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#1 legoceleborn

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Posted 06 April 2008 - 04:44 AM

i downloaded this thing to make legolas able to switch between a sword and bow this is the download lindownload link this is a picture of it in game legolas

i tried to add some fx effect things to it to make the swords like fiery like this thing but on legolas's knife things Posted Image

i tried following this tutorial but i didn't really understand. i understood some of it but not all of it.

so can anyone help me out to make legolas's knives like fiery

#2 {IP}Gil-Galad

{IP}Gil-Galad

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Posted 06 April 2008 - 08:24 AM

Oh yeah.. my unfinished Particle System Editor...

I made a map-mod once and it had legolas with firey swords... What I did was opened up Legolas' skeleton and looked on his hand bones for their orientation. Heres an xml file that you can open up and view with my program, also heres an ini file for the code. When you use it in game make sure to attach one of these to each hand bone for when hes in his state where he has both swords out (I don't remember much...). To make it look right you'll need to edit the "LineEmissionVolume" portion of the code (End Point) until it looks the way you want. Also you can set whatever texture you want.

Any more questions, ask away.

Attached Files



#3 legoceleborn

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Posted 06 April 2008 - 08:36 AM

Oh yeah.. my unfinished Particle System Editor...

I made a map-mod once and it had legolas with firey swords... What I did was opened up Legolas' skeleton and looked on his hand bones for their orientation. Heres an xml file that you can open up and view with my program, also heres an ini file for the code. When you use it in game make sure to attach one of these to each hand bone for when hes in his state where he has both swords out (I don't remember much...). To make it look right you'll need to edit the "LineEmissionVolume" portion of the code (End Point) until it looks the way you want. Also you can set whatever texture you want.

Any more questions, ask away.


ok i put it in the fxparticlesystem.ini file whats next

Edited by legoceleborn, 06 April 2008 - 09:25 AM.


#4 legoceleborn

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Posted 06 April 2008 - 08:57 PM

ok this is legolas's ini the fire swords work but are to big but here legolas's ini anway
;------------------------------------------------------------------------------
;
;	Legolas.ini
;
;------------------------------------------------------------------------------

; aka Legolss Legolas
Object RohanLegolas
; *** ART Parameters ***

  ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
	SelectPortrait = HPLegolas
	
  ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
	ButtonImage = HILegolas

	Draw = W3DScriptedModelDraw ModuleTag_01_

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

;;====================== MODELS ================================================================

		DefaultModelConditionState
			Model			   = RULegolas_SKN
			Skeleton			= RULegolas_SKL
			ShadowMaxHeight		= 999
			WeaponLaunchBone	= PRIMARY ARROW
		End
		 
		ModelConditionState = WEAPONLOCK_SECONDARY
			Model			   = RULegolas_SKN
			Skeleton			= RULegolas_SKL
			ShadowMaxHeight		= 999
			ParticleSysBone		= BAT_HEAD Slayer FollowBone:Yes
			ParticleSysBone = B_HANDL FireSword FollowBone:yes
			ParticleSysBone = B_HANDR FireSword FollowBone:yes
		End

;;================== ANIMATIONS =================================================================
				
;;------------------  DYING -------------------------------------------------------------

; --- Flying through the air.
		AnimationState		= STUNNED_FLAILING WEAPONLOCK_SECONDARY
			Animation		   = FLYA
				AnimationName	 = RULegolas_FLYA
				AnimationMode	 = LOOP
			End
			Flags			   = RANDOMSTART
			BeginScript
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
		AnimationState		= STUNNED_FLAILING
			Animation		   = FLYA
				AnimationName	 = RULegolas_FLYB
				AnimationMode	 = LOOP
			End
			Flags			   = RANDOMSTART
			BeginScript
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End

; --- Dying
		AnimationState		= DYING WEAPONLOCK_SECONDARY
			Animation		   = DIEC
				AnimationName	 = RULegolas_DIEC
				AnimationMode	 = ONCE
			End
			BeginScript
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
				 
		AnimationState		= DYING
			Animation		   = DIEA
				AnimationName	 = RULegolas_DIEA
				AnimationMode	 = ONCE
			End
			Animation		   = DIEB
				AnimationName	 = RULegolas_DIEB
				AnimationMode	 = ONCE
			End
			BeginScript
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End	
		
; --- Stunned

		AnimationState		= STUNNED_STANDING_UP WEAPONLOCK_SECONDARY
			StateName		   = STATE_Sword
			Animation		   = GUFaramir_GTPC
				AnimationName	 = RULegolas_GTPC
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
			BeginScript
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
		AnimationState		= STUNNED_STANDING_UP
			StateName		   = STATE_Bow
			Animation		   = GUFaramir_GTPA
				AnimationName	 = RULegolas_GTPA
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
			Animation		   = GUFaramir_GTPB
				AnimationName	 = RULegolas_GTPB
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
			BeginScript
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End

		AnimationState		= STUNNED WEAPONLOCK_SECONDARY
			StateName		   = STATE_Sword
			Animation		   = GUFaramir_LNDA
				AnimationName	 = RULegolas_LNDA
				AnimationMode	 = ONCE
			End
			BeginScript
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End				
		AnimationState		= STUNNED 
			StateName		   = STATE_Bow
			Animation		   = GUFaramir_LNDB
				AnimationName	 = RULegolas_LNDB
				AnimationMode	 = ONCE
			End
			BeginScript
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End			
			
;--- Arrow Wind Special attack

		AnimationState		= UNPACKING PACKING_TYPE_1
			Animation		   = ATKA1
				AnimationName	 = RULegolas_ATKA1;ATKH1
				AnimationMode	 = ONCE
			End
			StateName		   = STATE_Bow
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
	
