SelectPortrait = HPGaladriel2 ButtonImage = HIGaladriel2
You created new buttons for Galadriel?
i.e. a new hero portait and hero image
You should post them here; so we can see if you coded them wrong
Posted 27 January 2008 - 10:06 PM
SelectPortrait = HPGaladriel2 ButtonImage = HIGaladriel2
Posted 27 January 2008 - 11:05 PM
Posted 27 January 2008 - 11:16 PM
Ah, I think you hit on it downfall. I don't think he DID make new button art. Delete the 2 from the end of those lines and it should work.
Posted 27 January 2008 - 11:31 PM
SelectPortrait = HPGaladriel2 ButtonImage = HIGaladriel2
You created new buttons for Galadriel?
i.e. a new hero portait and hero image
You should post them here; so we can see if you coded them wrong
Posted 28 January 2008 - 12:38 AM
Like I said, try changing back the command buttons and commandsets back to the way they were. Also try an unmodified Galadriel.ini
Posted 28 January 2008 - 12:55 AM
Like I said, try changing back the command buttons and commandsets back to the way they were. Also try an unmodified Galadriel.ini
Posted 28 January 2008 - 01:16 AM
//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
Object ElvenGaladriel ; *** ART Parameters *** SelectPortrait = HPGaladriel ButtonImage = HIGaladriel Draw = W3DScriptedModelDraw ModuleTag_DRAW StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD OkToChangeModelColor = Yes DefaultModelConditionState Model = EUGaldrlGd_SKN ; ParticleSysBone = B_PELVIS GaladAura FollowBone:YES ; ParticleSysBone = B_PELVIS GaladAura02 FollowBone:YES End ;ModelConditionState = USER_1 ; ring hero version. ; Model = EUGaldrl_SKN ;End
; 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
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = GALADRIEL_HEALTH; balance PermanentlyKilledByFilter = NONE DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING DeathFX = FX_HeroDieToRespawn DeathAnimationTime = 4000 InitialSpawnFX = FX_HeroInitialSpawn RespawnAnim = LEVELED RespawnFX = FX_HeroRespawn RespawnAnimationTime = 2000 AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ButtonImage = HIGaladriel ;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:1500 Time:60000 Health:100%;DEFAULT VALUES RespawnEntry = Level:2 Cost:1500 Time:60000 ;;50% cost, 1x buildtime;For other levels, only override what is different. RespawnEntry = Level:3 Cost:1500 Time:60000 RespawnEntry = Level:4 Cost:1500 Time:60000 RespawnEntry = Level:5 Cost:1950 Time:120000 ;;65% cost, 2x buildtime RespawnEntry = Level:6 Cost:1950 Time:120000 RespawnEntry = Level:7 Cost:1950 Time:120000 RespawnEntry = Level:8 Cost:2400 Time:180000 ;;80% cost, 3x buildtime RespawnEntry = Level:9 Cost:2400 Time:180000 RespawnEntry = Level:10 Cost:2400 Time:180000 End
BuildableHeroesMP = CreateAHero ElvenGaladriel ElvenArwen ElvenHaldir ElvenGlorfindel ElvenLegolas ElvenThranduil ElvenElrond
Edited by Downfall, 28 January 2008 - 01:19 AM.
Posted 28 January 2008 - 01:56 AM
Here we go....
Replace your current Elven fortress Hero revive slots commandset with this://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
Do this in the First few lines of Galadriel's Oject file (ini)Object ElvenGaladriel ; *** ART Parameters *** SelectPortrait = HPGaladriel ButtonImage = HIGaladriel Draw = W3DScriptedModelDraw ModuleTag_DRAW StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD OkToChangeModelColor = Yes DefaultModelConditionState Model = EUGaldrlGd_SKN ; ParticleSysBone = B_PELVIS GaladAura FollowBone:YES ; ParticleSysBone = B_PELVIS GaladAura02 FollowBone:YES End ;ModelConditionState = USER_1 ; ring hero version. ; Model = EUGaldrl_SKN ;End
Where it says:; 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
Relpace it with:Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = GALADRIEL_HEALTH; balance PermanentlyKilledByFilter = NONE DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING DeathFX = FX_HeroDieToRespawn DeathAnimationTime = 4000 InitialSpawnFX = FX_HeroInitialSpawn RespawnAnim = LEVELED RespawnFX = FX_HeroRespawn RespawnAnimationTime = 2000 AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ButtonImage = HIGaladriel ;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:1500 Time:60000 Health:100%;DEFAULT VALUES RespawnEntry = Level:2 Cost:1500 Time:60000 ;;50% cost, 1x buildtime;For other levels, only override what is different. RespawnEntry = Level:3 Cost:1500 Time:60000 RespawnEntry = Level:4 Cost:1500 Time:60000 RespawnEntry = Level:5 Cost:1950 Time:120000 ;;65% cost, 2x buildtime RespawnEntry = Level:6 Cost:1950 Time:120000 RespawnEntry = Level:7 Cost:1950 Time:120000 RespawnEntry = Level:8 Cost:2400 Time:180000 ;;80% cost, 3x buildtime RespawnEntry = Level:9 Cost:2400 Time:180000 RespawnEntry = Level:10 Cost:2400 Time:180000 End
Inside the playertemplate, under the elver BuildableHeroesMP add her in like this:BuildableHeroesMP = CreateAHero ElvenGaladriel ElvenArwen ElvenHaldir ElvenGlorfindel ElvenLegolas ElvenThranduil ElvenElrond
I might be missing something, so feel free to add whatever I missed.
Posted 28 January 2008 - 02:41 AM
24 = Command_GenericReviveSlot9for now.
;----------- Galadriel ------------------ ExperienceLevel ElvenGaladriel_RingHeroLevel1 TargetNames = ElvenGaladriel_RingHero RequiredExperience = 1 ExperienceAward = 500 ExperienceAwardOwnGuysDie = 0 Rank = 10 Upgrades = Upgrade_ObjectLevel1 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End End
;----------- Galadriel ------------------ ExperienceLevel ElvenGaladriel_RingHeroLevel1 TargetNames = ElvenGaladriel_RingHero ElvenGaladriel RequiredExperience = 1 ExperienceAward = 500 ExperienceAwardOwnGuysDie = 0 Rank = 10 Upgrades = Upgrade_ObjectLevel1 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End End
BuildableHeroesMP = CreateAHero ElvenArwen ElvenHaldir ElvenGlorfindel ElvenLegolas ElvenThranduil ElvenElrond ElvenGaladriel
Edited by Downfall, 28 January 2008 - 02:41 AM.
Posted 28 January 2008 - 03:00 AM
Posted 28 January 2008 - 03:11 AM
BuildableRingHeroesMP = ElvenGaladriel_RingHero
BuildableRingHeroesMP =;ElvenGaladriel_RingHero
Edited by Downfall, 28 January 2008 - 03:12 AM.
Posted 28 January 2008 - 04:00 AM
Her buildcost and buildtime shouldn't have anything to do with it.
You could change both of them to 5 for the time being. You know, until you get her up and running.
2 questions:
Does the other heroes show up?
This isn't a question more of a suggestion.
See this:BuildableRingHeroesMP = ElvenGaladriel_RingHero
Comment her out.
Like this:BuildableRingHeroesMP =;ElvenGaladriel_RingHero
Dunno what that would do.
Edited by Austen, 28 January 2008 - 08:22 PM.
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