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#1 Losing Solace

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Posted 18 November 2007 - 09:15 AM

Okay, so I was just browsing the data folder and went to object\goodfaction\units\elven\isildur.ini

And there he is... I'd like to add him to a faction... I'm going to assume he's from the campaign... Right? and that's why his file is in here... I'm not 100% sure on that of course... But I seem to be unable to find anyway to make him an addable hero... Just adding ElvenIsildur to the hero list doesn't work :good:
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#2 Deathbringer

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Posted 18 November 2007 - 09:25 AM

It is GondorIsildur.It may be at the elven units but if you open his ini you will see that he is GondorIsildur.Try that one.

#3 Losing Solace

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Posted 18 November 2007 - 10:23 AM

;------------------------------------------------------------------------------;;	Isildur.ini;;------------------------------------------------------------------------------;;------------------------------------------------------------------------------Object GondorIsildur   ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.	;	ButtonImage = HIIsildur;   SelectPortrait		 = HPIsildur		 ; *** ART Parameters ***	Draw = W3DScriptedModelDraw ModuleTag_DRAW;ModuleTag_01				OkToChangeModelColor = Yes		StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD		ExtraPublicBone = Arrow 			DefaultModelConditionState			Model = GUIsildur_SKN		End;		ModelConditionState = WEAPONSET_HERO_MODE;			Model = GUIsildur_SKN;			ParticleSysBone = B_SWORDBONE Anduril FollowBone:yes;		End							; --- Idle Anims ---;				IdleAnimationState			StateName				= STATE_Bored						Animation				= GUAragorn_IDLE	;no_fidget				AnimationName		= GUAragorn_SKL.GUAragorn_IDLE				AnimationMode		= ONCE				AnimationPriority	= 12			End						Animation				= GUAragorn_IDLF	;fidget				AnimationName		= GUAragorn_SKL.GUAragorn_IDLF				AnimationMode		= ONCE				AnimationPriority	= 1			End						BeginScript				Prev = CurDrawablePrevAnimationState()				if		Prev == "STATE_Selected" or						Prev == "STATE_Moving"	then CurDrawableSetTransitionAnimState("TRANS_SB")				elseif	Prev == "STATE_Ready"	then CurDrawableSetTransitionAnimState("TRANS_RB")				end			EndScript		End									; --- Flying Anims ---;				AnimationState			= STUNNED_FLAILING			StateName			= STATE_Fly			Animation			= FLYA				AnimationName	= GUAragorn_SKL.GUAragorn_FLYA				AnimationMode	= LOOP			End		End				AnimationState			= STUNNED_STANDING_UP			StateName			= STATE_Ready			Animation			= GUAragorn_GTPB				AnimationName	= GUAragorn_SKL.GUAragorn_GTPB				AnimationMode	= ONCE			End		End		AnimationState			= STUNNED			Animation			= LNDA				AnimationName	= GUAragorn_SKL.GUAragorn_LNDA				AnimationMode	= ONCE			End			EnteringStateFX		= FX_SoldierHitGround		End											; --- Dying anims ---;		AnimationState				= DYING			Animation				= DIEA				AnimationName		= GUAragorn_SKL.GUAragorn_DIEA				AnimationMode		= ONCE			End			Animation				= DIEB				AnimationName		= GUAragorn_SKL.GUAragorn_DIEB				AnimationMode		= ONCE			End			BeginScript				Prev = CurDrawablePrevAnimationState()				if Prev == "STATE_Fly"				then 					return "LNDA"				else					Rand = GetClientRandomNumberReal(0, 1)					if( Rand > .5 )					then						return "DIEA"					else						return "DIEB"					end				