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Need help with the CAH as normal hero tutorial


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#1 chrisbolling2

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Posted 11 January 2008 - 10:17 PM

I have seen the tutorial from robnkarla, but I have yet to get it to work properly. When the hero is built it shows all upgrades available for the particular model I am using. Have tried an Uruk, and an Archer hero with this and had the same results. Has anyone else figured this out yet?

#2 Kwen

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Posted 11 January 2008 - 10:24 PM

making a CAH hero into a normal hero? what I would recommend would be to take the cah model and animations and make a new hero with them rather then to do alot of fancy coding mumbo jumbo.

Just make a new hero and put the cah anims and model into it.

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#3 lycan

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Posted 11 January 2008 - 11:19 PM

WRONG!.

his sword and stuff wont show up. can u please try and explain more clearly sounds like u didn't add experiance levels if thats what you mean.

#4 chrisbolling2

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Posted 12 January 2008 - 01:11 AM

Here is the code I have. And the problem isn't that his weapons don't show up, it's that they all show up. Now I am getting a DRAW error for some reason. I also added him to the target line for Lurtz's experiencelevels. Like when you have a mounted hero.



[codebox] ;------------------------------------------------------------------------------
;
; IsengardUgluk.ini
;
;
;------------------------------------------------------------------------------
Object IsengardUgluk
; *** ART Parameters ***

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = CPUruk

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

DescriptionStrategic = CONTROLBAR:LW_ToolTip_Ugluk

Draw = W3DScriptedModelDraw ModuleTag_01

StaticModelLODMode = yes //Will append M or L to the skin name depending on GameLOD

; RandomTexture = upelven_transport.tga 0 char_el_00.tga
OkToChangeModelColor = Yes

DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP

//====================== MODELS ================================================================

DefaultModelConditionState
Model = CHSS_UK_U_SKN
Skeleton = CHSS_UK_U_SKL
WeaponLaunchBone = PRIMARY B_HandR
;ParticleSysBone = B_SWORD UglukSwordPoison FollowBone:Yes

End

AnimationState = STUNNED_FLAILING
StateName = STATE_Sword
Animation
AnimationName = CHSS_UK_U_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End


AnimationState = DYING SPLATTED
StateName = STATE_Sword
Animation
AnimationName = CHSS_UK_U_LNDA
AnimationMode = ONCE
End
End

AnimationState = DYING
StateName = STATE_Sword
Animation
AnimationName = CHSS_UK_U_DIEA
AnimationMode = ONCE
End
Animation = GUHero_DIEB
AnimationName = CHSS_UK_U_DIEB
AnimationMode = ONCE
End
End


AnimationState = STUNNED_STANDING_UP
StateName = STATE_Sword
Animation
AnimationName = CHSS_UK_U_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED
StateName = STATE_Sword
Animation = GUHero_LNDA
AnimationName = CHSS_UK_U_LNDA
AnimationMode = ONCE
End
End



AnimationState = FIRING_OR_PREATTACK_A // Melee attack.
Animation
AnimationName = CHSS_UK_U_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationSpeedFactorRange = 1.2 1.2
End
Animation
AnimationName = CHSS_UK_U_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationSpeedFactorRange = 1.2 1.2
End
Animation
AnimationName = CHSS_UK_U_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationSpeedFactorRange = 1.2 1.2
End
End

AnimationState = MOVING
StateName = STATE_RunningSword
Flags = RANDOMSTART
Animation
AnimationName = CHSS_UK_U_RUNA
AnimationSpeedFactorRange = 0.85 0.85
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
if Prev == "STATE_RunningBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Running") end
if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end
EndScript
End

AnimationState = HIT_REACTION
Animation = Sword_HITA
AnimationName = CHSS_UK_U_HITA
AnimationMode = ONCE
End
Animation = Sword_HITB
AnimationName = CHSS_UK_U_HITB
AnimationMode = ONCE
End

BeginScript
PrevAnim = CurDrawablePrevAnimation()
if PrevAnim == "Foot_IDLB"
then
return "Sword_HITB"
else
return "Swort_HITA"
end
EndScript
End

