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Rohirrim horse random models


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#1 sporting1986

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Posted 21 November 2008 - 06:18 AM

How to make the horses have different colors and diferents armors when upgrading the heavy armor for the rohirrim??here have a look how it was in bfme1 now in the expansion without the heavy armor they look like this.then when i buy the heavy armor the hourses change all to the same color :blink:
i know this have to be with random models,do anyone knows how to put it right???
thanks

Attached Thumbnails

  • bfme1.JPG
  • expansion.JPG
  • expansion_2.JPG

Edited by sporting1986, 21 November 2008 - 06:24 AM.


#2 m@tt

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Posted 21 November 2008 - 09:47 AM

In the Rohirim INI file, find the bit about random upgrade textures

[codebox]
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_RohanHeavyArmor
UpgradeTexture = RURohrm01.tga 0 RURohrm01HA.tga
UpgradeTexture = RURohrm02.tga 0 RURohrm02HA.tga
UpgradeTexture = RURohrm03.tga 0 RURohrm03HA.tga
UpgradeTexture = RURohrm04.tga 0 RURohrm04HA.tga
UpgradeTexture = RURohrm05.tga 0 RURohrm05HA.tga
UpgradeTexture = RURohrm06.tga 0 RURohrm06HA.tga
UpgradeTexture = RURohrm07.tga 0 RURohrm07HA.tga
UpgradeTexture = RURohrm08.tga 0 RURohrm08HA.tga
UpgradeTexture = RURohrm09.tga 0 RURohrm09HA.tga
UpgradeTexture = RURohrm10.tga 0 RURohrm10HA.tga
UpgradeTexture = RURohrm11.tga 0 RURohrm11HA.tga
UpgradeTexture = RURohrm12.tga 0 RURohrm12HA.tga
UpgradeTexture = RURohrm13.tga 0 RURohrm13HA.tga
UpgradeTexture = RURohrm14.tga 0 RURohrm14HA.tga
UpgradeTexture = RURohrm15.tga 0 RURohrm15HA.tga
UpgradeTexture = RURohrm16.tga 0 RURohrm16HA.tga

UpgradeTexture = RUHorse01.tga 0 RUHorse01HA.tga
UpgradeTexture = RUHorse02.tga 0 RUHorse02HA.tga
UpgradeTexture = RUHorse03.tga 0 RUHorse03HA.tga
UpgradeTexture = RUHorse04.tga 0 RUHorse04HA.tga

RecolorHouse = Yes
End
[/codebox]

Where:
OldTexture.tga 0 UpgradedTexture.tga

Edit it to how you want.
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#3 sporting1986

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Posted 21 November 2008 - 03:07 PM

In the Rohirim INI file, find the bit about random upgrade textures

Behavior = SubObjectsUpgrade Armor_UpgradeTriggeredBy = Upgrade_RohanHeavyArmorUpgradeTexture = RURohrm01.tga 0 RURohrm01HA.tgaUpgradeTexture = RURohrm02.tga 0 RURohrm02HA.tgaUpgradeTexture = RURohrm03.tga 0 RURohrm03HA.tgaUpgradeTexture = RURohrm04.tga 0 RURohrm04HA.tgaUpgradeTexture = RURohrm05.tga 0 RURohrm05HA.tgaUpgradeTexture = RURohrm06.tga 0 RURohrm06HA.tgaUpgradeTexture = RURohrm07.tga 0 RURohrm07HA.tgaUpgradeTexture = RURohrm08.tga 0 RURohrm08HA.tgaUpgradeTexture = RURohrm09.tga 0 RURohrm09HA.tgaUpgradeTexture = RURohrm10.tga 0 RURohrm10HA.tgaUpgradeTexture = RURohrm11.tga 0 RURohrm11HA.tgaUpgradeTexture = RURohrm12.tga 0 RURohrm12HA.tgaUpgradeTexture = RURohrm13.tga 0 RURohrm13HA.tgaUpgradeTexture = RURohrm14.tga 0 RURohrm14HA.tgaUpgradeTexture = RURohrm15.tga 0 RURohrm15HA.tgaUpgradeTexture = RURohrm16.tga 0 RURohrm16HA.tgaUpgradeTexture = RUHorse01.tga 0 RUHorse01HA.tgaUpgradeTexture = RUHorse02.tga 0 RUHorse02HA.tgaUpgradeTexture = RUHorse03.tga 0 RUHorse03HA.tgaUpgradeTexture = RUHorse04.tga 0 RUHorse04HA.tgaRecolorHouse = YesEnd