end								EndScript		End									; --- Attacking Anims [Weapon_A] ---;				AnimationState				= BETWEEN_FIRING_SHOTS_A			StateName				= STATE_Ready			Animation				= IDLA				AnimationName		= GUAragorn_SKL.GUAragorn_IDLA				AnimationMode		= ONCE			End		End				AnimationState				= FIRING_OR_PREATTACK_A HERO			StateName				= STATE_Ready			Animation				= GUAragorn_SPCA				AnimationName		= GUAragorn_SKL.GUIsildur_SPCA				AnimationMode		= ONCE			End						FXEvent	= Frame:22 Name: FX_IsildurSword			FXEvent	= Frame:42 Name: FX_IsildurSword			FXEvent = Frame:67 Name: FX_IsildurSword		End				AnimationState				= FIRING_OR_PREATTACK_A			StateName				= STATE_Ready			Animation				= ATKD				AnimationName		= GUAragorn_SKL.GUAragorn_ATKD				AnimationMode		= ONCE				UseWeaponTiming		= Yes				AnimationPriority	= 3			End			Animation				= ATKE				AnimationName		= GUAragorn_SKL.GUAragorn_ATKE				AnimationMode		= ONCE				UseWeaponTiming		= Yes				AnimationPriority	= 2			End			Flags					=	RESTART_ANIM_WHEN_COMPLETE		End													; --- Moving Anims ---;				AnimationState				= MOVING			StateName				= STATE_Moving						Animation				= GUAragorn_RUNB				AnimationName		= GUAragorn_SKL.GUAragorn_RUNB				AnimationMode		= LOOP				Distance			= 80			End		End					; --- Special Anims ---;		AnimationState				= UNPACKING			StateName				= STATE_Selected			Animation				= Spell_ATND				AnimationName		= GUAragorn_SKL.GUAragorn_ATND				AnimationMode		= ONCE			End			Animation				= Spell_ATNE				AnimationName		= GUAragorn_SKL.GUAragorn_ATNE				AnimationMode		= ONCE				AnimationBlendTime	= 20			End			Animation				= Spell_IDLA				AnimationName		= GUAragorn_SKL.GUAragorn_IDLA				AnimationMode		= ONCE				AnimationBlendTime	= 20			End						BeginScript				Prev = CurDrawablePrevAnimationState()				if Prev == "STATE_Selected"				then					return "Spell_ATNE"				elseif Prev == "STATE_Ready"				then					return "Spell_IDLA"				elseif Prev == "STATE_Bored"				then					return "Spell_ATND"				end			EndScript			ParticleSysBone			= B_SWORDBONE ElendilFlare FollowBone:yes;;			ParticleSysBone			= B_SWORDBONE Narsil	FollowBone:Yes;			FXEvent			= Frame:0 Name:FX_Narsil			ParticleSysBone			= B_SWORDBONE ElendilSwordFlare FollowBone:yes		End							; --- Emotion Animations ---;		AnimationState				= EMOTION_ALERT			StateName				= STATE_Ready			Animation				= IDLA				AnimationName		= GUAragorn_SKL.GUAragorn_IDLA				AnimationMode		= LOOP				AnimationPriority	= 1			End			Animation				= IDLA_BigBlend				AnimationName		= GUAragorn_SKL.GUAragorn_IDLA				AnimationMode		= ONCE				AnimationPriority	= 1				AnimationBlendTime	= 7			End			Flags					= RESTART_ANIM_WHEN_COMPLETE						BeginScript				Prev = CurDrawablePrevAnimationState()				if		Prev == "STATE_Selected"	then CurDrawableSetTransitionAnimState("TRANS_SR")				elseif	Prev == "STATE_Bored"		then CurDrawableSetTransitionAnimState("TRANS_BR")				elseif	Prev == "STATE_Moving"		then return "IDLA_BigBlend"				else return "IDLA"				end			EndScript		End													; --------- Click and Hit Reactions ------------		AnimationState				= HIT_REACTION HIT_LEVEL_1			StateName				= STATE_Bored			Animation				= Hit_Level_1_b				AnimationName		= GUAragorn_SKL.GUAragorn_HITB				AnimationMode		= ONCE			End			BeginScript				Prev = CurDrawablePrevAnimationState()				if		Prev == "STATE_Ready"	then CurDrawableAllowToContinue() end			EndScript		End						AnimationState				= EMOTION_CELEBRATING			StateName				= STATE_ready			Animation				= CHRB				AnimationName		