//------------ SPECIAL POWERS ------------------------------------------------------------------

AnimationState = SPECIAL_WEAPON_ONE ;Heal animation
StateName = Attacking
Animation
AnimationName = CHSS_UK_U_LVLA
AnimationMode = ONCE
End
End

AnimationState = SPECIAL_WEAPON_TWO ;
StateName = Attacking
Animation
AnimationName = CHSS_UK_U_ATKB
AnimationMode = LOOP ;ONCE
AnimationSpeedFactorRange = 2.5 2.5
End
ParticleSysBone = None UglukSwordFlashSlasher FollowBone:Yes
End

AnimationState = SPECIAL_WEAPON_THREE ; will of ugluk animation
StateName = Attacking
Animation
AnimationName = CHSS_UK_U_LVLA
AnimationMode = ONCE
End
ParticleSysBone = None WillOfUglukBlastFire FollowBone:Yes
End

AnimationState = SPECIAL_WEAPON_FOUR ; throw able mine, throw mine animation.
StateName = Attacking
Animation
AnimationName = CHSS_UK_U_SPCD
AnimationMode = ONCE
End
FrameForPristineBonePositions = 44
End






//====== LEVELED

AnimationState = LEVELED // This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = CHSS_UK_U_CHRA CHSS_UK_U_LVLA
AnimationMode = ONCE
End
End

//---------------------- EMOTIONS ---------------------------------------------------------------



// cheer, on foot
AnimationState = EMOTION_CELEBRATING
Animation CHRA
AnimationName = CHSS_UK_U_CHRA CHSS_UK_U_TNTA
AnimationMode = ONCE
End
Animation CHRB
AnimationName = CHSS_UK_U_CHRB CHSS_UK_U_CHRA CHSS_UK_U_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End


// taunt, on foot
AnimationState = EMOTION_TAUNTING
Animation CHRA
AnimationName = CHSS_UK_U_TNTA
AnimationMode = ONCE
End
Animation CHRB
AnimationName = CHSS_UK_U_TNTB CHSS_UK_U_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End




//====== ENGAGED
AnimationState = ENGAGED
StateName = STATE_ready
Animation
AnimationName = CHSS_UK_U_IDLA
AnimationMode = ONCE
End
End


IdleAnimationState
StateName = STATE_Idle_Sword
Animation = Foot_IDLB // Bored Idle
AnimationName = CHSS_UK_U_IDLB
AnimationMode = ONCE
AnimationPriority = 20
AnimationBlendTime = 25
End
Animation = Foot_IDLC // Bored Fidget
AnimationName = CHSS_UK_U_IBFA
AnimationMode = ONCE
AnimationPriority = 5
AnimationBlendTime = 25
End
Animation = Foot_IDLD // Bored Fidget
AnimationName = CHSS_UK_U_IBFB
AnimationMode = ONCE
AnimationPriority = 5
AnimationBlendTime = 25
End
Animation = Foot_IDLE // Bored Fidget
AnimationName = CHSS_UK_U_ATNB
AnimationMode = ONCE
AnimationPriority = 5
AnimationBlendTime = 25
End
Animation = Foot_IDLF // Bored Fidget
AnimationName = CHSS_UK_U_IDLA
AnimationMode = ONCE
AnimationPriority = 5
AnimationBlendTime = 25
End

BeginScript ; default
CurDrawableHideSubObject("arrow")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredSword") end
if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
EndScript
End


End
End

Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End

IdleAnimationState
End

AnimationState = MOUNTED MOVING WADING
ParticleSysBone = None FootstepSlash
End

AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End

AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End

AnimationState = MOUNTED MOVING
End
End

// Currently linked to all of the wizard weapons
Draw = W3DScriptedModelDraw HeroOfTheWestShield
DefaultModelConditionState
Model = CH_Shield01
End
AttachToBoneInAnotherModule = B_HAND_L
End

;Draw module just for the HeroSelection
Draw = W3DScriptedModelDraw Icon
ModelConditionState = NONE
Model = Icon02
End
End