Where:
OldTexture.tga 0 UpgradedTexture.tga

Edit it to how you want.


dude i didn´t get it, i know it´s about the random models but i will have to change to what??please be more specific
thanks

#4 Ridder Geel

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Posted 21 November 2008 - 03:22 PM

Your 'Rohirim' have this kind of code right?
RandomTexture = RUHorse01.tga 0 RUHorse03.tga;;Horse #1
		RandomTexture = RUHorse02.tga 0 RUHorse03.tga;;Horse #2
		RandomTexture = RUHorse03.tga 0 RUHorse03.tga;;Horse #3
		RandomTexture = RUHorse04.tga 0 RUHorse03.tga;;Horse #4
		
	;--------------------------------------------------
	;Random Rohirrim Riders textures - new method
		RandomTexture = RURohrm01.tga 0 RURohrm02.tga;;#1
		RandomTexture = RURohrm02.tga 0 RURohrm02.tga;;#2
		RandomTexture = RURohrm03.tga 0 RURohrm02.tga;;#3
		RandomTexture = RURohrm04.tga 0 RURohrm02.tga;;#4

This code makes each texture get upgraded (a bit differently) so that they are all still based on their non HA ones :blink:
Behavior = SubObjectsUpgrade Armor_Upgrade
		TriggeredBy				= Upgrade_RohanHeavyArmor
		UpgradeTexture			= RURohrm01.tga 0 RURohrm01HA.tga;;#1 HA
		UpgradeTexture			= RURohrm02.tga 0 RURohrm02HA.tga;;#2 HA
		UpgradeTexture			= RURohrm03.tga 0 RURohrm03HA.tga;;#3 HA
		UpgradeTexture			= RURohrm04.tga 0 RURohrm04HA.tga;;#4 HA

		UpgradeTexture			= RUHorse01.tga 0 RUHorse01HA.tga;;Horse #1 HA
		UpgradeTexture			= RUHorse02.tga 0 RUHorse02HA.tga;;Horse #2 HA
		UpgradeTexture			= RUHorse03.tga 0 RUHorse03HA.tga;;Horse #3 HA
		UpgradeTexture			= RUHorse04.tga 0 RUHorse04HA.tga;;Horse #4 HA
		RecolorHouse			= Yes
	End

You will most likely have to change/add a line like:
UpgradeTexture = MYRUHorse.tga 0 MYRUHorseHA.tga ;;My Horse HA
UpgradeTexture = MYRURohrm.tga 0 MYRURohrmHA.tga ;;My Rohirim HA

The first line makes the horse that was randomly textured with MYRUHorse.tga upgrade its texture to MYRUHorseHA.tga
same with the MYRURohrm.tga 0 MYRURohrmHA.tga thing :)
Ridder Geel

#5 sporting1986

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Posted 21 November 2008 - 04:43 PM

[codebox];--------------------------------------------------

; new method

RandomTexture = MYRUHorse01.tga 0 MYRUHorse01HA.tga

RandomTexture = MYRUHorse02.tga 0 MYRUHorse02HA.tga

RandomTexture = MYRUHorse03.tga 0 MYRUHorse03HA.tga

RandomTexture = MYRUHorse04.tga 0 MYRUHorse04HA.tga



;--------------------------------------------------

;Random Rohirrim Riders textures - new method

RandomTexture = MYRURohrm01.tga 0 MYRURohrm01HA.tga

RandomTexture = MYRURohrm02.tga 0 MYRURohrm02HA.tga

RandomTexture = MYRURohrm03.tga 0 MYRURohrm03HA.tga

RandomTexture = MYRURohrm04.tga 0 MYRURohrm04HA.tga[/codebox]

