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Isildur as a playable hero ?


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#1 Guest_hashimoto_*

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Posted 31 October 2008 - 01:48 PM

Hi guys,

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 Ridder Geel

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Posted 31 October 2008 - 05:05 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 :sad:
In BFME 2 & ROTWK there is no Isildur...
He also is not in BFME 1...
Ridder Geel

#3 Guest_hashimoto_*

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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 :sad:

#4 JUS_SAURON

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Posted 10 December 2008 - 03:29 AM

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 :D

If you are still interested in isildur i posted his new file to make him a playable character
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 Ridder Geel

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Posted 10 December 2008 - 04:47 PM

Right see the only thing that is missing from Isildur is his voice... That is the only reason why i have not put him in my mod... though i may make a voice for him :p
Ridder Geel

#6 King Arveleg

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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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