= GUAragorn_SKL.GUAragorn_CHRB				AnimationMode		= ONCE			End			Flags					= RESTART_ANIM_WHEN_COMPLETE						End				AnimationState				= EMOTION_TAUNTING			StateName				= STATE_ready			Animation				= CHRB				AnimationName		= GUAragorn_SKL.GUAragorn_CHRB				AnimationMode		= ONCE			End			Flags					= RESTART_ANIM_WHEN_COMPLETE						End							; --- Selected ---;		AnimationState				= SELECTED			StateName				= STATE_Selected			Animation				= ATNE				AnimationName		= GUAragorn_SKL.GUAragorn_ATNE				AnimationMode		= LOOP				AnimationBlendTime	= 5				AnimationMustCompleteBlend = yes			End			Animation				= ATNE_BigBlend				AnimationName		= GUAragorn_SKL.GUAragorn_ATNE				AnimationMode		= LOOP				AnimationBlendTime	= 7				AnimationMustCompleteBlend = yes			End									BeginScript				Prev = CurDrawablePrevAnimationState()				if		Prev == "STATE_Ready"		then CurDrawableSetTransitionAnimState("TRANS_RS")				elseif	Prev == "STATE_Bored"		then CurDrawableSetTransitionAnimState("TRANS_BS")				elseif	Prev == "STATE_Moving"		then return "ATNE_BigBlend"				else return "ATNE"				end			EndScript		End											; --- TRANSITIONS ---;						TransitionState				= TRANS_BS			Animation				= GUAragorn_ATND				AnimationName		= GUAragorn_SKL.GUAragorn_ATND 				AnimationMode		= ONCE			End		End				TransitionState				= TRANS_SB			Animation				= GUAragorn_ATND				AnimationName		= GUAragorn_SKL.GUAragorn_ATND				AnimationMode		= ONCE_BACKWARDS			End			Flags					= START_FRAME_LAST		End				TransitionState				= TRANS_RB			Animation				= GUAragorn_ATND				AnimationName		= GUAragorn_SKL.GUAragorn_IDLE				AnimationMode		= ONCE				AnimationBlendTime	= 20			End		End				TransitionState				= TRANS_RS			Animation				= GUAragorn_ATND				AnimationName		= GUAragorn_SKL.GUAragorn_ATNE 				AnimationMode		= ONCE				AnimationBlendTime	= 20			End		End				TransitionState				= TRANS_SR			Animation				= GUAragorn_ATND				AnimationName		= GUAragorn_SKL.GUAragorn_IDLA 				AnimationMode		= ONCE				AnimationBlendTime	= 20			End		End				TransitionState				= TRANS_BR			Animation				= GUAragorn_ATND				AnimationName		= GUAragorn_SKL.GUAragorn_IDLA 				AnimationMode		= ONCE				AnimationBlendTime	= 20			End		End			End	; *** DESIGN parameters ***	DisplayName	  = OBJECT:GondorIsildur	Side = Men	EditorSorting = UNIT		ThreatLevel				= ISILDUR_THREAT_LEVEL	ThingClass				= CHARACTER_UNIT	TransportSlotCount		= TRANSPORTSLOTCOUNT_HERO	BuildCost				= 1000	BuildTime				= 30	MaxSimultaneousOfType	= 1	VisionRange				= 121	CrushableLevel			= 2 ;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles	CommandSet				= GondorIsildurCommandSet 		WeaponSet		Conditions		= None 		Weapon			= PRIMARY GondorIsildurSword	End	WeaponSet		Conditions		= WEAPONSET_HERO_MODE		Weapon			= PRIMARY GondorIsildurNarsil	End; *** AUDIO Parameters ***;	VoiceAttack			= IsildurVoiceAttack	VoiceAttackCharge		= IsildurVoiceAttackCharge	VoiceAttackMachine		= IsildurVoiceAttack	VoiceAttackStructure		= IsildurVoiceAttack	VoiceCreated			= IsildurVoiceSalute	VoiceFullyCreated		= IsildurVoiceSalute	VoiceFear 			= IsildurVoiceHelpMe	VoiceMove			= IsildurVoiceMove	VoiceMoveToCamp			= IsildurVoiceMove	VoiceMoveWhileAttacking		= IsildurVoiceDisengage	VoicePriority			= 80	VoiceSelect			= IsildurVoiceSelectMS	VoiceSelectBattle 		= IsildurVoiceSelectBattle	VoiceGuard			= IsildurVoiceMove		SoundImpact			= ImpactHorse;IsildurVoiceJoinAnybody;IsildurVoiceRespawn;UnitSpecificSounds;End	CrowdResponseKey = ElfHero	#include "..\..\..