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NEW FIRE DRAGON! ON MAP INI


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#21 Fingulfin

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Posted 19 November 2007 - 07:24 PM

You could do a map.ini reskin... They aren't as pretty as making a real skin, but it can be fun to do. I have made some Demon Uruks and even a Demon Troll by using a costume change. I'll post the code needed later, I simply don't have enough time to dig it all up at this very moment.
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#22 lycan

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Posted 19 November 2007 - 07:56 PM

well thank you all for the help you all have been very good and offered me more help than expected thanks

:p

#23 Rob38

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Posted 20 November 2007 - 06:21 AM

You could do a map.ini reskin... They aren't as pretty as making a real skin, but it can be fun to do. I have made some Demon Uruks and even a Demon Troll by using a costume change. I'll post the code needed later, I simply don't have enough time to dig it all up at this very moment.


Hehe... here it is :p

	AddModule
	Behavior = GrantUpgradeCreate ModuleTag_UpgradeCostume
		UpgradeToGrant = Upgrade_GandalfWhite
	End
	 End

	AddModule
	Behavior = SubObjectsUpgrade Costume_2
		TriggeredBy		= Upgrade_GandalfWhite
		UpgradeTexture	= iuurukahi.tga 0 mubalrog.tga
		RecolorHouse	= No
	End
	End

If you remember Fin, you gave me a beta version of the map a long time ago. As for the upgrade texture, the first texture is the old one and the second is the new one :sad:

Edited by Rob38, 20 November 2007 - 06:21 AM.

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#24 lycan

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Posted 20 November 2007 - 05:25 PM

was that for the demon?

Edited by elvenfury, 20 November 2007 - 05:25 PM.


#25 Fingulfin

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Posted 21 November 2007 - 12:43 AM

If you remember Fin, you gave me a beta version of the map a long time ago. As for the upgrade texture, the first texture is the old one and the second is the new one :dry:

Speaking of my old beta, want to beta test again? New beta is out, and I followed most of your suggestions :p[/offtopic]

@Elvenfury: Yes, it was for the Demon Uruk. Nasty little monsters when it comes down to killing them, but they look really cool!
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#26 Rob38

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Posted 21 November 2007 - 03:43 AM

Speaking of my old beta, want to beta test again? New beta is out, and I followed most of your suggestions ;)

Of course I do :p I really liked it and I was hoping you would work on it again :lol: You were an inspiration for me when I first started modding and you've helped me out when I was trying to learn map.ini. The least I can do is beta test your map :dry:

Edited by Rob38, 21 November 2007 - 03:44 AM.

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#27 lycan

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Posted 21 November 2007 - 04:56 PM

how do u reskin the balrog :p

can someone at least give me a tutorial

#28 Fingulfin

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Posted 21 November 2007 - 09:43 PM

	AddModule
	Behavior = GrantUpgradeCreate ModuleTag_UpgradeCostume
		UpgradeToGrant = Upgrade_GandalfWhite
	End
	 End

	AddModule
	Behavior = SubObjectsUpgrade Costume_2
		TriggeredBy		= Upgrade_GandalfWhite
		UpgradeTexture	= iuurukahi.tga 0 mubalrog.tga
		RecolorHouse	= No
	End
	End

Rob already gave you everything you need... Just replace the names of the skins. For instance, your code would look sorta like this:
AddModule
	Behavior = GrantUpgradeCreate ModuleTag_UpgradeCostume
		UpgradeToGrant = Upgrade_GandalfWhite
	End
	 End

	AddModule
	Behavior = SubObjectsUpgrade Costume_2
		TriggeredBy		= Upgrade_GandalfWhite
		UpgradeTexture	= mubalrog.tga 0 iuurukahi.tga;Replace iuurukahi.tga with the skin of your choice.
		RecolorHouse	= No
	End
	End

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#29 lycan

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Posted 22 November 2007 - 04:42 PM

thanks but which skin would make the red stuff go blue :(

#30 Fingulfin

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Posted 22 November 2007 - 07:16 PM

Browse through the textures.big, anything in there would work :spam:
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#31 lacrossman930

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Posted 22 November 2007 - 07:28 PM

This stuff is tight
@Fin did u have to make a skin to make the uruks like that or did you find the skin in textures.big?

