Making Galadriel normal hero?
#1 Guest_Ella Ella Eh Eh Eh Eh Eh_*
Posted 22 January 2008 - 07:48 PM
I want
1.Athleas (Or whatever)
2.Phial Of Galadriel (Obvious...)
3.Lightning Strike (Or bolt or whateva, and I was wondering if I could give her Gandalfs sword of lightning, name it something else and change the icon, and if I do that will she do the same animation as Gandalf, like point arm out and shoot?)
4.Water Horse (?? Arwens skill)
5.Word Of Power
6. Suggestions (Is there even 6 slots??)
#2
Posted 22 January 2008 - 08:05 PM
#3
Posted 22 January 2008 - 08:22 PM
#4 Guest_Guest_Fëanor_*_*
Posted 22 January 2008 - 10:25 PM
#5
Posted 23 January 2008 - 12:55 AM
well thats easy just read the tutorials
Where?
#6
Posted 23 January 2008 - 01:38 AM
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#7
Posted 23 January 2008 - 01:47 AM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#8
Posted 23 January 2008 - 03:56 AM
Here: MainPage:TutorialsWhere?well thats easy just read the tutorials
She's in the playertemplate with the elves but she isn't showing up! :( What else besides that do I need to do? It worked with The Balrog!
#9
Posted 23 January 2008 - 05:55 AM
BuildableRingHeroesMP = ElvenGaladriel_RingHero
like this
#10
Posted 24 January 2008 - 05:11 AM
BuildableHeroesMP = CreateAHero ElvenGaladriel ElvenHaldir ElvenGlorfindel ElvenArwen ElvenLegolas ElvenThranduil ElvenElrond
BuildableRingHeroesMP = ElvenGaladriel_RingHero
like this
Doesn't work...*Sigh* doesn't have an icon in the elven fortress...
#11
Posted 24 January 2008 - 05:12 AM
BuildableHeroesMP = CreateAHero ElvenGaladriel ElvenHaldir ElvenGlorfindel ElvenArwen ElvenLegolas ElvenThranduil ElvenElrond
BuildableRingHeroesMP = ElvenGaladriel_RingHero
like this
#12
Posted 24 January 2008 - 07:14 PM
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#13
Posted 27 January 2008 - 12:36 AM
I got your PM. Perhaps the elven fortress is full and you need to add another hero revive slot to its commandset. If this is the case, you may also need to update the command range on the button to select the hero menu.
o.O I did all that and she won't appear, and now the back button is gone!
#14
Posted 27 January 2008 - 05:11 AM
[Edit] Just adding her to the buildable heroes list worked for me, I just tried it. ??
[Edit2] Try putting her just before Glorfindel instead of first after CaH. If that works, you will have to give Galadriel respawn behavior so you can revive her when she dies.
Edited by Lord of the Rings Junkie, 27 January 2008 - 05:53 AM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#15
Posted 27 January 2008 - 05:44 PM
The back button should be fixable in commandbutton.ini by fiddling with the command range on the fortress upgrades button as well, but I don't know why Galadriel isn't appearing as a hero.
[Edit] Just adding her to the buildable heroes list worked for me, I just tried it. ??
[Edit2] Try putting her just before Glorfindel instead of first after CaH. If that works, you will have to give Galadriel respawn behavior so you can revive her when she dies.
Well, you see I deleted some things in Galadriel so that she isn't green and she just looks normal... do you think that's affecting anything? Because I KNOW that she looks normal (I saw her in evil campaign, and before I edited her she just had the ring around her but now that's gone) and that her abilities are working (I clicked on her in the campaign and they were there)...... she just won't appear *cry*
And I was wondering what I would have to edit to lower her speed and attack damage (so she rivals someone like aragorn maybe?) and attack SPEED. And where would I give her levels and do you have a code for level? or tell me how to do it?
#16
Posted 27 January 2008 - 05:45 PM
The back button should be fixable in commandbutton.ini by fiddling with the command range on the fortress upgrades button as well, but I don't know why Galadriel isn't appearing as a hero.
[Edit] Just adding her to the buildable heroes list worked for me, I just tried it. ??
[Edit2] Try putting her just before Glorfindel instead of first after CaH. If that works, you will have to give Galadriel respawn behavior so you can revive her when she dies.