	
		AnimationState		= PREPARING PACKING_TYPE_1
			Animation		   = ATKA2
				AnimationName	 = RULegolas_ATKA2;ATKH2
				AnimationMode	 = LOOP
				AnimationSpeedFactorRange = 1.328 1.328
			End
			StateName		   = STATE_Bow
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
		
		AnimationState		= PACKING PACKING_TYPE_1
			Animation		   = ATKA3
				AnimationName	 = RULegolas_ATKA3;ATKH3
				AnimationMode	 = LOOP
			End
			StateName		   = STATE_Bow
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End

;--- Train Archer - a cheer 

		AnimationState		= PACKING_TYPE_2
			Animation		   = CHRB
				AnimationName	 = RULegolas_CHRB
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
			StateName		   = STATE_TrainingStart
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
			EndScript
		End

;--- Hawk Strike Special Attack
		AnimationState		=  SPECIAL_WEAPON_ONE
			Animation		   = ATKB
				AnimationName	 = RULegolas_ATKB
				AnimationMode	 = ONCE
		   ;Speed up the animation so it plays in 3 seconds (90 frames) instead of 4.53 (136 frames)
		   ;Changing this value will require consideration of the special weapon timings in WeaponFireSpecialAbilityUpdate below
		   ;AnimationSpeedFactorRange	= 1.51 1.51		
			End
			FrameForPristineBonePositions = 45
			StateName		   = STATE_Bow
			
	   ;This script handles proper transitions back to KnifeFighter mode. The WeaponFireSpecialAbilityUpdate will force
	   ;a short duration paralysis on the unit allowing for the transition to complete. Otherwise the unit would move
	   ;and blend immediately out of this to moving. 
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
				CurDrawableShowSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End

;--------------------------------------------------------------------------------------		
;  These are necessary because the arrow wind just busts him out of his knife fighter  spell
;	but without removing the weaponlock flag.
;
			AnimationState		=  SPECIAL_WEAPON_ONE WEAPONLOCK_SECONDARY
			Animation		   = ATKB
				AnimationName	 = RULegolas_ATKB
				AnimationMode	 = ONCE
				UseWeaponTiming		= Yes
			End
			FrameForPristineBonePositions = 32
			StateName		   = STATE_Bow
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
			EndScript
		End
		
		AnimationState		= MOVING FIRING_OR_PREATTACK_A WEAPONLOCK_SECONDARY
			ShareAnimation		= Yes
			Animation		   = RunAndFire
				AnimationName	   = RULegolas_ATRA
				AnimationMode	   = LOOP
			End
			Flags			   = RANDOMSTART 
		End
		
		
		AnimationState		= UNPACKING WEAPONLOCK_SECONDARY
			Animation		   = ATKA
				AnimationName	 = RULegolas_ATKA
				AnimationMode	 = ONCE
			End
			StateName		   = STATE_Bow
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
	
		AnimationState		= PREPARING WEAPONLOCK_SECONDARY
			Animation		  
				AnimationName	 = RULegolas_ATKA2
				AnimationMode	 = LOOP
			End
			StateName		   = STATE_Bow
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
; ---
	
		AnimationState		=  FIRING_OR_PREATTACK_B WEAPONLOCK_SECONDARY
			Animation		   = ATKD
				AnimationName	 = RULegolas_ATKD
				AnimationMode	 = ONCE
				UseWeaponTiming		= Yes
			End
			Animation		   = ATKE
				AnimationName	 = RULegolas_ATKE
				AnimationMode	 = ONCE
				UseWeaponTiming		= Yes
			End
			Animation		   = ATKJ
				AnimationName	 = RULegolas_ATKJ
				AnimationMode	 = ONCE
				UseWeaponTiming		= Yes
			End
			Animation		   = ATKK
				AnimationName	 = RULegolas_ATKK
				AnimationMode	 = ONCE
				UseWeaponTiming		= Yes
			End
;FXEvent	= Frame:20 Name: FX_KnifeFighterHitOrientRight
;FXEvent	= Frame:22 Name: FX_KnifeFighterHitOrientLeft
			FXEvent	= Frame:17 Name: FX_BladeMasterHitOrient
			StateName		   = STATE_Sword
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_SwitchToSwords") end
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
		
;---------------------------------------------------
   ;New style firing
		AnimationState						= PREATTACK_A 
			StateName						= STATE_Firing
			Animation						= ReadyToDrawn
				AnimationName				= RULegolas_ATKA1
				AnimationMode				= ONCE
;				UseWeaponTiming				= Yes	   ; UseWeaponTiming plus random weapon field equals desync.  Leaving as warning
				AnimationBlendTime			= 10		   ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
				AnimationSpeedFactorRange	= 1.5 1.5   ; Therefore, this is all you get.  A slight speed up so that the animation can always finish before any possible random value Design sets the range for
			End
			BeginScript
				CurDrawableShowSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End

		AnimationState						= FIRING_OR_RELOADING_A
			StateName						= STATE_Firing
			Animation						= OneFrameOfShooting
				AnimationName				= RULegolas_ATKA2
				AnimationMode				= ONCE
;				UseWeaponTiming				= Yes	   ; UseWeaponTiming plus random weapon field equals desync.  Leaving as warning
				AnimationSpeedFactorRange	= 1.0 1.0   ; Therefore, this is all you get.  A slight speed up so that the animation can always finish before any possible random value Design sets the range for
				AnimationBlendTime			= 0
			End
			BeginScript
				CurDrawableShowSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End