#include "..\..\..\includes\StunDrawModuleSmall.inc"

//***DESIGN parameters ***
Side = Isengard
EditorSorting = UNIT
ThreatLevel = 4.0
ThingClass = CHARACTER_UNIT
BuildCost = 500
BuildTime = LURTZ_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS

HeroSortOrder = 40

MaxSimultaneousOfType = 1

TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = None
Weapon = PRIMARY LurtzWeapon
End

WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY LurtzCarnageWeapon

ArmorSet
Conditions = None
Armor = ToughHeroArmor
DamageFX = NormalDamageFX
End

VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_HERO

MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%

BountyValue = GONDOR_FARAMIR_BOUNTY_VALUE
DisplayName = OBJECT:IsengardUgluk
RecruitText = CONTROLBAR:IsengardUglukRecruit
ReviveText = CONTROLBAR:IsengardUglukRevive
Hotkey = CONTROLBAR:IsengardUglukHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles

CommandSet = UglukCommandSet
CommandPoints = 0

; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_CreateAHeroBody

AutoResolveArmor
Armor = AutoResolve_CreateAHeroArmor
End

AutoResolveWeapon
Weapon = AutoResolve_CreateAHeroWeapon
End

; *** AUDIO Parameters ***;

VoiceAttack = HeroUrukHaiVoiceAttack
VoiceAttackAir = HeroUrukHaiVoiceAttack
VoiceAttackCharge = HeroUrukHaiVoiceAttack
VoiceAttackMachine = HeroUrukHaiVoiceAttack
VoiceAttackStructure = HeroUrukHaiVoiceAttack
VoiceCreated = HeroUrukHaiVoiceSalute
VoiceFear = HeroUrukHaiVoiceHelpMe
VoiceFullyCreated = HeroUrukHaiVoiceSalute
VoiceGuard = HeroUrukHaiVoiceMove
VoiceMove = HeroUrukHaiVoiceMove
VoiceMoveToCamp = HeroUrukHaiVoiceMove
VoiceMoveWhileAttacking = HeroUrukHaiVoiceMove
VoicePriority = 95
VoiceRetreatToCastle = HeroUrukHaiVoiceMove
VoiceSelect = HeroUrukHaiVoiceSelectMS
VoiceSelectBattle = HeroUrukHaiVoiceSelectBattle

SoundImpact = ImpactHorse

UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = HeroUrukHaiVoiceMove
VoiceEnterUnitMordorMumakil = HeroUrukHaiVoiceMove
VoiceEnterUnitSlaughterHouse = HeroUrukHaiVoiceMove
VoiceEnterUnitTransportShip = HeroUrukHaiVoiceMove
VoiceGarrison = HeroUrukHaiVoiceMove
VoiceInitiateCaptureBuilding = HeroUrukHaiVoiceCaptureBuilding
End

CrowdResponseKey = Uruk

#include "..\..\..\includes\StandardUnitEvaEvents.inc"

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Hero
End

//*** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CLIMB_WALLS DISGUISER
PathfindDiameter = 40.0

Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = 3000 //BALANCE CreateAHero Health
PermanentlyKilledByFilter = NONE //Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING //Model condition to play when killed-to-respawn
DeathFX = FX_HeroDieToRespawn //FXList to play when killed-to-respawn
DeathAnimationTime = 5000 //How long DeathAnim will take.
InitialSpawnFX = FX_HeroInitialSpawn
RespawnAnim = LEVELED //Animation to play when respawning.
RespawnFX = FX_HeroRespawn //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 = HICAHUrukhai

;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:750 Time:55000 Health:100%
RespawnEntry = Level:2 Cost:750 Time:55000 ; Change from 1.07 ; ;50% cost, 1x buildtime ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:750 Time:55000 ; Change from 1.07
RespawnEntry = Level:4 Cost:750 Time:55000 ; Change from 1.07
RespawnEntry = Level:5 Cost:975 Time:110000 ; Change from 1.07 ; ;65% cost, 1.5x buildtime
RespawnEntry = Level:6 Cost:975 Time:110000 ; Change from 1.07
RespawnEntry = Level:7 Cost:975 Time:110000 ; Change from 1.07
RespawnEntry = Level:8 Cost:1200 Time:165000 ; Change from 1.07 ; ;80% cost, 2x buildtime
RespawnEntry = Level:9 Cost:1200 Time:165000 ; Change from 1.07
RespawnEntry = Level:10 Cost:1200 Time:165000 ; Change from 1.07
End

Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End

Behavior = AutoHealBehavior ModuleTag_LurtzHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 41
AILuaEventsList = CreateAHeroFunctions
End

LocomotorSet
Locomotor = IsengardLurtzLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_HERO_SPEED
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End

Behavior = SlowDeathBehavior ModuleTag_SlowDeathBehavior_01
DeathTypes = ALL //-KNOCKBACK
SinkDelay = 5800
SinkRate = 2.3 // in Dist/Sec
DestructionDelay = 12000
// Die sounds are now going through an FX; this is the only way to get different dies for
// different classes
FX = INITIAL FX_CreateAHeroDie
End

Behavior = SquishCollide ModuleTag_SquishCollide_06
//nothing
End

Behavior = SubObjectsUpgrade ModuleTag_ShowTheHero
TriggeredBy = Upgrade_LurtzCrippleTrigger
ShowSubObjects = Uruk_Sword_01
ShowSubObjects = Uruk_Sword_02
ShowSubObjects = SLDR_01
ShowSubObjects = SLDR_03
ShowSubObjects = HLMT_01
ShowSubObjects = HAIR_01
ShowSubObjects = GNLT_01
ShowSubObjects = GNLT_02
ShowSubObjects = GNLT_03
ShowSubObjects = Shield_1OG
ShowSubObjects = SHLD_01
ShowSubObjects = BOOT_01
ShowSubObjects = BOOT_03
End

;--------------------------------------------------------------------------
; PLACE SPECIAL POWERS HERE!!!! -------------------------------------------
;--------------------------------------------------------------------------



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

//-------------------------------------------------------------------------
// Create A HERO Reaction modules
//-------------------------------------------------------------------------
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 //msec
End

Behavior = SquishCollide ModuleTag_06
//'nothing
End

Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1500 //'level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1500 //'level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1500 //'level 3 (heavy damage) hit reaction animations in ms

HitReactionThreshold1 = 100.0 //'level 1 (light damage) threshold trigger
HitReactionThreshold2 = 500.0 //'level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 1000.0 //'level 3 (heavy damage) threshold trigger

FastHitsResetReaction = No //If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End

//-------------------------------------------------------------------------
// Hero Emotions
//-------------------------------------------------------------------------
Behavior = EmotionTrackerUpdate Module_EmotionTracker
// for now we restrict emotions to taunt and cheer, that's all the TFCs call for ATM
TauntAndPointDistance = 350 // max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE
AlwaysAfraidOf = NONE
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS

AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = Alert_Base
End

//;;; AUTO ABILITY MODULE ;;;
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

;;; LURTZ PASSIVE LEADERSHIP ABILITY ;;;-----------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LeadershipUnpause
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_LurtzLeadership
End
Behavior = SpecialPowerModule ModuleTag_Leadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipUpdate
StartsActive = No ; If no, requires upgrade to turn on.
BonusName = GenericDamageLeadership ; ;GenericHeroLeadership
TriggeredBy = Upgrade_LurtzLeadership
RefreshDelay = 2000
Range = 200
; ;AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End

;;; LURTZ PILLAGE ABILITY ;;;-----------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_Pillage
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
TriggeredBy = Upgrade_LurtzPillage

End
Behavior = SpecialPowerModule ModuleTag_PillageUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_PillageAura
StartsActive = No ; If no, requires upgrade to turn on.
BonusName = LurtzPassiveOutlawLeadership
TriggeredBy = Upgrade_LurtzPillage
RefreshDelay = 2000
Range = 200
AllowSelf = Yes
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -DOZER
End