\includes\StandardUnitEvaEvents.inc"	EvaEventDieOwner		= IsildurDie	;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths; *** ENGINEERING Parameters ***	RadarPriority = UNIT	KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO	PathfindDiameter = 40.0	Body = ActiveBody ModuleTag_02		MaxHealth		 = ISILDUR_HEALTH				;BALANCE Man at Arms Health		MaxHealthDamaged  = 5		RecoveryTime	  = 5000	End		Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior	End		Behavior = AIUpdateInterface ModuleTag_03		AutoAcquireEnemiesWhenIdle	= Yes ATTACK_BUILDINGS		MoodAttackCheckRate			= 500	End		Behavior = SpecialPowerModule ModuleTag_IsildurNarsilAttack		SpecialPowerTemplate			= SpecialAbilityHeroModeNarsil		AttributeModifier				= NarsilFXThing		AttributeModifierFX				= FX_Anduril		AttributeModifierRange			= 0		AttributeModifierAffectsSelf	= Yes		StartsPaused					= No	End		Behavior = EmotionTrackerUpdate	Module_EmotionTracker		TauntAndPointDistance		=	250	; max distance to taunted/pointed objet 		TauntAndPointUpdateDelay	=	1000; how often scan (milliseconds) 				AddEmotion			=	Terror_Base		AddEmotion			=	Doom_Base		//	AddEmotion			=   BraceForBeingCrushed_Base		AddEmotion			=	UncontrollableFear_Base		//	AddEmotion			=	FearIdle_Base		//	AddEmotion			=	FearBusy_Base		AddEmotion			=	Point_Base		AddEmotion			=	Taunt_Base 		AddEmotion			=	CheerIdle_Base		AddEmotion			=	CheerBusy_Base		//	AddEmotion			=	HeroCheerIdle_Base		//	AddEmotion			=	HeroCheerBusy_Base		AddEmotion			=	Alert_Base		AddEmotion			=	CheerForAboutToCrush_Base 	End		Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IsildurNarsilAttackUpdate		SpecialPowerTemplate	= SpecialAbilityHeroModeNarsil				HeroAttributeModifier	= IsildurNarsilAttack		HeroEffectDuration		= 999999999; this should sync with the auto ability delay re-fire time in commandButtons.ini		UnpackTime			  = 1666; 	End	LocomotorSet		Locomotor = IsildurHumanLocomotor		Condition = SET_NORMAL 		Speed	 = 48	End		Behavior = PhysicsBehavior ModuleTag_04		GravityMult = 1.0		ShockStandingTime	= 3333		ShockStunnedTimeLow	= 1000		ShockStunnedTimeHigh= 1200	End		Behavior = SlowDeathBehavior ModuleTag_05		DeathTypes = ALL 		SinkDelay = 3000		SinkRate = 0.40	; in Dist/Sec		DestructionDelay = 22000		Sound = INITIAL IsildurVoiceDie	End		Behavior = SquishCollide ModuleTag_06	;nothing	End; Tie into LargeGroupAudio system	Behavior = LargeGroupAudioUpdate ModuleTag_LGAU		Key = Humanoid_Male Elf Elf_Male Unit Infantry	End		Behavior = HitReactionBehavior HitReactionBehaviorModuleTag		HitReactionLifeTimer1 = 2867; level 1 (light  damage)  hit reaction animations in frames (5 per sec)		HitReactionLifeTimer2 = 15; level 2 (medium damage)  hit reaction animations in frames (5 per sec)		HitReactionLifeTimer3 = 10; level 3 (heavy  damage)  hit reaction animations in frames (5 per sec)		HitReactionThreshold1 = 0.0  ; level 1 (light  damage) threshold trigger		HitReactionThreshold2 = 2500.0 ; level 2 (medium damage) threshold trigger		HitReactionThreshold3 = 5000.0 ; level 3 (heavy  damage) threshold trigger	End		ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior		MaxUpdateRangeCap = 800	; AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_WLKA Frames: 0		AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_RUNB Frames: 2 12	End	Geometry = CYLINDER	GeometryMajorRadius = 8.0	GeometryMinorRadius = 8.0	GeometryHeight = 19.2	GeometryIsSmall = Yes	Shadow = SHADOW_DECAL	ShadowSizeX = 20;	ShadowSizeY = 20;	ShadowTexture = ShadowI;	End