	
   ;End New style firing
;---------------------------------------------------


;--- Moving		
   ; ------ With blades
		AnimationState		= MOVING WEAPONLOCK_SECONDARY
			Animation		   = RUNB
				AnimationName   = RULegolas_RUNB
				AnimationMode   = LOOP
				Distance		= 50
				AnimationBlendTime = 10
			End
			Flags			   = RANDOMSTART
	   ;ParticleSysBone	 = None InfantryDustTrails
			StateName		   = STATE_Sword
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_SwitchToSwordsWhileMoving") end
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
   ; ------ With bow
		AnimationState		= MOVING
			Animation		   = RUNA
				AnimationName   = RULegolas_RUNA
				AnimationMode   = LOOP
				Distance		= 50
				AnimationBlendTime			= 10
			End
			Flags			   = RANDOMSTART
	   ;ParticleSysBone	 = None InfantryDustTrails
			StateName		   = STATE_Bow
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBowWhileMoving") end
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
		

;--- Holding drawn bow while attacking		
		AnimationState						= CONTINUOUS_FIRE_MEAN
			StateName						= STATE_Firing
			Animation						= HangFrameWhileCoasting
				AnimationName				= RULegolas_ATKA2
				AnimationMode				= MANUAL
			End
			BeginScript
				CurDrawableShowSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
		
		AnimationState						= CONTINUOUS_FIRE_SLOW
			StateName						= STATE_Idle_Bow
			Animation						= PutAwayArrow
				AnimationName				= RULegolas_ATKA3
				AnimationMode				= ONCE
			End
			BeginScript
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
	
;--- Hit Reactions
   ;AnimationState = HIT_REACTION
   ;	Animation = Hit_Level
   ;		AnimationName = RULegolas_HITC
   ;		AnimationMode = ONCE
   ;	End
   ;End
	
;--- Emotions
		
		AnimationState				=	EMOTION_CELEBRATING
			Animation		   =	CHRA
				AnimationName   =	RULegolas_CHRA
				AnimationMode   =	ONCE
				AnimationPriority	=	10
			End
			Animation		   =	CHRB
				AnimationName   =	RULegolas_CHRB
				AnimationMode   =	ONCE
				AnimationPriority	=	5
			End
			Flags				=	RESTART_ANIM_WHEN_COMPLETE
			BeginScript
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
		
;--- Selected
		AnimationState				=	WEAPONLOCK_SECONDARY SELECTED
			StateName				=	KnifeFighterSelected
			Animation				=	ATNF
				AnimationName		=	RULegolas_IDLJ
				AnimationMode		=	LOOP
			End
			StateName				= SwordsAttn
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Bow" or Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_SwitchToAttentionSword") end
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
		
		AnimationState				=	SELECTED
			StateName				=	Selected
			Animation				=	ATNB
				AnimationName		=	RULegolas_ATNB
				AnimationMode		=	LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_SwitchToAttention") end
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End

	
;--- Idle states
		AnimationState		= WEAPONLOCK_SECONDARY
			Animation		   = IDLG
				AnimationName	 = RULegolas_IDLJ
				AnimationMode	 = LOOP
			End
			StateName		   = STATE_Sword
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_SwitchToSwords") end
; no attn w/ sword anim				if Prev == "SwordsAttn" then CurDrawableSetTransitionAnimState("TRANS_SwitchFromAttentionSword") end
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
		IdleAnimationState
			Animation		   = IDLB
				AnimationName	 = RULegolas_IDLB
				AnimationMode	 = ONCE
				AnimationPriority	= 8
			End
			Animation		   = IDLB;Double up because animations never choose the same one twice in a row.
				AnimationName	 = RULegolas_IDLB
				AnimationMode	 = ONCE
				AnimationPriority	= 8
			End
			Animation		   = IDLD
				AnimationName	 = RULegolas_IDLD
				AnimationMode	 = ONCE
				AnimationPriority	= 1
			End
			Animation		   = IDLE
				AnimationName	 = RULegolas_IDLE
				AnimationMode	 = ONCE
				AnimationPriority	= 1
			End
			StateName		   = STATE_Bow
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwitchToBow") end
				if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_SwitchFromAttention") end
				CurDrawableHideSubObject("arrow");Circumvents blend issues when the arrow is being shown...
			EndScript
		End
		

;--- Transitions
		TransitionState	   = TRANS_SwitchToBow
			Animation		   = STHB
				AnimationName	 = RULegolas_STHB
				AnimationMode	 = ONCE
			End
		End

		TransitionState	   = TRANS_SwitchToSwords
			Animation		   = STHA
				AnimationName	 = RULegolas_STHA
				AnimationMode	 = ONCE
			End
		End
		
		TransitionState	   = TRANS_SwitchToBowWhileMoving
			Animation		   = STHB
				AnimationName	 = RULegolas_RUND
				AnimationMode	 = ONCE
				Distance		= 50
			End
		End

		TransitionState	   = TRANS_SwitchToSwordsWhileMoving
			Animation		   = STHA
				AnimationName	 = RULegolas_RUNE
				AnimationMode	 = ONCE
				Distance		= 50
			End
		End

		TransitionState	   = TRANS_SwitchToAttentionSword
			Animation		   = ATNE
				AnimationName	 = RULegolas_STHA
				AnimationMode	 = ONCE
			End
		End
		
		
;		TransitionState	   = TRANS_SwitchFromAttentionSword
;			Animation		   = ATNH
;				AnimationName	 = RULegolas_STHB
;				AnimationMode	 = ONCE
;			End
;		End
		