[codebox]UpgradeTexture = MYRURohrm01.tga 0 MYRURohrm01HA.tga

UpgradeTexture = MYRURohrm02.tga 0 MYRURohrm02HA.tga

UpgradeTexture = MYRURohrm03.tga 0 MYRURohrm03HA.tga

UpgradeTexture = MYRURohrm04.tga 0 MYRURohrm04HA.tga



UpgradeTexture = MYRUHorse01.tga 0 MYRUHorse01HA.tga

UpgradeTexture = MYRUHorse02.tga 0 MYRUHorse02HA.tga

UpgradeTexture = MYRUHorse03.tga 0 MYRUHorse03HA.tga

UpgradeTexture = MYRUHorse04.tga 0 MYRUHorse04HA.tga

[/codebox]

i changedt like this and it´s the same,i didn´t now if i should the random texture or the uprgrade texture
explian better please :S

Edited by sporting1986, 21 November 2008 - 05:09 PM.


#6 Ridder Geel

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Posted 21 November 2008 - 05:12 PM

Random texture is for the model, which always is without the upgrade. ok?
The 'upgrade' is for when u purchase HA :)
and the MYRuHorse... should be a real texture name (it was only an example) :blink:
Ridder Geel

#7 sporting1986

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Posted 21 November 2008 - 05:17 PM

Random texture is for the model, which always is without the upgrade. ok?
The 'upgrade' is for when u purchase HA :)
and the MYRuHorse... should be a real texture name (it was only an example) :blink:



i´ve cheked the horse testures in the expansion there is only one wich is the HA03 i add the other from bfme1 with the correct name but with no results,so to make them have heavy armour and different colors for the horses upgrade textures i should put RURohrm01HA.tga??because that is the name of the uprgrade of the horses in the textures,so what now?

#8 sporting1986

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Posted 21 November 2008 - 07:56 PM

i search a bit about this random testures and no one coull put it wright,it´s caind of a wierd because a lot of units have this problem,everything is just like bfme1 but EA somehow block this,i guess this has no solution

#9 sporting1986

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Posted 26 November 2008 - 03:59 PM

i am reopening this topic :p

#10 Ridder Geel

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Posted 26 November 2008 - 04:23 PM

Well i suggest that you use 'child objects' and unit 'variation' which is what i used for my 'Wizards' in the RC Mod :p
I will download and see what the people from RJ Rotwk did (you said they did have random textures), you may want to use the code that is in RJ's Rohirrim :grin: But If you do, do not forget to give them credit :sad:
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#11 sporting1986

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Posted 26 November 2008 - 04:28 PM

Well i suggest that you use 'child objects' and unit 'variation' which is what i used for my 'Wizards' in the RC Mod :grin:
I will download and see what the people from RJ Rotwk did (you said they did have random textures), you may want to use the code that is in RJ's Rohirrim :sad: But If you do, do not forget to give them credit :sad:



hmmmm i see,not a problem i will give him credit off course,about that child object,explain a lite more about that beacause i didn´t understand weel and also could you put a code as an example?it would be easyer
again i appeal to your pacience :p

#12 Ridder Geel

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Posted 26 November 2008 - 04:51 PM

Well this is the code i used for my RC Mod's wizards... its fairly long so i WONT post it all :) But just the basics so you can understand ;)
Object RCGenericWizard
	Draw = W3DScriptedModelDraw ModuleTag_01  
		StaticModelLODMode = Yes
		DefaultModelConditionState
		;Give it a model so it'll show up in WB
			Model				 = CHWZ_YW_U_SKN
			Skeleton			 = CHWZ_YW_U_SKL
		End
	End

;***** IMPORTANT NOTE! ***************************************************************	
;Certain Upgrades and costs may need to be propagated from here. One example was veterancy
;overlays. See Zero Hour GLAVehicleTechnical for reference.
;****************************************************************************
*********	