;;; LURTZ CARNAGE (aka rampage) ;;;-----------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LurtzCarnage
SpecialPowerTemplate = SpecialAbilityLurtzCarnage
TriggeredBy = Upgrade_LurtzCarnage
End
Behavior = SpecialPowerModule ModuleTag_LurtzCarnageStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityLurtzCarnage
StartsPaused = Yes
AttributeModifier = LurtzCarnage
AttributeModifierAffectsSelf = Yes
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_CarnageUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityLurtzCarnage
HeroEffectDuration = 15000 ; ;30000
UnpackTime = 1 ; how long the weaponset is active

RequiredConditions = WEAPON_TOGGLE
End

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

Behavior = AISpecialPowerUpdate CarnageAI
CommandButtonName = Command_SpecialAbilityLurtzCarnage
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]

Edited by chrisbolling2, 12 January 2008 - 02:18 AM.


#5 Rob38

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Posted 12 January 2008 - 05:08 AM

Hmmm... for the weapons, maybe just try to hide the other subobjects manually. So, for example:

Behavior = SubObjectsUpgrade ModuleTag_ShowTheHero2		
TriggeredBy		= Upgrade_LurtzCrippleTrigger 		
HideSubObjects		= Whatever_Weapon			
End

Edited by Rob38, 12 January 2008 - 05:09 AM.

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#6 chrisbolling2

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Posted 12 January 2008 - 05:25 AM

I'll give that a shot, but still not sure why it gives me this error message:


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#7 Rob38

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Posted 12 January 2008 - 05:36 AM

Funny, I don't get an error when I run it in my mod. I just copied and pasted the code you posted above. When do you receive the error?

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#8 chrisbolling2

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Posted 12 January 2008 - 06:32 AM

When I start the game. Did you install it into ROTW or BFME2? I am trying to get this to work in BFME2.

#9 Rob38

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Posted 12 January 2008 - 06:59 AM

I also am trying for BFME2... perhaps your mod is not set up correctly?

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#10 chrisbolling2

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Posted 12 January 2008 - 08:09 AM

That file is the only modification I have at the moment. Was trying this on a fresh install of BFME2 patched with the newest patch to see if I could get it to work before moving on to other things.





Update: Walked a friend through this on his pc and got it to work, so something is wrong with my install of the game. Thanx for the advice Rob38, and the fact that you got it to work as well. Will try again with another fresh install.



Do have another question though. Has anyone figured out how to use the color settings the CAH has so you can have like blue wizards and white wizard after you convert them to a normal hero.

Edited by chrisbolling2, 12 January 2008 - 11:05 PM.


#11 Rob38

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Posted 13 January 2008 - 03:42 AM

Update: Walked a friend through this on his pc and got it to work, so something is wrong with my install of the game. Thanx for the advice Rob38, and the fact that you got it to work as well. Will try again with another fresh install.

Do have another question though. Has anyone figured out how to use the color settings the CAH has so you can have like blue wizards and white wizard after you convert them to a normal hero.

I figured something was fishy when I got it to wok and you couldn't. Glad I could help. As for your next question,
I'm unsure if you can or not. I haven't messed with CAH a whole lot so I don't know. In a last case scenario, you can
recolor the skins manually from the art files.

Edited by Rob38, 13 January 2008 - 03:42 AM.

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#12 chrisbolling2

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Posted 14 January 2008 - 12:25 AM

Update: Walked a friend through this on his pc and got it to work, so something is wrong with my install of the game. Thanx for the advice Rob38, and the fact that you got it to work as well. Will try again with another fresh install.

Do have another question though. Has anyone figured out how to use the color settings the CAH has so you can have like blue wizards and white wizard after you convert them to a normal hero.

I figured something was fishy when I got it to wok and you couldn't. Glad I could help. As for your next question,
I'm unsure if you can or not. I haven't messed with CAH a whole lot so I don't know. In a last case scenario, you can
recolor the skins manually from the art files.


That's what we're doing at the moment, but would be nice if you could do it like the game does when you create a CAH. The only class of CAH I really use this on is the wizard class so as to have a distinction between good and evil wizards.




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