		TransitionState	   = TRANS_SwitchToAttention
			Animation		   = ATNA
				AnimationName	 = RULegolas_ATNA
				AnimationMode	 = ONCE
			End
		End
		
		TransitionState	   = TRANS_SwitchFromAttention
			Animation		   = ATND
				AnimationName	 = RULegolas_ATND
				AnimationMode	 = ONCE
			End
		End
		

	End


	
; ***DESIGN parameters ***
	Side = Rohan
	EditorSorting	   = UNIT
	ThreatLevel		 = 5.0
	ThingClass		  = CHARACTER_UNIT
  BuildCost		   = 1				
  BuildTime		   = 1				
	TransportSlotCount = 1
	WeaponSet
		Conditions = None 
		Weapon				= PRIMARY	LegolasBow
		Weapon				= SECONDARY	LegolasSword
		AutoChooseSources	= SECONDARY NONE
	End

	ArmorSet
		Conditions	  = None
		Armor		   = HeroLightArmor
		DamageFX		= NormalDamageFX
	End
	VisionRange = VISION_HERO_RANGED
	ShroudClearingRange = SHROUD_CLEAR_RANGED_HERO
	BountyValue = ROHAN_LEGOLAS_BOUNTY_VALUE
	DisplayName = OBJECT:RohanLegolas
	RecruitText			= CONTROLBAR:RohanLegolasRecruit
	ReviveText			= CONTROLBAR:RohanLegolasRevive
	Hotkey				= CONTROLBAR:RohanLegolasHotkey
	CrushableLevel = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
	
	CommandSet = RohanLegolasCommandSet
	CommandPoints = 0
	
	DisplayMeleeDamage = LEGOLAS_KNIFE_DAMAGE;
	DisplayRangedDamage = LEGOLAS_BOW_DAMAGE;

	HeroSortOrder = 30


; *** AUDIO Parameters ***;

;VoiceAmbushed			= LegolasVoiceAmbushed NOT RECORDED
	VoiceAttack				= LegolasVoiceAttack
	VoiceAttackCharge			= LegolasVoiceAttackCharge
	VoiceAttackStructure		= LegolasVoiceAttack	;LegolasVoiceAttackBuilding NOT RECORDED
	VoiceAttackMachine		= LegolasVoiceAttack	;LegolasVoiceAttackBuilding NOT RECORDED
;VoiceCreated			 = LegolasVoiceSalute   ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
	VoiceFear				 = LegolasVoiceHelpMe
	VoiceMove				 = LegolasVoiceMove
	VoiceMoveToCamp			 = LegolasVoiceMoveCamp
	VoiceMoveWhileAttacking		= LegolasVoiceDisengage
	VoicePriority			 = 68
	VoiceRetreatToCastle		= LegolasVoiceMove	;LegolasVoiceRetreat NOT RECORDED
	VoiceSelect			 = LegolasVoiceSelect
	VoiceSelect2			= HeroVoiceSelect2
	VoiceSelectBattle		 = LegolasVoiceSelectBattle
	VoiceGuard				= LegolasVoiceMove

	SoundImpact			 = ImpactHorse

	UnitSpecificSounds
		VoiceGarrison		= LegolasVoiceGarrison			  
	End

	EvaEventDamagedOwner		= UnitUnderAttack	   ;Eva event to trigger when unit is damaged
	EvaEventDieOwner			= LegolasDie	   ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths

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

	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800
		AnimationSound = Sound:FootstepDirtA			 Animation:RULegolas_SKL.RULegolas_RUNA	Frames:9 19
		AnimationSound = Sound:FootstepDirtA			 Animation:RULegolas_SKL.RULegolas_RUNB	Frames:9 19
		AnimationSound = Sound:FootstepDirtA			 Animation:RULegolas_SKL.RULegolas_RUND	Frames:9 20
		AnimationSound = Sound:FootstepDirtA			 Animation:RULegolas_SKL.RULegolas_RUNE	Frames:8 19

		AnimationSound = Sound:WeaponSwitchBowForLegolas	 Animation:RULegolas_SKL.RULegolas_ATKB	Frames:0
		AnimationSound = Sound:WeaponSwitchBowForLegolas	Animation:RULegolas_SKL.RULegolas_ATKA1	Frames:0

		AnimationSound = Sound:BodyFallSoldier			Animation:RULegolas_SKL.RULegolas_LNDA	Frames:0
		AnimationSound = Sound:BodyFallSoldier			Animation:RULegolas_SKL.RULegolas_LNDB	Frames:0

		AnimationSound = Sound:BodyFallGenericNoArmor		 Animation:RULegolas_SKL.RULegolas_DIEA	Frames:48
		AnimationSound = Sound:BodyFallGenericNoArmor		 Animation:RULegolas_SKL.RULegolas_DIEB	Frames:89
		AnimationSound = Sound:BodyFallGenericNoArmor		 Animation:RULegolas_SKL.RULegolas_DIEC	Frames:64
	End


; *** ENGINEERING Parameters ***

	RadarPriority = UNIT
	KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT
	PathfindDiameter = 40.0
	
	Body = RespawnBody ModuleTag_RespawnBody
		CheerRadius			 = EMOTION_CHEER_RADIUS
		MaxHealth				 = LEGOLAS_HEALTH;BALANCE Legola 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_LegolasDieToRespawn;FXList to play when killed-to-respawn
		DeathAnimationTime		= 3000		   ;How long DeathAnim will take.
		InitialSpawnFX			= FX_LegolasInitialSpawn
		RespawnAnim				= LEVELED		   ;Animation to play when respawning.
		RespawnFX				= FX_LegolasRespawn   ;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				= HILegolas
		