;------------------------------------------------------------------------------;; Galadriel.ini;;------------------------------------------------------------------------------; GaladrielObject ElvenGaladriel ; *** ART Parameters *** SelectPortrait = HPGaladriel2 ButtonImage = HIGaladriel2 Draw = W3DScriptedModelDraw ModuleTag_DRAW StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD OkToChangeModelColor = Yes DefaultModelConditionState Model = EUGaldrlGd_SKN End ; --- Idle Anims IdleAnimationState Animation = IDLB AnimationName = EUGaldrl_SKL.EUGaldrl_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLC AnimationName = EUGaldrl_SKL.EUGaldrl_IDLC AnimationMode = ONCE AnimationPriority = 1 End Animation = IDLD AnimationName = EUGaldrl_SKL.EUGaldrl_IDLD AnimationMode = ONCE AnimationPriority = 1 End StateName = Idle BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end EndScript End AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = EUGaldrl_FLYA AnimationName = EUGaldrl_SKL.EUGaldrl_FLYA AnimationMode = LOOP End End ; --- Dying anims AnimationState = DYING SPLATTED Animation = EUGaldrl_LNDA AnimationName = RUEwnHrHrs_SKL.RUEwnHrHrs_LNDA AnimationMode = ONCE End End AnimationState = DYING AFLAME Animation = DieAflame AnimationName = EUGaldrl_SKL.EUGaldrl_FLYA AnimationMode = LOOP End End AnimationState = DYING Animation = EUGaldrl_DTHA AnimationName = EUGaldrl_SKL.EUGaldrl_DTHA AnimationMode = ONCE End ;ParticleSysBone = NONE GaladrielDying ParticleSysBone = NONE UltraInitial01 ParticleSysBone = NONE UltraInitial02 ParticleSysBone = NONE UltraInitial03 End ; --- Stunned anims AnimationState = STUNNED_STANDING_UP Animation = EUGaldrl_GTPA AnimationName = EUGaldrl_SKL.EUGaldrl_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.3 1.3 End End AnimationState = STUNNED Animation = EUGaldrl_LNDA AnimationName = EUGaldrl_SKL.EUGaldrl_LNDA AnimationMode = ONCE End End ; --- Moving anims ; --- Moving Anims AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE StateName = WithSword Animation = EUGaldrl_WLKA AnimationName = EUGaldrl_SKL.EUGaldrl_RUNB AnimationMode = LOOP End End AnimationState = MOVING WANDER Animation = EUGaldrl_WLKA AnimationName = EUGaldrl_SKL.EUGaldrl_RUNB AnimationMode = LOOP End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = EUGaldrl_SKL.EUGaldrl_ATKA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = SPECIAL_WEAPON_TWO ; TerribleFury Animation AnimationName = EUGaldrl_SKL.EUGaldrl_SPCB AnimationMode = ONCE End FXEvent = Frame:5 Name:FX_GaladrielTerribleFuryFearBlast End AnimationState = MOVING Flags = RANDOMSTART Animation = EUGaldrl_RUNB AnimationName = EUGaldrl_SKL.EUGaldrl_RUNA AnimationMode = LOOP End End ; --- Attacking Anims AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE StateName = WithSword Animation = ATKA AnimationName = EUGaldrl_SKL.EUGaldrl_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGaldrl_SKL.EUGaldrl_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGaldrl_SKL.EUGaldrl_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = EUGaldrl_SKL.EUGaldrl_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGaldrl_SKL.EUGaldrl_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGaldrl_SKL.EUGaldrl_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = ATTACKING Animation = ALERT_1 AnimationName = EUGaldrl_SKL.EUGaldrl_IDLA AnimationMode = LOOP; ONCE End End AnimationState = RAISING_FLAG Animation AnimationName = EUGaldrl_SKL.EUGaldrl_CHRA AnimationMode = LOOP End End AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = EUGaldrl_SKL.EUGaldrl_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End AnimationState = LEVELED Animation = Hit_Level_1_a AnimationName = EUGaldrl_SKL.EUGaldrl_LVLA AnimationMode = ONCE End End ; --- Click and Hit Reactions AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = EUGaldrl_SKL.EUGaldrl_HITA AnimationMode = ONCE End End ;;====== CELEBRATING AnimationState = EMOTION_CELEBRATING StateName = STATE_Emotion_Sword Animation = Sword AnimationName = EUGaldrl_SKL.EUGaldrl_CHRA AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE End;;====== TAUNTING AnimationState = EMOTION_TAUNTING StateName = STATE_Emotion_Sword Animation = Sword AnimationName = EUGaldrl_SKL.EUGaldrl_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ;MAINTAIN_FRAME_ACROSS_STATES End ; --- Selected Anims and Transitions TransitionState = TRANS_Idle_to_Selected Animation = ATND AnimationName = EUGaldrl_SKL.EUGaldrl_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Selected_To_Idle Animation = ATNE AnimationName = EUGaldrl_SKL.EUGaldrl_ATNC AnimationMode = ONCE End End End ; ***DESIGN parameters *** Side = Elves EditorSorting = UNIT ThreatLevel = GALADRIEL_THREAT_LEVEL ThingClass = CHARACTER_UNIT TransportSlotCount = TRANSPORTSLOTCOUNT_HERO WeaponSet Conditions = None Weapon = PRIMARY GaladrielSword ; a magical sword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = SauronArmor DamageFX = NormalDamageFX End VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO BountyValue = ELVEN_GALADRIEL_BOUNTY_VALUE RecruitText = CONTROLBAR:GaladrielRecruit ReviveText = CONTROLBAR:GaladrielRevive Hotkey = CONTROLBAR:GaladrielHotkey DisplayName = OBJECT:ElvenGaladriel; CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 CommandSet = GaladrielCommandSet CommandPoints = 0 ; *** AUDIO Parameters ***; ;VoiceAmbushed = YeomanArcherVoiceAmbushed VoiceAttack = GaladrielVoiceAttack VoiceAttackAir = GaladrielVoiceAttack VoiceAttackCharge = GaladrielVoiceAttack VoiceAttackMachine = GaladrielVoiceAttack VoiceAttackStructure = GaladrielVoiceAttackBuilding VoiceCreated = GaladrielVoiceSalute VoiceFullyCreated = GaladrielVoiceSalute VoiceFear = GaladrielVoiceHelpMe VoiceGuard = GaladrielVoiceMove VoiceMove = GaladrielVoiceMove VoiceMoveToCamp = GaladrielVoiceMove VoicePriority = 98 VoiceSelect = GaladrielVoiceSelect VoiceSelectBattle = GaladrielVoiceSelectBattle SoundImpact = ImpactHorse UnitSpecificSounds VoiceEnterUnitElvenTransportShip = GaladrielVoiceMove VoiceGarrison = GaladrielVoiceMove VoiceInitiateCaptureBuilding = GaladrielVoiceCaptureBuilding ; From SpecialPower SpecialAbilityCaptureBuilding End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUGALDRL_SKL.EUGALDRL_LNDA Frames:6 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUGALDRL_SKL.EUGALDRL_DTHA Frames:15 ;fall to knees first End #include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = GaladrielDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ; Warn the player when the enemy gets Galadriel. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = EnemyGaladrielSeen ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = EnemyGaladrielSeen 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 Galadriel's position CreateFakeRadarEvent = Yes ; Allow player to jump to Galadriel after hearing annoucement End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO HEAVY_MELEE_HITTER BuildCost = 4000 BuildTime = GLORFINDEL_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS ; Note - Not a RespawnBody, as we do not want to put them back in the respawnable hero list when dead. Body = ActiveBody ModuleTag_Body MaxHealth = GALADRIEL_HEALTH End Behavior = AnnounceBirthAndDeathBehavior ModuleTag_AnnounceBirthAndDeathBehavior End #include "..\..\..\includes\DefaultInvisibilityUpdate.inc" Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = GaladrielFunctions End LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_ELVEN_INFANTRY_MEMBER_SPEED End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 5000 SinkRate = 10.0 ; in Dist/Sec - fast! DestructionDelay = 1800 Sound = INITIAL GaladrielVoiceDie Weapon = FINAL RingHeroDeathShockwave End Behavior = SquishCollide ModuleTag_06 ;nothing End ; Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Hero End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 7 ; 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 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger End Behavior = OCLSpecialPower ModuleTag_OCLSpawnTornado SpecialPowerTemplate = SpecialPowerSpawnTornado OCL = SUPERWEAPON_SpawnTornado CreateLocation = CREATE_AT_LOCATION AvailableAtStart = Yes End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate SpawnTornadoAI CommandButtonName = Command_SpecialPowerSpawnTornado SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End Behavior = AISpecialPowerUpdate TerribleFuryAI CommandButtonName = Command_SpecialAbilityTerribleFury SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 12 ShadowSizeY = 12 ShadowTexture = ShadowIEndChildObject ElvenGaladriel_RingHero ElvenGaladriel ; Player no longer has the ring hero upgrade when the hero is created. Behavior = RemoveUpgradeUpgrade ModuleTag_RemoveRing TriggeredBy = Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction UpgradeToRemove = Upgrade_RingHero Upgrade_FortressRingHero RemoveFromAllPlayerObjects = Yes SuppressEvaEventForRemoval = Yes ; this is to avoid the Eva event about 'Gollum stole our ring' ; when we are actually losing the upgrade because we built the ring heroine End ; Spawn a dropped ring object. Behavior = CreateObjectDie ModuleTag_DropTheRing CreationList = OCL_TheOneRing End Behavior = ExperienceLevelCreate ModuleTag_LevelBonus LevelToGrant = 10 MPOnly = No End ;------- TERRIBLE FURY ------------------------------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_GaladrielTerribleFury SpecialPowerTemplate = SpecialAbilityScreech UpdateModuleStartsAttack = Yes ;InitiateSound = GaladrielTerribleFurySFX ;this didn't work End Behavior = SpecialAbilityUpdate ModuleTag_GaladrielTerribleFuryUpdate SpecialPowerTemplate = SpecialAbilityScreech UnpackTime = 1 AwardXPForTriggering = 0 TriggerSound = GaladrielVoiceTerribleFury EffectRange = 200 UnpackTime = 100 PreparationTime = 1 PackTime = 3000 CustomAnimAndDuration = AnimState:SPECIAL_WEAPON_TWO AnimTime:3000 End Behavior = ModelConditionUpgrade ModulTag_RingHeroMC TriggeredBy = Upgrade_ObjectLevel1 AddConditionFlags = USER_1 End Behavior = AutoHealBehavior ModuleTag_AutoHeal StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End End
#17
Posted 27 January 2008 - 06:24 PM
PlayerTemplate FactionElves Side = Elves PlayableSide = Yes ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function. Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:64 G:64 B:64 StartingBuilding = ElvenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = ElvenLorienArcherHorde ;StartingUnitOffset0 = X:-70 Y:220 Z:0 StartingUnit1 = ElvenPorter StartingUnitOffset1 = X:30 Y:250 Z:0 StartingUnit0 = ElvenPorter StartingUnitOffset0 = X:1 Y:160 Z:0 StartingUnitTacticalWOTR = ElvenPorter StartingUnitTacticalWOTR = ElvenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_ELVES SpellBook = GoodSpellBook SpellBookMp = ElvesSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = ElvesSpellStoreCommandSet DisplayName = INI:FactionElves DefaultPlayerAIType = ElvesSkirmishAI ; Needs to exist before I can change it. BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_ElfFaction ;Any upgrades this player template is born with. // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero ElvenGaladriel ElvenHaldir ElvenGlorfindel ElvenArwen ElvenLegolas ElvenThranduil ElvenElrond BuildableRingHeroesMP = SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66 MultiSelectionPortrait = UPElvenArmy LoadScreenMusic = Shell2MusicForLoadScreenEnd
The back button should be fixable in commandbutton.ini by fiddling with the command range on the fortress upgrades button as well, but I don't know why Galadriel isn't appearing as a hero.
[Edit] Just adding her to the buildable heroes list worked for me, I just tried it. ??
[Edit2] Try putting her just before Glorfindel instead of first after CaH. If that works, you will have to give Galadriel respawn behavior so you can revive her when she dies.
#18
Posted 27 January 2008 - 08:44 PM
- The complete ini which contains your Galadriel-Object
- The commandset that the elven fortress is using
- The commandbuttons that the elven fortress commandset is using
Also tell us exactly what happens in the game when you use the code that you will have printed here. Thank you.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#19
Posted 27 January 2008 - 09:00 PM
2. Try using an unmodified Galadriel.ini (Just give her a low cost and build time for testing.)
3. Put ElvenGaladriel between ElvenHaldir and ElvenGlorfindel.
If this works, all you will need to do is add the respawn behavior. When I built her she did not have the storm queen skin. (For some reason her fear power didn't work, but that's secondary right now.)