Copy pasted the entire page...

I tried GondorIsildur and still no luck... Any idea's?

Solinx: Use Codebox tags for large chunks of code
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Newb modders unite! <_<

#4 thekiller11

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Posted 18 November 2007 - 11:13 AM

Give him a ButtonImage
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92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature

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#5 Allathar

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    これを翻訳する

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Posted 18 November 2007 - 12:41 PM

Have you added him to playertemplate.ini?
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

#6 Nolis

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Posted 18 November 2007 - 01:19 PM

I tried too but nothing...
Cower at the Arrival of Death

92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature

.:.('.').:.

I was born to be the best, No1 and nothing less...

Jobs in modelling and skinning availlable in Battle for Heaven and Hell.Click here to join.

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#7 thekiller11

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Posted 18 November 2007 - 02:09 PM

[codebox];------------------------------------------------------------------------------
;
; Isildur.ini
;
;------------------------------------------------------------------------------

;;------------------------------------------------------------------------------

Object GondorIsildur

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.

ButtonImage = HIIsildur
SelectPortrait = HPAragorn

; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_DRAW;ModuleTag_01


OkToChangeModelColor = Yes
StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = Arrow

DefaultModelConditionState
Model = GUIsildur_SKN
End

; ModelConditionState = WEAPONSET_HERO_MODE
; Model = GUIsildur_SKN
; ParticleSysBone = B_SWORDBONE Anduril FollowBone:yes
; End




; --- Idle Anims ---;

IdleAnimationState
StateName = STATE_Bored

Animation = GUAragorn_IDLE ;no_fidget
AnimationName = GUAragorn_SKL.GUAragorn_IDLE
AnimationMode = ONCE
AnimationPriority = 12
End

Animation = GUAragorn_IDLF ;fidget
AnimationName = GUAragorn_SKL.GUAragorn_IDLF
AnimationMode = ONCE
AnimationPriority = 1
End

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" or
Prev == "STATE_Moving" then CurDrawableSetTransitionAnimState("TRANS_SB")
elseif Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_RB")
end
EndScript
End




; --- Flying Anims ---;

AnimationState = STUNNED_FLAILING
StateName = STATE_Fly
Animation = FLYA
AnimationName = GUAragorn_SKL.GUAragorn_FLYA
AnimationMode = LOOP
End
End

AnimationState = STUNNED_STANDING_UP
StateName = STATE_Ready
Animation = GUAragorn_GTPB
AnimationName = GUAragorn_SKL.GUAragorn_GTPB
AnimationMode = ONCE
End
End


AnimationState = STUNNED
Animation = LNDA
AnimationName = GUAragorn_SKL.GUAragorn_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_SoldierHitGround
End