   ;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:1200		Time:90000		Health:100%   ;DEFAULT VALUES
		RespawnEntry =	Level:2				Cost:1400		Time:90000				   ;For other levels, only override what is different.
		RespawnEntry =	Level:3				Cost:1600		Time:90000
		RespawnEntry =	Level:4				Cost:1800		Time:90000
		RespawnEntry =	Level:5				Cost:2000		Time:120000
		RespawnEntry =	Level:6				Cost:2200		Time:120000
		RespawnEntry =	Level:7				Cost:2400		Time:120000
		RespawnEntry =	Level:8				Cost:2600		Time:120000
		RespawnEntry =	Level:9				Cost:2800		Time:120000
		RespawnEntry =	Level:10			Cost:3000		Time:120000
	End

	Behavior = AutoHealBehavior ModuleTag_LegolasHealing
		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
		AILuaEventsList					= LegolasFunctions
	End

	LocomotorSet
		Locomotor = RohanLegolasLocomotor
		Condition = SET_NORMAL
		Speed	 = NORMAL_GOOD_LEGOLAS_SPEED
	End
	
	Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear
		StartsActive	= No;If no, requires upgrade to turn on.
		BonusName		= HeroRadiateFear
		TriggeredBy		= Upgrade_HeroRadiateFear
		RefreshDelay	= 2000
		Range			= 120
		TargetEnemy		= Yes
		ObjectFilter	= ANY +ORC
	End	
	
	Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
	End		

	Behavior = HeroDie ModuleTag_HeroDeath
		SpecialPowerTemplate = SpecialAbilitySmite ;the special power that I recharge by dying
	End
	
	Behavior = PhysicsBehavior ModuleTag_04
		GravityMult = 1.0
	End
	
	Behavior = SlowDeathBehavior ModuleTag_05
		DeathTypes = ALL -KNOCKBACK
		SinkDelay = 3000
		SinkRate = 0.40   ; in Dist/Sec
		DestructionDelay = 8000
		Sound = INITIAL ElvenWarriorVoiceDie
	End
	
	Behavior = SquishCollide ModuleTag_06
   ;nothing
	End
	
	Behavior = SlowDeathBehavior ModuleTag_07
   ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
		DeathTypes = NONE +KNOCKBACK
		SinkDelay = 3000
		SinkRate = 0.40   ; in Dist/Sec
		DestructionDelay = 8000
	End

	Behavior = BezierProjectileBehavior ModuleTag_08; Module starts asleep, and wakes up when thrown.
   ; 
		FirstHeight = 24; Height of Bezier control points above highest intervening terrain
		SecondHeight = 24
		FirstPercentIndent = 30%; Percentage of shot distance control points are placed
		SecondPercentIndent = 70%
		TumbleRandomly = Yes

		CrushStyle = Yes; I don't detonate, I just hit
		DieOnImpact = Yes
		BounceCount = 1 ; When I hit the ground, I'll arc again
		BounceDistance = 40; this far
		BounceFirstHeight = 24; Height of Bezier control points above highest intervening terrain
		BounceSecondHeight = 24
		BounceFirstPercentIndent = 20%; Percentage of shot distance control points are placed
		BounceSecondPercentIndent = 80%

		GroundHitFX	   = FX_ThrownRockGroundHit
		GroundBounceFX	= FX_ThrownRockBounceHit
	End

;;; HAWK STRIKE SPECIAL POWER (Rank 1);;;
	Behavior = SpecialPowerModule ModuleTag_HawkStrikeStarter					  
		SpecialPowerTemplate		= SpecialAbilityHawkStrike
		UpdateModuleStartsAttack	= Yes
		InitiateSound			= LegolasVoiceModeHawkStrike   ;this plays when he targets, not when he fires
	End

	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_HawkStrikeUpdate   
		SpecialPowerTemplate	= SpecialAbilityHawkStrike
		SkipContinue			= Yes
		UnpackTime			  = 1500;In this context: Preattack Delay 
		PackTime				= 1000;In this context: Weapon followthrough delay
		BusyForDuration			= 1000;don't accept any AI for this long... ai commands will be queued
				
;		ParalyzeDurationWhenCompleted = 600;Once the unit SUCCESSFULLY COMPLETES an ability, paralyze unit briefly to deal with animation transitions.
;		ParalyzeDurationWhenAborted = 800;If the unit ABORTS the ability, paralyze the unit briefly to deal with animation transitions.
		
		AwardXPForTriggering	= 0
		StartAbilityRange = 400.0; Note: This has to be smaller than the weapon range or it'll never succeed
		
		ApproachRequiresLOS		= Yes		
		
		SpecialWeapon = LegolasHawkStrike
		WhichSpecialWeapon = 1
	End

;;; KNIFE FIGHTER SPECIAL POWER (Rank 3);;;
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KnifeEnabler
		SpecialPowerTemplate = SpecialAbilityKnifeFighter
		TriggeredBy = Upgrade_LegolasKnifeFighter			   
		End

;Behavior = SpecialPowerModule ModuleTag_KnifeFighterPower					  
;	SpecialPowerTemplate	  = SpecialAbilityKnifeFighter
;	UpdateModuleStartsAttack  = Yes
;End

	Behavior = WeaponModeSpecialPowerUpdate ModuleTag_KnifeFighterPowerUpdate
		SpecialPowerTemplate		= SpecialAbilityKnifeFighter
		Duration				= 3000
		AttributeModifier			= LegolasKnifeFighterBonus
		LockWeaponSlot			= SECONDARY
		StartsPaused			= Yes
	End