Edited by lacrossman930, 22 November 2007 - 07:28 PM.

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#32 Fingulfin

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Posted 22 November 2007 - 07:44 PM

With map.ini you have to find all your skins in one of the texturs.big :spam: If I created my own skin, I would have to release this map as a mod which is something I don't want to do.
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#33 lycan

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Posted 22 November 2007 - 08:05 PM

ok now i have made a fire drake lair for the goblins.

the button pic is see through when i want to select it

here is my commad button though

CommandButton Command_ConstructFireDrakeLair
	Command			= DOZER_CONSTRUCT
	Object				= FireDrakeLair
	TextLabel			= CONTROLBAR:WildFireDrakeLair
	ButtonImage			= BPCDrakeLair
	ButtonBorderType		= BUILD 
	DescriptLabel		= CONTROLBAR:ToolTipConstructFireDrakeLair
	Radial				= Yes  
	InPalantir			= Yes
End

also for the lotr.str do i put

CONTROLBAR:ToolTipConstructFireDrakeLair
"Construct Fire Drake Lair"
End

? i have no idea how map ini str's go

Solinx: Added code tags

Edited by Solinx, 26 November 2007 - 11:34 AM.


#34 Fingulfin

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Posted 22 November 2007 - 08:20 PM

You can't make a new commandbutton with map.ini and give it a portrait. It simply doesn't work... You have to hijack an existing button, and override all its existing attributes. This is one of the most annoying limitations of map.ini :spam:
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#35 lycan

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Posted 22 November 2007 - 08:22 PM

sorry but how do i do that :(

#36 Fingulfin

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Posted 22 November 2007 - 08:49 PM

Real World Example: For my map I wanted to create a spellbook power that would summon Gondor Soldiers. Obviously, I wanted the Button Portrait to be a gondor soldier. Due to the limitations of map.ini, the only thing I could do to get a button with a Gondor Soldier on it is to override an existing one. Here is my code for my gondor soldier summon:
CommandButton Command_ConstructGondorFighterHorde
	Command				= SPELL_BOOK
	SpecialPower		= SpellBookTomBombadil
	Object				= None
	Options				= NEED_TARGET_POS 
	TextLabel			= MAP:SummonSoldiers
	ButtonBorderType		= ACTION 
	DescriptLabel			= MAP:ToolTipSummonSoldiers
	RadiusCursorType		= DunedainAlliesRadiusCursor
End
As you can see, the command button itself is the same one that is used to construct soldiers at a barracks. However, all the internal code has been changed to suit my needs. Hope this explains it :spam:

-Fin
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#37 lycan

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Posted 22 November 2007 - 08:52 PM

but there is none with a fire drake lair button image and i dont really understand imo so newb at map.ini :(

#38 lacrossman930

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Posted 23 November 2007 - 05:00 AM

just pick a random button is what hes sayin its not like your making this map for a project or any thing its just for fun so... use like a fire dirke button
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#39 lycan

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Posted 23 November 2007 - 09:51 AM

ok its fixed ^_^ and also the str is fixed :)

#40 lycan

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Posted 08 December 2007 - 02:13 PM

Hmmm ok i wanted to change the angmar shade of wolf stuff to a warg skin but it is pink ingame. (:()

also how do i take those stupid fx stuff of him i now theres a particle system bone but i dont know it in map.ini

ChildObject AngmarShadeWolfChild AngmarShadeWolf
RemoveModule ModuleTag_LifetimeUpdate
AddModule
Behavior = GrantUpgradeCreate ModuleTag_UpgradeCostume
UpgradeToGrant = Upgrade_GandalfWhite
End
End
AddModule
Behavior = SubObjectsUpgrade Costume_2
TriggeredBy		= Upgrade_GandalfWhite
UpgradeTexture	= KUWWolf.tga 0 IUWargSntryA.tga; now he is warg skinned 
RecolorHouse	= No 
End
End
BuildCost = 10
BuildTime = 10
CommandPoints = 80
End

Edited by elvenfury, 08 December 2007 - 02:14 PM.





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