; --- Dying anims ---;
AnimationState = DYING
Animation = DIEA
AnimationName = GUAragorn_SKL.GUAragorn_DIEA
AnimationMode = ONCE
End
Animation = DIEB
AnimationName = GUAragorn_SKL.GUAragorn_DIEB
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Fly"
then
return "LNDA"
else
Rand = GetClientRandomNumberReal(0, 1)
if( Rand > .5 )
then
return "DIEA"
else
return "DIEB"
end
end
EndScript
End





; --- Attacking Anims [Weapon_A] ---;

AnimationState = BETWEEN_FIRING_SHOTS_A
StateName = STATE_Ready
Animation = IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
End
End

AnimationState = FIRING_OR_PREATTACK_A HERO
StateName = STATE_Ready
Animation = GUAragorn_SPCA
AnimationName = GUAragorn_SKL.GUIsildur_SPCA
AnimationMode = ONCE
End

FXEvent = Frame:22 Name: FX_IsildurSword
FXEvent = Frame:42 Name: FX_IsildurSword
FXEvent = Frame:67 Name: FX_IsildurSword
End

AnimationState = FIRING_OR_PREATTACK_A
StateName = STATE_Ready
Animation = ATKD
AnimationName = GUAragorn_SKL.GUAragorn_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 3
End
Animation = ATKE
AnimationName = GUAragorn_SKL.GUAragorn_ATKE
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 2
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End







; --- Moving Anims ---;

AnimationState = MOVING
StateName = STATE_Moving

Animation = GUAragorn_RUNB
AnimationName = GUAragorn_SKL.GUAragorn_RUNB
AnimationMode = LOOP
Distance = 80
End
End


; --- Special Anims ---;

AnimationState = UNPACKING
StateName = STATE_Selected
Animation = Spell_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE
End
Animation = Spell_ATNE
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = ONCE
AnimationBlendTime = 20
End
Animation = Spell_IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationBlendTime = 20
End

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected"
then
return "Spell_ATNE"
elseif Prev == "STATE_Ready"
then
return "Spell_IDLA"
elseif Prev == "STATE_Bored"
then
return "Spell_ATND"
end
EndScript
ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes
;; ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes
; FXEvent = Frame:0 Name:FX_Narsil
ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes
End




; --- Emotion Animations ---;

AnimationState = EMOTION_ALERT
StateName = STATE_Ready
Animation = IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = LOOP
AnimationPriority = 1
End
Animation = IDLA_BigBlend
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationPriority = 1
AnimationBlendTime = 7
End
Flags = RESTART_ANIM_WHEN_COMPLETE

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then

CurDrawableSetTransitionAnimState("TRANS_SR")
elseif Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_BR")
elseif Prev == "STATE_Moving" then return "IDLA_BigBlend"
else return "IDLA"
end
EndScript
End






; --------- Click and Hit Reactions ------------

AnimationState = HIT_REACTION HIT_LEVEL_1
StateName = STATE_Bored
Animation = Hit_Level_1_b
AnimationName = GUAragorn_SKL.GUAragorn_HITB
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Ready" then CurDrawableAllowToContinue() end
EndScript
End



AnimationState = EMOTION_CELEBRATING
StateName = STATE_ready
Animation = CHRB
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_TAUNTING
StateName = STATE_ready
Animation = CHRB
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End



; --- Selected ---;

AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNE
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = LOOP
AnimationBlendTime = 5
AnimationMustCompleteBlend = yes
End
Animation = ATNE_BigBlend
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = LOOP
AnimationBlendTime = 7
AnimationMustCompleteBlend = yes
End

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Ready" then

CurDrawableSetTransitionAnimState("TRANS_RS")
elseif Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_BS")
elseif Prev == "STATE_Moving" then return "ATNE_BigBlend"
else return "ATNE"
end
EndScript
End





; --- TRANSITIONS ---;

TransitionState = TRANS_BS
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE
End
End

TransitionState = TRANS_SB
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End

TransitionState = TRANS_RB
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_IDLE
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