;;; TRAIN ARCHER SPECIAL POWER (Rank 7);;;
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArcherTrainingEnabler
		SpecialPowerTemplate		= SpecialAbilityTrainArchers
		TriggeredBy					= Upgrade_LegolasTrainArchers
	End
	Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
		SpecialPowerTemplate		= SpecialAbilityTrainArchers 
		StartsPaused			= Yes
		UpdateModuleStartsAttack	= Yes
		InitiateSound			= LegolasTrainVoice   ;this plays when he targets, not when he fires
	End

	Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
		SpecialPowerTemplate		= SpecialAbilityTrainArchers
		StartAbilityRange			= 100.0

		Experience					= 50
		RadiusEffect				= 100
		UseKindOf					= Yes
		AffectsKindOf				= ARCHER

   ; AcceptanceFilter = NONE +RohanArcherHorde +GondorArcherHorde +RohanArcher +GondorArcher +RohanElvenWarrior +RohanElvenWarriorHorde +RohanElvenWarriorDoubleHorde +GondorRanger +GondorRangerHorde

		UnpackTime					= 1600
		PackTime					= 1000
		UnpackingVariation			= 2
		FreezeAfterTriggerDuration	= 500; Hold AI for this long after we fire.		
		
;		LevelFX						= FX_PorterDeliver
		LevelFX						= FX_LevelUp
	End
	
;;; ARROW STORM SPECIAL POWER (Rank 10);;;
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArrowWindEnabler
		SpecialPowerTemplate = SpecialAbilityArrowStorm
		TriggeredBy = Upgrade_LegolasArrowWind
	End

	Behavior = SpecialPowerModule ModuleTag_ArrowWindStarter					  
		SpecialPowerTemplate		= SpecialAbilityArrowStorm
		UpdateModuleStartsAttack	= Yes
		StartsPaused			= Yes
		InitiateSound			= LegolasVoiceModeArrowWind   ;this plays when he targets, not when he fires
	End

	Behavior = ArrowStormUpdate ModuleTag_ArrowWindUpdate				
		SpecialPowerTemplate	= SpecialAbilityArrowStorm
		StartAbilityRange	   = 320.0
		
		UnpackTime			  = 1000; Pull out arrow
		PreparationTime		 = 200; Quick shot
		PersistentPrepTime	  = 600; looping the quick shot
		PackTime				= 1200; back to idle
		UnpackingVariation		= 1   ; Use custom variation to not interfere with Archer Training ability.
		ParalyzeDurationWhenCompleted = 600;Once the unit SUCCESSFULLY COMPLETES an ability, paralyze unit briefly to deal with animation transitions.
		ParalyzeDurationWhenAborted = 800;If the unit ABORTS the ability, paralyze the unit briefly to deal with animation transitions.

		ApproachRequiresLOS	 = Yes; required so that it doesn't shoot through walls

		AwardXPForTriggering	= 0

   ;Specific to ArrowStorm
		WeaponTemplate  = LegolasBowArrowStorm
		TargetRadius	= 120;CHANGING THIS??? Change RadiusCursorRadius to match this value in the appropriate SpecialPower.ini template.
		ShotsPerTarget  = 1
		ShotsPerBurst   = 3
		MaxShots		= 50; can end sooner if no targets
		  CanShootEmptyGround = Yes; ...unless this is set
	End
	
	Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
		StartsActive				= No
		TriggeredBy					= Upgrade_ElvenGift
		HealingAmount				= ELVEN_GIFT_REGEN_AMOUNT
		HealingDelay				= ELVEN_GIFT_REGEN_DELAY
		StartHealingDelay = HERO_HEAL_DELAY
		HealOnlyIfNotInCombat = Yes
	End
	
	Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
		TriggeredBy = Upgrade_ElvenGift
		AttributeModifier = SpellBookElvenGifts
	End
	
	Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
		HitReactionLifeTimer1 = 1993; level 1 (light  damage)  hit reaction animations in ms
		HitReactionLifeTimer2 = 1993; level 2 (medium damage)  hit reaction animations in ms
		HitReactionLifeTimer3 = 1993; level 3 (heavy  damage)  hit reaction animations in ms

		HitReactionThreshold1 = 5.0 ; level 1 (light  damage) threshold trigger
		HitReactionThreshold2 = 25.0; level 2 (medium damage) threshold trigger
		HitReactionThreshold3 = 50.0; level 3 (heavy  damage) threshold trigger

		FastHitsResetReaction = Yes  ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
	End

	Geometry = CYLINDER
	GeometryMajorRadius = 8.0
	GeometryMinorRadius = 8.0
	GeometryHeight = 19.2
	GeometryIsSmall = Yes
	Shadow = SHADOW_DECAL
	ShadowSizeX = 19;
	ShadowSizeY = 19;
	ShadowTexture = ShadowI;
End

;------------------------------------------------------------------------------
Object LegolasHawkStrikeProjectile

; *** ART Parameters ***
  Draw = W3DScriptedModelDraw ModuleTag_Draw
	DefaultModelConditionState	 
	  Model = G_Arrow
	End
	IdleAnimationState
	  Animation			  = G_Arrow	   ;TEMP Needs model of double arrow
		AnimationName		= G_Arrow.G_Arrow
		AnimationMode		= LOOP
	  End
	End
  End

; *** AUDIO Parameters ***

; ***DESIGN parameters ***
  EditorSorting	 = SYSTEM
  ArmorSet
	Armor = NoArmor
  End
  VisionRange = 0.0