Edited by Lord of the Rings Junkie, 27 January 2008 - 09:05 PM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#20
Posted 27 January 2008 - 09:43 PM
This is going nowhere. Please print the following things in seperate codebox-tags:
- The complete ini which contains your Galadriel-Object
- The commandset that the elven fortress is using
- The commandbuttons that the elven fortress commandset is using
Also tell us exactly what happens in the game when you use the code that you will have printed here. Thank you.
Galadriel:
;------------------------------------------------------------------------------;; Galadriel.ini;;------------------------------------------------------------------------------; GaladrielObject ElvenGaladriel ; *** ART Parameters *** SelectPortrait = HPGaladriel2 ButtonImage = HIGaladriel2 Draw = W3DScriptedModelDraw ModuleTag_DRAW StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD OkToChangeModelColor = Yes DefaultModelConditionState Model = EUGaldrlGd_SKN End ; --- Idle Anims IdleAnimationState Animation = IDLB AnimationName = EUGaldrl_SKL.EUGaldrl_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLC AnimationName = EUGaldrl_SKL.EUGaldrl_IDLC AnimationMode = ONCE AnimationPriority = 1 End Animation = IDLD AnimationName = EUGaldrl_SKL.EUGaldrl_IDLD AnimationMode = ONCE AnimationPriority = 1 End StateName = Idle BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end EndScript End AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = EUGaldrl_FLYA AnimationName = EUGaldrl_SKL.EUGaldrl_FLYA AnimationMode = LOOP End End ; --- Dying anims AnimationState = DYING SPLATTED Animation = EUGaldrl_LNDA AnimationName = RUEwnHrHrs_SKL.RUEwnHrHrs_LNDA AnimationMode = ONCE End End AnimationState = DYING AFLAME Animation = DieAflame AnimationName = EUGaldrl_SKL.EUGaldrl_FLYA AnimationMode = LOOP End End AnimationState = DYING Animation = EUGaldrl_DTHA AnimationName = EUGaldrl_SKL.EUGaldrl_DTHA AnimationMode = ONCE End ;ParticleSysBone = NONE GaladrielDying ParticleSysBone = NONE UltraInitial01 ParticleSysBone = NONE UltraInitial02 ParticleSysBone = NONE UltraInitial03 End ; --- Stunned anims AnimationState = STUNNED_STANDING_UP Animation = EUGaldrl_GTPA AnimationName = EUGaldrl_SKL.EUGaldrl_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.3 1.3 End End AnimationState = STUNNED Animation = EUGaldrl_LNDA AnimationName = EUGaldrl_SKL.EUGaldrl_LNDA AnimationMode = ONCE End End ; --- Moving anims ; --- Moving Anims AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE StateName = WithSword Animation = EUGaldrl_WLKA AnimationName = EUGaldrl_SKL.EUGaldrl_RUNB AnimationMode = LOOP End End AnimationState = MOVING WANDER Animation = EUGaldrl_WLKA AnimationName = EUGaldrl_SKL.EUGaldrl_RUNB AnimationMode = LOOP End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = EUGaldrl_SKL.EUGaldrl_ATKA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = SPECIAL_WEAPON_TWO ; TerribleFury Animation AnimationName = EUGaldrl_SKL.EUGaldrl_SPCB AnimationMode = ONCE End FXEvent = Frame:5 Name:FX_GaladrielTerribleFuryFearBlast End AnimationState = MOVING Flags = RANDOMSTART Animation = EUGaldrl_RUNB AnimationName = EUGaldrl_SKL.EUGaldrl_RUNA AnimationMode = LOOP End End ; --- Attacking Anims AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE StateName = WithSword Animation = ATKA AnimationName = EUGaldrl_SKL.EUGaldrl_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGaldrl_SKL.EUGaldrl_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGaldrl_SKL.EUGaldrl_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = EUGaldrl_SKL.EUGaldrl_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGaldrl_SKL.EUGaldrl_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGaldrl_SKL.EUGaldrl_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = ATTACKING Animation = ALERT_1 AnimationName = EUGaldrl_SKL.EUGaldrl_IDLA AnimationMode = LOOP; ONCE End End AnimationState = RAISING_FLAG Animation AnimationName = EUGaldrl_SKL.EUGaldrl_CHRA AnimationMode = LOOP End End AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = EUGaldrl_SKL.EUGaldrl_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End AnimationState = LEVELED Animation = Hit_Level_1_a AnimationName = EUGaldrl_SKL.EUGaldrl_LVLA AnimationMode = ONCE End End ; --- Click and Hit Reactions AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = EUGaldrl_SKL.EUGaldrl_HITA AnimationMode = ONCE End End ;;====== CELEBRATING AnimationState = EMOTION_CELEBRATING StateName = STATE_Emotion_Sword Animation = Sword AnimationName = EUGaldrl_SKL.EUGaldrl_CHRA AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE End;;====== TAUNTING AnimationState = EMOTION_TAUNTING StateName = STATE_Emotion_Sword Animation = Sword AnimationName = EUGaldrl_SKL.EUGaldrl_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ;MAINTAIN_FRAME_ACROSS_STATES End ; --- Selected Anims and Transitions TransitionState = TRANS_Idle_to_Selected Animation = ATND AnimationName = EUGaldrl_SKL.EUGaldrl_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Selected_To_Idle Animation = ATNE AnimationName = EUGaldrl_SKL.EUGaldrl_ATNC AnimationMode = ONCE End End End ; ***DESIGN parameters *** Side = Elves EditorSorting = UNIT ThreatLevel = GALADRIEL_THREAT_LEVEL ThingClass = CHARACTER_UNIT TransportSlotCount = TRANSPORTSLOTCOUNT_HERO WeaponSet Conditions = None Weapon = PRIMARY GaladrielSword ; a magical sword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = SauronArmor DamageFX = NormalDamageFX End VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO BountyValue = ELVEN_GALADRIEL_BOUNTY_VALUE RecruitText = CONTROLBAR:GaladrielRecruit ReviveText = CONTROLBAR:GaladrielRevive Hotkey = CONTROLBAR:GaladrielHotkey DisplayName = OBJECT:ElvenGaladriel; CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 CommandSet = GaladrielCommandSet CommandPoints = 0 ; *** AUDIO Parameters ***; ;VoiceAmbushed = YeomanArcherVoiceAmbushed VoiceAttack = GaladrielVoiceAttack VoiceAttackAir = GaladrielVoiceAttack VoiceAttackCharge = GaladrielVoiceAttack VoiceAttackMachine = GaladrielVoiceAttack VoiceAttackStructure = GaladrielVoiceAttackBuilding VoiceCreated = GaladrielVoiceSalute VoiceFullyCreated = GaladrielVoiceSalute VoiceFear = GaladrielVoiceHelpMe VoiceGuard = GaladrielVoiceMove VoiceMove = GaladrielVoiceMove VoiceMoveToCamp = GaladrielVoiceMove VoicePriority = 98 VoiceSelect = GaladrielVoiceSelect VoiceSelectBattle = GaladrielVoiceSelectBattle SoundImpact = ImpactHorse UnitSpecificSounds VoiceEnterUnitElvenTransportShip = GaladrielVoiceMove VoiceGarrison = GaladrielVoiceMove VoiceInitiateCaptureBuilding = GaladrielVoiceCaptureBuilding ; From SpecialPower SpecialAbilityCaptureBuilding End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUGALDRL_SKL.EUGALDRL_LNDA Frames:6 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUGALDRL_SKL.EUGALDRL_DTHA Frames:15 ;fall to knees first End #include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = GaladrielDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ; Warn the player when the enemy gets Galadriel. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = EnemyGaladrielSeen ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = EnemyGaladrielSeen 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 Galadriel's position CreateFakeRadarEvent = Yes ; Allow player to jump to Galadriel after hearing annoucement End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO HEAVY_MELEE_HITTER BuildCost = 4000 BuildTime = GLORFINDEL_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS ; Note - Not a RespawnBody, as we do not want to put them back in the respawnable hero list when dead. Body = ActiveBody ModuleTag_Body MaxHealth = GALADRIEL_HEALTH End Behavior = AnnounceBirthAndDeathBehavior ModuleTag_AnnounceBirthAndDeathBehavior End #include "..