Isildur as a playable hero ?
#1 Guest_hashimoto_*
Posted 31 October 2008 - 01:48 PM
In B4ME2, Is Isildur a playable hero? because when i add GondorIsildur to the playertemplate. nothing happens. I added him after Gondor's CreateaHero..
I am really confused as i remember playing with him before...or maybe that was B4ME1?
#2
Posted 31 October 2008 - 05:05 PM
In BFME 2 & ROTWK there is no Isildur...
He also is not in BFME 1...
#3 Guest_hashimoto_*
Posted 31 October 2008 - 05:10 PM
As far as i know, there is no way you could have played with Isildur, except on a mod of some sort, one reason is that isildur does not even have his 'own' voice coding
In BFME 2 & ROTWK there is no Isildur...
He also is not in BFME 1...
ah yes you're right bro..it was a mod.
thanks for the info
#4
Posted 10 December 2008 - 03:29 AM
If you are still interested in isildur i posted his new file to make him a playable characterAs far as i know, there is no way you could have played with Isildur, except on a mod of some sort, one reason is that isildur does not even have his 'own' voice coding
In BFME 2 & ROTWK there is no Isildur...
He also is not in BFME 1...
ah yes you're right bro..it was a mod.
thanks for the info
He has the voice and image of a tower-guard .He currently is on a timer so just remove the timer module from MY isildur.txt file
Then give him this to re-spawn :
RecruitText = OBJECT:GondorIsildur ReviveText = OBJECT:GondorIsildur Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ARAGORN_HEALTH;BALANCE Aragorn 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_AragornDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3933 ;How long DeathAnim will take. InitialSpawnFX = FX_AragornInitialSpawn;FXList to play when respawning. RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_ResurrectionAragorn;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = WOR_GondorTowerGuard ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:1000 Time:60000 Health:100% ;DEFAULT VALUES End
I just tied it and it works .My isidur is at level 10 however as i dont have time for exp level ...actually still learning how to
He was built / died / respawned at castle .Ps the the full isildur make him-a-hero-stuff is found in the topic Baraddur -tip for realism !
I probably just need to rename it Tips (long story )
#5
Posted 10 December 2008 - 04:47 PM
#6
Posted 11 May 2018 - 04:34 PM
Try this:
;------------------------------------------------------------------------------ ; ; Isildur.ini ; ;------------------------------------------------------------------------------ ;;------------------------------------------------------------------------------ Object GondorIsildur ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIAragorn ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_DRAW ;ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD ExtraPublicBone = Arrow DefaultModelConditionState Model = GUIsildur_SKN End ; ModelConditionState = WEAPONSET_HERO_MODE ; Model = GUIsildur_SKN ; ParticleSysBone = B_SWORDBONE Anduril FollowBone:yes ; End ; --- Idle Anims --- ; IdleAnimationState StateName = STATE_Bored Animation = GUAragorn_IDLE ;no_fidget AnimationName = GUAragorn_SKL.GUAragorn_IDLE AnimationMode = ONCE AnimationPriority = 12 End Animation = GUAragorn_IDLF ;fidget AnimationName = GUAragorn_SKL.GUAragorn_IDLF AnimationMode = ONCE AnimationPriority = 1 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" or Prev == "STATE_Moving" then CurDrawableSetTransitionAnimState("TRANS_SB") elseif Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_RB") end EndScript End ; --- Dying anims --- ; AnimationState = DYING Animation = DIEA AnimationName = GUAragorn_SKL.GUAragorn_DIEA AnimationMode = ONCE End Animation = DIEB AnimationName = GUAragorn_SKL.GUAragorn_DIEB AnimationMode = ONCE End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Fly" then return "LNDA" else Rand = GetClientRandomNumberReal(0, 1) if( Rand > .5 ) then return "DIEA" else return "DIEB" end end EndScript End ; --- Flying Anims --- ; AnimationState = STUNNED_FLAILING StateName = STATE_Fly Animation = FLYA AnimationName = GUAragorn_SKL.GUAragorn_FLYA AnimationMode = LOOP End End AnimationState = STUNNED_STANDING_UP StateName = STATE_Ready Animation = GUAragorn_GTPB AnimationName = GUAragorn_SKL.GUAragorn_GTPB AnimationMode = ONCE End End AnimationState = STUNNED Animation = LNDA AnimationName = GUAragorn_SKL.GUAragorn_LNDA AnimationMode = ONCE End EnteringStateFX = FX_SoldierHitGround End ; --- Attacking Anims [Weapon_A] --- ; AnimationState = BETWEEN_FIRING_SHOTS_A StateName = STATE_Ready Animation = IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE End End AnimationState = FIRING_OR_PREATTACK_A HERO StateName = STATE_Ready Animation = GUAragorn_SPCA AnimationName = GUAragorn_SKL.GUIsildur_SPCA AnimationMode = ONCE End FXEvent = Frame:22 Name: FX_IsildurSword FXEvent = Frame:42 Name: FX_IsildurSword FXEvent = Frame:67 Name: FX_IsildurSword End AnimationState = FIRING_OR_PREATTACK_A StateName = STATE_Ready Animation = ATKD AnimationName = GUAragorn_SKL.GUAragorn_ATKD AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 3 End Animation = ATKE AnimationName = GUAragorn_SKL.GUAragorn_ATKE AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 2 End Flags = RESTART_ANIM_WHEN_COMPLETE End ; --- Moving Anims --- ; AnimationState = MOVING StateName = STATE_Moving Animation = GUAragorn_RUNB AnimationName = GUAragorn_SKL.GUAragorn_RUNB AnimationMode = LOOP Distance = 80 End End ; --- Special Anims --- ; AnimationState = UNPACKING StateName = STATE_Selected Animation = Spell_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE End Animation = Spell_ATNE AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = ONCE AnimationBlendTime = 20 End Animation = Spell_IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationBlendTime = 20 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then return "Spell_ATNE" elseif Prev == "STATE_Ready" then return "Spell_IDLA" elseif Prev == "STATE_Bored" then return "Spell_ATND" end EndScript ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes ;; ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes ; FXEvent = Frame:0 Name:FX_Narsil ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes End ; --- Emotion Animations --- ; AnimationState = EMOTION_ALERT StateName = STATE_Ready Animation = IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = LOOP AnimationPriority = 1 End Animation = IDLA_BigBlend AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationPriority = 1 AnimationBlendTime = 7 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SR") elseif Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_BR") elseif Prev == "STATE_Moving" then return "IDLA_BigBlend" else return "IDLA" end EndScript End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 StateName = STATE_Bored Animation = Hit_Level_1_b AnimationName = GUAragorn_SKL.GUAragorn_HITB AnimationMode = ONCE End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Ready" then CurDrawableAllowToContinue() end EndScript End AnimationState = EMOTION_CELEBRATING StateName = STATE_ready Animation = CHRB AnimationName = GUAragorn_SKL.GUAragorn_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_TAUNTING StateName = STATE_ready Animation = CHRB AnimationName = GUAragorn_SKL.GUAragorn_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End ; --- Selected --- ; AnimationState = SELECTED StateName = STATE_Selected Animation = ATNE AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = LOOP AnimationBlendTime = 5 AnimationMustCompleteBlend = yes End Animation = ATNE_BigBlend AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = LOOP AnimationBlendTime = 7 AnimationMustCompleteBlend = yes End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_RS") elseif Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_BS") elseif Prev == "STATE_Moving" then return "ATNE_BigBlend" else return "ATNE" end EndScript End ; --- TRANSITIONS --- ; TransitionState = TRANS_BS Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE End End TransitionState = TRANS_SB Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_RB Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_IDLE AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_RS Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_SR Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_BR Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationBlendTime = 20 End End End ; *** DESIGN parameters *** DisplayName = OBJECT:GondorIsildur Side = Men EditorSorting = UNIT ThreatLevel = ISILDUR_THREAT_LEVEL ThingClass = CHARACTER_UNIT TransportSlotCount = TRANSPORTSLOTCOUNT_HERO BuildCost = 1000 BuildTime = 30 MaxSimultaneousOfType = 1 VisionRange = 200 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GondorIsildurCommandSet WeaponSet Conditions = None Weapon = PRIMARY GondorIsildurSword End WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY GondorIsildurNarsil End ; *** AUDIO Parameters ***; VoiceAttack = IsildurVoiceAttack VoiceAttackCharge = IsildurVoiceAttackCharge VoiceAttackMachine = IsildurVoiceAttack VoiceAttackStructure = IsildurVoiceAttack VoiceCreated = IsildurVoiceSalute VoiceFullyCreated = IsildurVoiceSalute VoiceFear = IsildurVoiceHelpMe VoiceMove = IsildurVoiceMove VoiceMoveToCamp = IsildurVoiceMove VoiceMoveWhileAttacking = IsildurVoiceDisengage VoicePriority = 80 VoiceSelect = IsildurVoiceSelectMS VoiceSelectBattle = IsildurVoiceSelectBattle VoiceGuard = IsildurVoiceMove SoundImpact = ImpactHorse ;IsildurVoiceJoinAnybody ;IsildurVoiceRespawn ;UnitSpecificSounds ;End CrowdResponseKey = GoodMen #include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = IsildurDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO PathfindDiameter = 40.0 Body = ActiveBody ModuleTag_02 MaxHealth = ARAGORN_HEALTH ;BALANCE Aragorn Health MaxHealthDamaged = 5 RecoveryTime = 500 End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 End Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ARAGORN_HEALTH ;BALANCE Aragorn 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_AragornDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3933 ;How long DeathAnim will take. InitialSpawnFX = FX_AragornInitialSpawn ;FXList to play when respawning. RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_ResurrectionAragorn ;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HIAragorn_res ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:1000 Time:60000 Health:100% ;DEFAULT VALUES End Behavior = AutoHealBehavior ModuleTag_FaramirHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End ; --------- LEADERSHIP ----------------------------------------------------------------- Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership StartsActive = No ;If no, requires upgrade to turn on. BonusName = GenericHeroLeadership TriggeredBy = Upgrade_AragornLeadership RefreshDelay = 2000 Range = 200 AntiCategory = BUFF ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_AragornLeadership End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End ;---------- NARSIL ---------------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_IsildurNarsilAttack SpecialPowerTemplate = SpecialAbilityHeroModeNarsil AttributeModifier = NarsilFXThing AttributeModifierFX = FX_Anduril AttributeModifierRange = 0 AttributeModifierAffectsSelf = Yes StartsPaused = No End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 250 ; max distance to taunted/pointed objet TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds) AddEmotion = Terror_Base AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_Base AddEmotion = UncontrollableFear_Base // AddEmotion = FearIdle_Base // AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base // AddEmotion = HeroCheerIdle_Base // AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base AddEmotion = CheerForAboutToCrush_Base End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IsildurNarsilAttackUpdate SpecialPowerTemplate = SpecialAbilityHeroModeNarsil HeroAttributeModifier = IsildurNarsilAttack HeroEffectDuration = 999999999 ; this should sync with the auto ability delay re-fire time in commandButtons.ini UnpackTime = 1666 ; End LocomotorSet Locomotor = IsildurHumanLocomotor Condition = SET_NORMAL Speed = 48 End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 3333 ShockStunnedTimeLow = 1000 ShockStunnedTimeHigh= 1200 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 22000 Sound = INITIAL IsildurVoiceDie End Behavior = SquishCollide ModuleTag_06 ;nothing End ; Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Elf Elf_Male Unit Infantry End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2867 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec) HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 2500.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 5000.0 ; level 3 (heavy damage) threshold trigger End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 ; AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_WLKA Frames: 0 AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_RUNB Frames: 2 12 End ;///////////////////// ;// AISpecialPowers ;///////////////////// Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 20; ShadowSizeY = 20; ShadowTexture = ShadowI; End
Edited by King Arveleg, 12 June 2018 - 08:00 AM.
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