; *** ENGINEERING Parameters ***
  KindOf = PROJECTILE NO_COLLIDE
  Body = ActiveBody ModuleTag_02
	MaxHealth	   = 10.0
  End

  Behavior = DestroyDie ModuleTag_03
  ;nothing
  End
	
  Behavior = BezierProjectileBehavior ModuleTag_04
	DetonateCallsKill = Yes
	FirstHeight = 1; Height of Bezier control points above highest intervening terrain
	SecondHeight = 1
	FirstPercentIndent = 20%; Percentage of shot distance control points are placed
	SecondPercentIndent = 80%
	FlightPathAdjustDistPerSecond   = 0; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
  End

  Behavior = CreateObjectDie ModuleTag_06
	DeathTypes = ALL
	CreationList = OCL_GoodFactionShatteredArrowBits
  End

  Behavior = FXListDie ModuleTag_07
	DeathTypes = ALL -CRUSHED -SPLATTED
	DeathFX = FX_GondorArrowDeath
  End

  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 0.8
End


i added this to the fxparticlesystem.ini at the top
FXParticleSystem FireSword
	System
		Priority = ALWAYS_RENDER
		Shader = ADDITIVE
		ParticleName = exlnzflar7.tga
		SystemLifetime = 0
		InitialDelay = 0 0
		Lifetime = 5 5
		Size = 30 30
		BurstCount = 10 20
		BurstDelay = 1 1
	End
	Color = DefaultColor
		Color1 = R:135 G:73 B:12 0
		Color2 = R:255 G:255 B:255 40
	End
	Alpha = DefaultAlpha
		Alpha1 = 1 1 0
		Alpha2 = 0 0 20
	End
	Update = DefaultUpdate
		SizeRate = 0 0
		SizeRateDamping = 1 1
		AngleZ = 0 0
		AngularRateZ = 0 0
		AngularDamping = 1 1
	End
	Physics = DefaultPhysics
		VelocityDamping = 1.05 1.05
		Gravity = 0.2 0.2
		DriftVelocity = X:0 Y:0 Z:0
	End
	EmissionVelocity = OrthoEmissionVelocity
		X = 0 0
		Y = 0 0
		Z = 0 0
	End
	EmissionVolume = LineEmissionVolume
		StartPoint = X:0 Y:0 Z:0
		EndPoint = X:0 Y:0 Z:50
	End
	Draw = DefaultDraw
	End
	Wind = DefaultWind
	End
End

um and if anyone could help me with the big fire swords that would be great theres a pick around the bottom what show the big fireswords

Edited by legoceleborn, 09 April 2008 - 08:41 AM.


#5 {IP}Gil-Galad

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Posted 07 April 2008 - 01:05 AM

It looks like it should work, thats the exact code I had for my mod...

#6 legoceleborn

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Posted 07 April 2008 - 01:07 AM

It looks like it should work, thats the exact code I had for my mod...


what the code for your mod?

#7 legoceleborn

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Posted 07 April 2008 - 01:07 AM

maybe it's because he has 2 swords instead of 1?

#8 {IP}Gil-Galad

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Posted 07 April 2008 - 01:20 AM

Well for one thing, you don't need to FX_List's at all.. and another, why do you have 2 Firesword Particle Systems when you only need one? the hand bones are setup in the same orientation. And another thing, in your model condition state block you attach 2 particle systems to each bone, just attach one to each.

#9 legoceleborn

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Posted 07 April 2008 - 01:22 AM

Well for one thing, you don't need to FX_List's at all.. and another, why do you have 2 Firesword Particle Systems when you only need one? the hand bones are setup in the same orientation. And another thing, in your model condition state block you attach 2 particle systems to each bone, just attach one to each.


well i have the 2 fireswords thing because he has 2 swords lol and i didn't realise i attched 2 to his bone i'll fix the code up in my ini sorry im new to this type of stuff

Edited by legoceleborn, 07 April 2008 - 01:28 AM.


#10 legoceleborn

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Posted 07 April 2008 - 01:29 AM

ok the top bit of the code loks like this now
;;====================== MODELS ================================================================



		DefaultModelConditionState

			Model			   = RULegolas_SKN

			Skeleton			= RULegolas_SKL

			ShadowMaxHeight		= 999

			WeaponLaunchBone	= PRIMARY ARROW

		End

		 

		ModelConditionState = WEAPONLOCK_SECONDARY

			Model			   = RULegolas_SKN

			Skeleton			= RULegolas_SKL

			ShadowMaxHeight		= 999

			ParticleSysBone		= BAT_HEAD Slayer FollowBone:Yes

		End



				ModelConditionState = WEAPONSET_TOGGLE_1

			Model			   = RULegolas_SKN

			Skeleton			= RULegolas_SKL

			ParticleSysBone = B_HANDL FireSword FollowBone:yes

			ParticleSysBone = B_HANDR FireSword1 FollowBone:yes

		End


#11 legoceleborn

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Posted 07 April 2008 - 01:35 AM

ok i've fixed everything you said what you said in your post lol

#12 legoceleborn

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Posted 07 April 2008 - 02:08 AM

ok i did all that and the fire still won't show up can you do it on you ini and see if the fire come up on yours gil-glad?

#13 legoceleborn

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Posted 07 April 2008 - 02:47 AM

i decided to start over and try it so i got a new ini what hasn't been editted and all that then i tried to give it the fire swords the same way but the way you told me so i editted it and i started the game back up then it said.