; ***DESIGN parameters ***
	Side = RidderClan
	EditorSorting = UNIT
	CommandSet  = rcwizardCommandSet
	CommandPoints = 100
	BuildVariations = RCWiz101 RCWiz101 RCWiz101 RCWiz101 RCWiz105 RCWiz106 RCWiz107 RCWiz201 RCWiz202 RCWiz202 RCWiz202 RCWiz205 RCWiz206 RCWiz207 RCWiz301 RCWiz302 RCWiz303 RCWiz303 RCWiz305 RCWiz306 RCWiz307 RCWiz401 RCWiz402 RCWiz403 RCWiz404 RCWiz405 RCWiz406 RCWiz407
	KindOf = MONSTER PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT HEAVY_MELEE_HITTER
	BuildCost = 1000			
	BuildTime = 40
	BountyValue = 330				
End

Object rcwizardBase
; *** ART Parameters ***

	ButtonImage = BRCWIZ
	SelectPortrait = BPRCWizard

	Draw = W3DScriptedModelDraw ModuleTag_01

		StaticModelLODMode		   = yes //Will	append M or	L to the skin name depending on	GameLOD

		OkToChangeModelColor	   = Yes

		ExtraPublicBone			   = arrow

		ExtraPublicBone			   = PASSENGERBONE

		DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED	MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING	BACKING_UP

		DefaultModelConditionState
			Model				 = CHWZ_YW_U_SKN // Change
			Skeleton			 = CHWZ_YW_U_SKL
			WeaponLaunchBone	= PRIMARY WizStaff02_FXBO		; Needed for the WeaponFireSpecialAbility version as primary slot is used.
		End

		//================== ANIMATIONS =================================================================

	;;;Bla Bla Bla
	End

	#include "..\..\..\includes\StunDrawModuleSmall.inc"

	//***DESIGN parameters ***
	Side = RidderClan
	EditorSorting = UNIT
	ThreatLevel = 300
	TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
	BuildCost		   = 1000
	BuildTime		   = 40
	ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
				
	WeaponSet
		Conditions				= None 
		Weapon					= PRIMARY  rcwizardMeleeWeapon
		AutoChooseSources		= PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
		AutoChooseSources		= TERTIARY NONE
		ShareWeaponReloadTime	= Yes
	End
	
	ArmorSet
		Conditions	  = None
		Armor		   = HeroLightArmor
		DamageFX		= NormalDamageFX
	End

	VisionRange = VISION_STANDARD_MELEE				
	ShroudClearingRange = SHROUD_CLEAR_HERO
	
	MaxVisionBonusPercent = 300%
	VisionBonusTestRadius = 200
	VisionBonusPercentPerFoot = 1.0%

	BountyValue = 330
	DisplayName = OBJECT:rcwizard
	RecruitText = CONTROLBAR:rcwizardRecruit
	CrushableLevel = 0 ;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles

	CommandSet  = rcwizardCommandSet
	CommandPoints = 100
	EquivalentTo	= RCGenericWizard

; *** AUDIO Parameters ***;

	VoiceAttack 						= HeroWizardVoiceAttack
	VoiceAttackAir						= HeroWizardVoiceAttack
	VoiceAttackCharge 					= HeroWizardVoiceAttack
	VoiceAttackMachine 					= HeroWizardVoiceAttack
	VoiceAttackStructure 					= HeroWizardVoiceAttack
	VoiceCreated						= HeroWizardVoiceWandererSalute
	VoiceFear						= HeroWizardVoiceHelpMe
	VoiceFullyCreated					= HeroWizardVoiceWandererSalute
	VoiceGuard						= HeroWizardVoiceMove
	VoiceMove 						= HeroWizardVoiceMove
	VoiceMoveToCamp 					= HeroWizardVoiceMove
	VoiceMoveWhileAttacking 				= HeroWizardVoiceMove
	VoicePriority						= 95
	VoiceRetreatToCastle 					= HeroWizardVoiceMove
	VoiceSelect 						= HeroWizardVoiceSelectMS
	VoiceSelectBattle					  = HeroWizardVoiceSelectBattle
		