\..\..\includes\DefaultInvisibilityUpdate.inc" Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = GaladrielFunctions End LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_ELVEN_INFANTRY_MEMBER_SPEED End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 5000 SinkRate = 10.0 ; in Dist/Sec - fast! DestructionDelay = 1800 Sound = INITIAL GaladrielVoiceDie Weapon = FINAL RingHeroDeathShockwave End Behavior = SquishCollide ModuleTag_06 ;nothing End ; Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Hero End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 7 ; 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 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger End Behavior = OCLSpecialPower ModuleTag_OCLSpawnTornado SpecialPowerTemplate = SpecialPowerSpawnTornado OCL = SUPERWEAPON_SpawnTornado CreateLocation = CREATE_AT_LOCATION AvailableAtStart = Yes End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate SpawnTornadoAI CommandButtonName = Command_SpecialPowerSpawnTornado SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End Behavior = AISpecialPowerUpdate TerribleFuryAI CommandButtonName = Command_SpecialAbilityTerribleFury SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 12 ShadowSizeY = 12 ShadowTexture = ShadowIEndChildObject ElvenGaladriel_RingHero ElvenGaladriel ; Player no longer has the ring hero upgrade when the hero is created. Behavior = RemoveUpgradeUpgrade ModuleTag_RemoveRing TriggeredBy = Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction UpgradeToRemove = Upgrade_RingHero Upgrade_FortressRingHero RemoveFromAllPlayerObjects = Yes SuppressEvaEventForRemoval = Yes ; this is to avoid the Eva event about 'Gollum stole our ring' ; when we are actually losing the upgrade because we built the ring heroine End ; Spawn a dropped ring object. Behavior = CreateObjectDie ModuleTag_DropTheRing CreationList = OCL_TheOneRing End Behavior = ExperienceLevelCreate ModuleTag_LevelBonus LevelToGrant = 10 MPOnly = No End ;------- TERRIBLE FURY ------------------------------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_GaladrielTerribleFury SpecialPowerTemplate = SpecialAbilityScreech UpdateModuleStartsAttack = Yes ;InitiateSound = GaladrielTerribleFurySFX ;this didn't work End Behavior = SpecialAbilityUpdate ModuleTag_GaladrielTerribleFuryUpdate SpecialPowerTemplate = SpecialAbilityScreech UnpackTime = 1 AwardXPForTriggering = 0 TriggerSound = GaladrielVoiceTerribleFury EffectRange = 200 UnpackTime = 100 PreparationTime = 1 PackTime = 3000 CustomAnimAndDuration = AnimState:SPECIAL_WEAPON_TWO AnimTime:3000 End Behavior = ModelConditionUpgrade ModulTag_RingHeroMC TriggeredBy = Upgrade_ObjectLevel1 AddConditionFlags = USER_1 End Behavior = AutoHealBehavior ModuleTag_AutoHeal StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End End
Fortress Commandset:
CommandSet ElvenFortressCommandSet InitialVisible = 6 //Main Menu 1 = Command_ConstructElvenPorter 2 = Command_SelectRevivablesElvenFortress 3 = Command_SelectUpgradesElvenFortress 4 = Command_PurchaseNewEagle 6 = Command_Sell //Improvements 7 = Command_PurchaseUpgradeElvenFortressEnchantedAnvil 8 = Command_PurchaseUpgradeElvenFortressBlessedMist 9 = Command_PurchaseUpgradeElvenFortressCrystalMoat 10 = Command_PurchaseUpgradeElvenFortressMysticFountains 11 = Command_PurchaseUpgradeElvenFortressEncasingVines 12 = Command_PurchaseUpgradeElvenFortressEaglesNest 13 = Command_RadialBack //Heroes 14 = Command_RingHeroReviveSlot 15 = Command_CreateAHeroReviveSlot // Note we also need an extra slot for the Create A Hero 16 = Command_GenericReviveSlot1 //Revives any hero. Use Slot1-Slot8 and 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_RadialBack End
Button? I'm not sure if this is it..?