Unkown field 'MoveForNoOne' in block 'object'
error parsing field 'MoveForNoOne' in block 'Object' in file 'Data\INI\object\evilfactionunits.ini', line 21485
error parsing field 'MoveForNoOne' in block 'Object' in file 'Data\INI\object\evilfactionunits.ini', line 21485
Error parsing INI block ' MoveForNoOne' in file 'Data\INI\object\evilfaction\evilfactionunits.ini'.
5 addresses:
(unknown)(0): game.dat+8961088 Debug::PostStaticInit+3296
(unknown)(0): game.dat+502829 StringBase<char>::startsWith+193933
(unknown)(0): game.dat+521227 StringBase<char>::startsWith+212331
(unknown)(0): game.dat+10449993 Xfer::operator==+133593
(unknown)(0): kernel32.dll+94167 Register WaitForInputIdle+73

Because of the serverity of this error the game will exit

Anyone know why it did that i haven't even editted that file.

#14 legoceleborn

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Posted 07 April 2008 - 04:12 AM

ok i started over again i haven't tested this yet but do you think this code would work i'll tell you what i did.

instead of having
;;====================== MODELS ================================================================

		DefaultModelConditionState
			Model			   = RULegolas_SKN
			Skeleton			= RULegolas_SKL
			ShadowMaxHeight		= 999
			WeaponLaunchBone	= PRIMARY ARROW
		End
		 
		ModelConditionState = WEAPONLOCK_SECONDARY
			Model			   = RULegolas_SKN
			Skeleton			= RULegolas_SKL
			ShadowMaxHeight		= 999
			ParticleSysBone		= BAT_HEAD Slayer FollowBone:Yes
		End

				ModelConditionState = WEAPONSET_TOGGLE_1
			Model			   = RULegolas_SKN
			Skeleton			= RULegolas_SKL
			ParticleSysBone = B_HANDL FireSword FollowBone:yes
			ParticleSysBone = B_HANDR FireSword1 FollowBone:yes
			ParticleSysBone = B_HANDL FireSword FollowBone:yes
			ParticleSysBone = B_HANDR FireSword1 FollowBone:yes
		End




you have

;;====================== MODELS ================================================================

		DefaultModelConditionState
			Model			   = RULegolas_SKN
			Skeleton			= RULegolas_SKL
			ShadowMaxHeight		= 999
			WeaponLaunchBone	= PRIMARY ARROW
		End
		 
		ModelConditionState = WEAPONLOCK_SECONDARY
			Model			   = RULegolas_SKN
			Skeleton			= RULegolas_SKL
			ShadowMaxHeight		= 999
			ParticleSysBone		= BAT_HEAD Slayer FollowBone:Yes
			ParticleSysBone = B_HANDL FireSword FollowBone:yes
			ParticleSysBone = B_HANDR FireSword FollowBone:yes
		End

and yer i also put the code for the fire swords in the fxparticalsystem.ini

so think it would work i can't try it right now since my bro is on the game

#15 Rob38

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Posted 07 April 2008 - 04:24 AM

There's no need to post everytime something new comes up, especially if the post above is yours. Simply click the edit button and change your post. The only reason you should double post is if it's been more than 24 hours or there is some breaking news in the topic. :p Just letting you know. :)

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#16 legoceleborn

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Posted 07 April 2008 - 05:14 AM

sorry this is the last thing i'll post today anyways the code what i just use last time works :p kinda

Posted Image

anyone know how to fix the pink red purply stuff to like what it's sopose to be it's sopose to be legolas with fire swords but that didn't work anyone know how to fix it

Edited by legoceleborn, 07 April 2008 - 05:25 AM.


#17 {IP}Gil-Galad

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Posted 07 April 2008 - 08:09 PM

It could mean several different things, but most of the time its because it doesn't recognize the texture and it can't find it.

#18 legoceleborn

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Posted 07 April 2008 - 08:51 PM

i fixed it it didn't have .tga it had ParticleName = exlnzflar7 when it should of hadParticleName = exlnzflar7.tga anways now that it's working could you tell me how to shrink it lol


Posted Image

Edited by legoceleborn, 08 April 2008 - 03:22 AM.


#19 {IP}Gil-Galad

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Posted 10 April 2008 - 09:13 PM

In the particle system's code where it has
EmissionVolume = LineEmissionVolume
		StartPoint = X:0 Y:0 Z:0
		EndPoint = X:0 Y:0 Z:50
End

change the Z on the endpoint to around 10 and try it out from there. also where it has:

System
		Priority = ALWAYS_RENDER
		Shader = ADDITIVE
		ParticleName = exlnzflar7.tga
		SystemLifetime = 0
		InitialDelay = 0 0
		Lifetime = 5 5
		Size = 30 30
		BurstCount = 10 20
		BurstDelay = 1 1
End

change the Size values to around 10 also, or how ever big you want them to be.

Edited by {IP}Gil-Galad, 10 April 2008 - 09:14 PM.


#20 legoceleborn

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Posted 11 April 2008 - 07:52 AM

In the particle system's code where it has

EmissionVolume = LineEmissionVolume
		StartPoint = X:0 Y:0 Z:0
		EndPoint = X:0 Y:0 Z:50
End

change the Z on the endpoint to around 10 and try it out from there. also where it has:

System
		Priority = ALWAYS_RENDER
		Shader = ADDITIVE
		ParticleName = exlnzflar7.tga
		SystemLifetime = 0
		InitialDelay = 0 0
		Lifetime = 5 5
		Size = 30 30
		BurstCount = 10 20
		BurstDelay = 1 1
End

change the Size values to around 10 also, or how ever big you want them to be.


k thanks it worked just wondering are you ever going to finish the unit creator thing and stuff on your website?




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