TransitionState = TRANS_RS
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

TransitionState = TRANS_SR
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

TransitionState = TRANS_BR
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
End


; *** DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = ISILDUR_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
BuildCost = 2000
BuildTime = 30
MaxSimultaneousOfType = 1
VisionRange = 121
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GondorIsildurCommandSet
HeroSortOrder = 20

WeaponSet
Conditions = None
Weapon = PRIMARY GondorIsildurSword
End
WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY GondorIsildurNarsil
End

ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG

ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End

ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%

BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE
DisplayName = OBJECT:GondorIsildur
RecruitText = CONTROLBAR:GondorIsildurRecruit
ReviveText = CONTROLBAR:GondorIsildurRevive
Hotkey = CONTROLBAR:GondorIsildurHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; CrusherLevel = 1


CommandSet = GondorIsildurCommandSet
CommandPoints = 50


; *** AUDIO Parameters ***;

VoiceAttack = IsildurVoiceAttack
VoiceAttackCharge = IsildurVoiceAttackCharge
VoiceAttackMachine = IsildurVoiceAttack
VoiceAttackStructure = IsildurVoiceAttack
VoiceCreated = IsildurVoiceSalute
VoiceFullyCreated = IsildurVoiceSalute
VoiceFear = IsildurVoiceHelpMe
VoiceMove = IsildurVoiceMove
VoiceMoveToCamp = IsildurVoiceMove
VoiceMoveWhileAttacking = IsildurVoiceDisengage
VoicePriority = 80
VoiceSelect = IsildurVoiceSelectMS
VoiceSelectBattle = IsildurVoiceSelectBattle
VoiceGuard = IsildurVoiceMove

SoundImpact = ImpactHorse

;IsildurVoiceJoinAnybody
;IsildurVoiceRespawn

;UnitSpecificSounds
;End

CrowdResponseKey = ElfHero

#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = IsildurDie ;Eva event to trigger on unit's death. NOTICE THAT this is

only for permanent deaths


Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY

HEAVY_MELEE_HITTER
PathfindDiameter = 40.0

Body = RespawnBody ModuleTag_02
MaxHealth = 3000 ;BALANCE Man at Arms Health
MaxHealthDamaged = 200
RecoveryTime = 5000
End


Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;Model condition to play when

killed-to-respawn
DeathFX = FX_AragornDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 3933 ;How long DeathAnim will take.
InitialSpawnFX = FX_AragornInitialSpawn;FXList to play when respawning.
RespawnAnim = LEVELED ;Animation to play when

respawning.
RespawnFX = FX_ResurrectionAragorn;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's

exit production point if possible.
ButtonImage = HIIsildur_res

;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically

respawn, others
;may require a specific revive action performed on him. You can specify different values for each level...

or use Level:Any
RespawnRules = AutoSpawn:No Cost:1000 Time:60000 Health:100%

;DEFAULT VALUES
End

Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
End

Behavior = SpecialPowerModule ModuleTag_IsildurNarsilAttack
SpecialPowerTemplate = SpecialAbilityHeroModeNarsil
AttributeModifier = NarsilFXThing
AttributeModifierFX = FX_Anduril
AttributeModifierRange = 0
AttributeModifierAffectsSelf = Yes
StartsPaused = No
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 250 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000; how often scan (milliseconds)

AddEmotion = Terror_Base
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End

Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IsildurNarsilAttackUpdate
SpecialPowerTemplate = SpecialAbilityHeroModeNarsil
HeroAttributeModifier = IsildurNarsilAttack
HeroEffectDuration = 999999999; this should sync with the auto ability delay re-fire time in

commandButtons.ini
UnpackTime = 1666;
End


LocomotorSet
Locomotor = IsildurHumanLocomotor
Condition = SET_NORMAL
Speed = 48
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 3333
ShockStunnedTimeLow = 1000
ShockStunnedTimeHigh= 1200
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 22000
Sound = INITIAL IsildurVoiceDie
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Elf Elf_Male Unit Infantry
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2867; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 15; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 10; level 3 (heavy damage) hit reaction animations in frames (5 per sec)

HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 2500.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 5000.0 ; level 3 (heavy damage) threshold trigger
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
; AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_WLKA Frames: 0
AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_RUNB Frames: 2 12
End

;////////////////////
;// AISpecialPowers
;////////////////////

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

Behavior = AISpecialPowerUpdate NarsilAI
CommandButtonName = Command_SpecialAbilityNarsilAttack
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End





Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20;
ShadowSizeY = 20;
ShadowTexture = ShadowI;

End
[/codebox]
Here you go, you just need to add lotr.str and expieriencelevels

Edited by thekiller11, 18 November 2007 - 02:11 PM.

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#8 Losing Solace

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Posted 18 November 2007 - 10:38 PM

I tried to add experience levels and to edit the lotr.str but still no change.

Though I tried to set the experience levels to be like Aragorns... do I need to make entirely new ones?

Edited due to multiple lines of the same thing....

Edited by Losing Solace, 18 November 2007 - 11:33 PM.

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Newb modders unite! <_<

#9 thekiller11

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Posted 19 November 2007 - 06:32 AM

If you put that file in your mod and add GondorIsildur to playertemplate is should work, at least it works for me.
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92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature

Gandalf: "Look to my coming at first light on the fifth day. At dawn look to the east."


#10 Losing Solace

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Posted 19 November 2007 - 07:03 AM

I've added him yet still no Isildur... I suppose I'll try again... Are you sure it was just the playertemplate that you added him too?

BuildableHeroesMP			= CreateAHero GondorBoromir RohanTheoden RohanEowyn GondorFaramir RohanEomer GondorAragornMP GondorGandalf GondorIsildur;;
	BuildableRingHeroesMP		= ElvenGaladriel_RingHero


Still nothing...
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#11 Deathbringer

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Posted 19 November 2007 - 11:11 AM

Remove theoden or someone else so that there is a slot open.and try again.

#12 Losing Solace

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Posted 19 November 2007 - 11:29 AM

It still doesn't seem to work... Maybe the problem is with the button... But where could I even find that :S
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#13 Anakin Solo

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Posted 19 November 2007 - 09:10 PM

Use Aragorn's button instead of HIIsildur, then you should be able to recruit him.

#14 Losing Solace

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Posted 19 November 2007 - 11:18 PM

Still doesn't want to work >_< Has anyone actually got it working...?
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#15 thekiller11

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Posted 20 November 2007 - 06:28 AM

I did, just with the code I posted, what version you play?
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92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature

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#16 Losing Solace

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Posted 20 November 2007 - 06:41 AM

1.06... Not running the expansion.
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#17 thekiller11

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Posted 20 November 2007 - 02:47 PM

Then you should maybe try with another buttonimage.
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Gandalf: "Look to my coming at first light on the fifth day. At dawn look to the east."


#18 Allathar

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    これを翻訳する

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Posted 20 November 2007 - 02:51 PM

Hm, what have you done to make your mod actually WORK? How did you 'install' it? Can't find any other reason for it not working...
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

#19 Pixel

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Posted 20 November 2007 - 04:19 PM

You using a custom big file with -mod command? or editing the original ini.big?

Edited by FlameGuard, 20 November 2007 - 09:40 PM.


#20 Losing Solace

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Posted 20 November 2007 - 06:37 PM

Hm, what have you done to make your mod actually WORK? How did you 'install' it? Can't find any other reason for it not working...



I didn't install a mod actually, the files were already there. Yet adding him to the Playertemplate and experience levels doesn't correct the problem. Nor does changing his button image. Not sure why...

There's gotta be something I'm missing clearly, but from what was listed so far I haven't missed a thing... Can someone who got it working share what you have in experience levels to see if it matches what I've got? And player template too... doubt that's what I messed up on but otherwise I'm thinking it wont work for me period...

And just editing the original ini. I can add heroes to other factions just fine, but the ones that don't exist naturally in game seem to never want to show up :p
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