;//---Elven Fortress Revivables/Upgrades buttonsCommandButton Command_SelectRevivablesElvenFortress Command = PUSH_VISIBLE_COMMAND_RANGE TextLabel = CONTROLBAR:SelectRevivablesElvenFortress ButtonImage = UCCommon_GoodHeroes ButtonBorderType = SYSTEM DescriptLabel = CONTROLBAR:ToolTipCommandSelectRevivablesElvenFortress Radial = Yes CommandRangeStart = 13 CommandRangeCount = 10EndCommandButton Command_SelectRevivablesElvenMonumentFortress Command = PUSH_VISIBLE_COMMAND_RANGE TextLabel = CONTROLBAR:SelectRevivablesElvenFortress ButtonImage = UCCommon_GoodHeroes ButtonBorderType = SYSTEM DescriptLabel = CONTROLBAR:ToolTipCommandSelectRevivablesElvenFortress Radial = Yes CommandRangeStart = 11 CommandRangeCount = 11EndCommandButton Command_SelectUpgradesElvenFortress Command = PUSH_VISIBLE_COMMAND_RANGE TextLabel = CONTROLBAR:SelectUpgradesElvenFortress ButtonImage = UCCommon_UpgradeStructureNew ButtonBorderType = SYSTEM DescriptLabel = CONTROLBAR:ToolTipCommandSelectUpgradesElvenFortress Radial = Yes CommandRangeStart = 6 CommandRangeCount = 7End;//--Elven Fortress ImprovementsCommandButton Command_PurchaseUpgradeElvenFortressEaglesNest Command = OBJECT_UPGRADE Options = CANCELABLE NEED_UPGRADE Upgrade = Upgrade_ElvenFortressEaglesNest NeededUpgrade = Upgrade_ElvenFortressEncasingVines TextLabel = CONTROLBAR:PurchaseUpgradeElvenFortressEaglesNest ButtonImage = BEFortress_EagleNest ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeElvenFortressEaglesNest Radial = Yes InPalantir = No LacksPrerequisiteLabel = TOOLTIP:LackEagleNestEncasingVinesEndCommandButton Command_PurchaseNewEagle Command = OBJECT_UPGRADE Upgrade = Upgrade_HasEaglesNestEagle Options = CANCELABLE NEED_UPGRADE NeededUpgrade = Upgrade_ElvenFortressEaglesNest ButtonImage = HIGwahir ButtonBorderType = UPGRADE Radial = Yes InPalantir = Yes TextLabel = CONTROLBAR:PurchaseElvenEagle DescriptLabel = CONTROLBAR:ToolTipPurchaseElvenEagle LacksPrerequisiteLabel = TOOLTIP:LackEagleNest PurchasedLabel = TOOLTIP:AlreadySummonedCreatureEndCommandButton Command_PurchaseUpgradeElvenFortressEncasingVines Command = OBJECT_UPGRADE Upgrade = Upgrade_ElvenFortressEncasingVinesTrigger Options = CANCELABLE TextLabel = CONTROLBAR:PurchaseUpgradeElvenFortressEncasingVines ButtonImage = BEFortress_EncasingVines ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeElvenFortressEncasingVines Radial = Yes InPalantir = NoEndCommandButton Command_PurchaseUpgradeElvenFortressMysticFountains Command = OBJECT_UPGRADE Upgrade = Upgrade_ElvenFortressMysticFountains Options = CANCELABLE TextLabel = CONTROLBAR:PurchaseUpgradeElvenFortressMysticFountains ButtonImage = BEFortress_MysticFountains ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeElvenFortressMysticFountains Radial = Yes InPalantir = NoEndCommandButton Command_PurchaseUpgradeElvenFortressEnchantedAnvil Command = OBJECT_UPGRADE Upgrade = Upgrade_ElvenFortressEnchantedAnvil Options = CANCELABLE TextLabel = CONTROLBAR:PurchaseUpgradeElvenFortressEnchantedAnvil ButtonImage = BEFortress_EnchantedAnvil ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeElvenFortressEnchantedAnvil Radial = Yes InPalantir = NoEndCommandButton Command_PurchaseUpgradeElvenFortressBlessedMist Command = OBJECT_UPGRADE Upgrade = Upgrade_ElvenFortressBlessedMist Options = CANCELABLE TextLabel = CONTROLBAR:PurchaseUpgradeElvenFortressBlessedMist ButtonImage = SBGood_EnshroudingMist ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeElvenFortressBlessedMist Radial = Yes InPalantir = NoEndCommandButton Command_PurchaseUpgradeElvenFortressCrystalMoat Command = OBJECT_UPGRADE Upgrade = Upgrade_ElvenFortressCrystalMoat Options = CANCELABLE TextLabel = CONTROLBAR:PurchaseUpgradeElvenFortressCrystalMoat ButtonImage = BEFortress_CrystalMoat ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeElvenFortressCrystalMoat Radial = Yes InPalantir = NoEnd
When I use these codes everthing goes well, then I get to the fortress, click the heroes and then she is not there... and the back button is gone. (Sorry, but can you explain that a bit?)
Edited by Austen, 27 January 2008 - 11:18 PM.
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