur Position:X:10 Y:7.5
RankInfo = RankNumber:2 UnitType:DwarvenBifur Position:X:-10 Y:7.5

MeleeAttackLeashDistance = 1; How far the hordes can move from the center of the horde when melee attacking.
RanksToReleaseWhenAttacking = 1 2 3 4
RanksToJustFreeWhenAttacking = 1 2 3 4

AttributeModifiers = MeleeRangedComboHorde
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End

; Behavior = SplitHordeSpecialPower ModuleTag_SplitHorde
; SpecialPowerTemplate = SpecialAbilitySplitHorde
; End

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 = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base

AddEmotion = Taunt_Base
;AttributeModifier = GondorFighterTaunt

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 = NormalRangedHordeLocomotor
Condition = SET_NORMAL
Speed = 30
End

LocomotorSet
Locomotor = ScaredMeleeHordeLocomotor
Condition = SET_SCARED
Speed = 50
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_GondorArcherFireArrows
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
TriggeredBy = Upgrade_GondorHeavyArmor
End

/////////////////////
// AISpecialPowers
/////////////////////

Behavior = AISpecialPowerUpdate GondorFighterHordeCaptureBuildingAI
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 = 40.0
GeometryHeight = 20.0
GeometryIsSmall = No

//-------------------------------------------------------------------------------------------------
// World Map specific data
//-------------------------------------------------------------------------------------------------

// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Soldier
AutoResolveCombatChain = AutoResolve_SoldierCombatChain

AutoResolveBody = AutoResolve_GondorFighterHordeBody

AutoResolveArmor
RequiredUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorSoldierHeavyArmor
End

AutoResolveArmor
ExcludedUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorSoldierArmor
End

AutoResolveWeapon
RequiredUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorSoldierUpgradedWeapon
End

AutoResolveWeapon
ExcludedUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorSoldierWeapon
End

WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades Upgrade_GondorHeavyArmor Upgrade_GondorArcherFireArrows
End[/codebox]

Edited by Juissi, 12 October 2007 - 08:12 PM.


#2 Elrond99

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Posted 14 October 2007 - 05:13 PM

your problem is that you´ve writen "DwarvenBofur" 2 times

InitialPayload = DwarvenBofur 1
InitialPayload = DwarvenBofur 1

there should be

InitialPayload = DwarvenBifur 1
InitialPayload = DwarvenBofur 1

Edited by Elrond99, 14 October 2007 - 05:13 PM.


#3 Juissi

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Posted 14 October 2007 - 05:22 PM

Nope, if it would just be so simple...

#4 Elrond99

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Posted 15 October 2007 - 01:56 PM

Sorry that had been the only mistake I found, but I haven´t done any herohorde yet ,maybe you should take a look at the Elvenstar Mod 1, they made a herohorde

#5 Sûlherokhh

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Posted 15 October 2007 - 02:20 PM

EM1 did it the hard way. Elladan and Elrohir where made into a single object, not a horde.

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#6 Juissi

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Posted 15 October 2007 - 02:45 PM

:) Really ? That seems quite hard but I dont see why it shouldnt work now that I have removed HERO from both Bifurs and Bofurs kind-of so I must have done something really wierd :p

#7 Sûlherokhh

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Posted 15 October 2007 - 02:47 PM

To keep it selectable with the HeroIcon maybe add HERO to the horde's KINDOF.

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#8 Juissi

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Posted 15 October 2007 - 04:10 PM

I did that like you advised and noticed one thing, when I build the horde the hero icon shows up for like half a second and then disappears so I really dont know whats wrong.

#9 King of Universe

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Posted 15 October 2007 - 04:23 PM

(I'm no good at hordes)
As the icon appears for a short amount of time, maybe you added HERO to the unit, instead of the horde?
(Again, I'm no good at hordes :))

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#10 Sûlherokhh

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Posted 15 October 2007 - 04:37 PM

Do the horde members have respawn bodies or active bodies?

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#11 Juissi

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Posted 15 October 2007 - 04:55 PM

Forgot about that but adding that made no difference :) Here is the updated code with some things that I made but just so that there is no confusions.
[codebox]Object DwarvenBifurBofur
SelectPortrait = UPGondor_Army
ButtonImage = BGBarracks_Soldiers
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_TAUNTING EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End

ModelConditionState = WORLD_BUILDER
Model = HordeTemp_7By6
End
End

Side = Men
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeGondorSoldierArcherCombo
DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorSoldierArcherComboHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorSoldierArcherComboHorde

WeaponSet
Conditions = None
Weapon = PRIMARY NormalMissileHordeRangefinder
End

// *** AUDIO Parameters ***
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"

BuildCost = 0
BuildTime = 0
VisionRange = DWARVEN_GUARDIAN_HORDE_VISION_RANGE
ShroudClearingRange = DWARVEN_GUARDIAN_SHROUD_RANGE
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1%

CommandPoints = 48
CommandSet = GondorFighterArcherComboHordeCommandSet

CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
UseCrushAttack = No ;Archer hordes cannot crush or Bombard will not work

FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.

TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE

KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT HERO INFANTRY COMBO_HORDE HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND;UNATTACKABLE

ThreatLevel = 0

ThreatBreakdown GondorArcherHorde_DetailedThreat
AIKindOf = ARCHER
End

Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = ArcherHorde
End

Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
CanAttackWhileContained = Yes ; Can fire out of garrisoned building
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Archer
End

Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = DwarvenBofur 1
InitialPayload = DwarvenBifur 1
Slots = 2
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
MeleeBehavior = Amoeba
End

; Banner Carrier info
BannerCarriersAllowed = None ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorFighter Pos:X:30.0 Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde

; Positions for 16
RankInfo = RankNumber:1 UnitType:DwarvenBofur Position:X:10 Y:7.5
RankInfo = RankNumber:2 UnitType:DwarvenBifur Position:X:-10 Y:7.5

MeleeAttackLeashDistance = 1; How far the hordes can move from the center of the horde when melee attacking.
RanksToReleaseWhenAttacking = 1 2 3 4
RanksToJustFreeWhenAttacking = 1 2 3 4

AttributeModifiers = MeleeRangedComboHorde
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End

; Behavior = SplitHordeSpecialPower ModuleTag_SplitHorde
; SpecialPowerTemplate = SpecialAbilitySplitHorde
; End

Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End

Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = GLOIN_HEALTH
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = 80%
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 = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base

AddEmotion = Taunt_Base
;AttributeModifier = GondorFighterTaunt

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 = NormalRangedHordeLocomotor
Condition = SET_NORMAL
Speed = 30
End

LocomotorSet
Locomotor = ScaredMeleeHordeLocomotor
Condition = SET_SCARED
Speed = 50
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_GondorArcherFireArrows
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
TriggeredBy = Upgrade_GondorHeavyArmor
End

/////////////////////
// AISpecialPowers
/////////////////////

Behavior = AISpecialPowerUpdate GondorFighterHordeCaptureBuildingAI
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 = 40.0
GeometryHeight = 20.0
GeometryIsSmall = No

//-------------------------------------------------------------------------------------------------
// World Map specific data
//-------------------------------------------------------------------------------------------------

// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Soldier
AutoResolveCombatChain = AutoResolve_SoldierCombatChain

AutoResolveBody = AutoResolve_GondorFighterHordeBody

AutoResolveArmor
RequiredUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorSoldierHeavyArmor
End

AutoResolveArmor
ExcludedUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorSoldierArmor
End

AutoResolveWeapon
RequiredUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorSoldierUpgradedWeapon
End

AutoResolveWeapon
ExcludedUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorSoldierWeapon
End

WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades Upgrade_GondorHeavyArmor Upgrade_GondorArcherFireArrows
End[/codebox]

#12 Sûlherokhh

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Posted 15 October 2007 - 05:10 PM

Maybe the horde needs 'IsComboHorde = yes' or something like it. Check out the obsolete combohorde objects for details.

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#13 Fingulfin

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Posted 15 October 2007 - 06:32 PM

BFME II has a Nazgul Hero Horde, couldn't you just look at theirs :p
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#14 Juissi

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Posted 16 October 2007 - 01:25 PM

BFME II has a Nazgul Hero Horde, couldn't you just look at theirs :huh:

Because that aint combo horde ;)

#15 Fingulfin

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Posted 16 October 2007 - 05:32 PM

XD

I never understood combo hordes really well, I personally thought they were retarded. Meh, thats probably just me :huh:
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#16 jimiojoe

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Posted 16 October 2007 - 09:02 PM

i remember spending absolutely AGESSS of time trying to do this but in the end did the ED1 version of making it one unit - just chose models that have animations from bfme1 that can be imported into renx then you can make own animations easily by using the ea ones but pushing them to the side next to each other =)

- ie i used the peasants i think for Pintel and Ragetti in BFTC
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#17 Juissi

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Posted 17 October 2007 - 07:53 AM

If that is the deal, I will do that as my last thing but I will try to do everything else if possible but I dont know why it shouldnt be possible because like atleast most of you know, robnkarla has done tons of combo-hordes for ROTWK mod...




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