	SoundImpact						= ImpactHorse
	
	UnitSpecificSounds
	VoiceAttackFireball					= HeroWizardVoiceAttack
	VoiceEnterUnitElvenTransportShip			= HeroWizardVoiceMove
	VoiceEnterUnitMordorMumakil				= HeroWizardVoiceMove
	VoiceEnterUnitSlaughterHouse				= HeroWizardVoiceMove
	VoiceEnterUnitTransportShip				= HeroWizardVoiceMove
	VoiceGarrison						= HeroWizardVoiceMove
	VoiceInitiateCaptureBuilding				= HeroWizardVoiceCaptureBuilding
	End

	#include "..\..\..\includes\StandardUnitEvaEvents.inc"
	
	Behavior = LargeGroupAudioUpdate ModuleTag_LGAU	; Tie into LargeGroupAudio system
		Key = Hero
	End

	//*** ENGINEERING Parameters ***

	RadarPriority = UNIT
	KindOf = HAS_HEALTH_BAR PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT HEAVY_MELEE_HITTER
	PathfindDiameter = 40.0

	CamouflageDetectionMultiplier = 2

	Body = RespawnBody ModuleTag_RespawnBody
		CheerRadius 				= EMOTION_CHEER_RADIUS
		MaxHealth		 			= 1000					//BALANCE CreateAHero Health
		PermanentlyKilledByFilter		= NONE						//Who kills me permanently?
   		DodgePercent				  = HERO_DODGE_PERCENT
	End

	// Athelas needs to be first because the special power just turns on the first one it finds.  No time to fix it better.
	//	Commenting out this behavior breaks the Create-a-hero athelas power
	//	If you feel the need to comment this out to fix some other problem, come talk to a
	//	Units'N'Structures engineer first

; health will be: (Amount + (attribute mods * Amount)) per Delay

	Behavior = AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle	 = Yes ATTACK_BUILDINGS
		MoodAttackCheckRate		 = 500
		HoldGroundCloseRangeDistance 	 = 60
	End

	LocomotorSet
		Locomotor = HumanLocomotor
		Condition = SET_NORMAL 
		Speed	 = NORMAL_GOOD_HERO_SPEED
	End

	Behavior = StancesBehavior ModuleTag_StancesBehavior
		StanceTemplate = Hero
	End

	Behavior = SlowDeathBehavior ModuleTag_SlowDeathBehavior_01
		DeathTypes		 = ALL //-KNOCKBACK
		SinkDelay		 = 5800
		SinkRate		 = 2.3		// in Dist/Sec
		DestructionDelay = 12000
		// Die sounds are now going through an FX; this is the only way to get different dies for 
		// different classes
		FX			   = INITIAL FX_CreateAHeroDie
	End
	
	Behavior = SquishCollide ModuleTag_SquishCollide_06
		//nothing
	End

	Behavior = SubObjectsUpgrade ModuleTag_HideAll
		TriggeredBy		= Upgrade_ObjectLevel1
	;//Hide Shoulder Plates
		HideSubObjects		= SLDR_01
		HideSubObjects		= SLDR_02
	;//Hide All Headgear
		HideSubObjects		= HLMT_01
		HideSubObjects		= HLMT_02
		HideSubObjects		= HLMT_03
		HideSubObjects		= HLMT_04
		HideSubObjects		= HLMT_05
		HideSubObjects		= HLMT_06
		HideSubObjects		= HLMT_07
	;//Hide All Weapons[And Effects]
		;//Weapon 1 and Effects			(Long Staff)
		HideSubObjects		= WIZARDSTAFF01
		HideSubObjects		= WIZSTAFF01_FX01
		HideSubObjects		= WIZSTAFF01_FX2
		HideSubObjects		= WIZSTAFF01_FX3
		HideSubObjects		= WIZSTAFF01_FX4
		;//Weapon 2 and Effects			(Wooden Staff)
		HideSubObjects		= WIZARDSTAFF02
		HideSubObjects		= WIZSTAFF02_FX01
		;//Weapon 3 and Effects			(Long Staff Red Sparks)
		HideSubObjects		= WIZARDSTAFF03
		HideSubObjects		= WIZSTAFF03_FX01
		HideSubObjects		= WIZSTAFF03_FX02
		;//Weapon 4 and Effects			('Spiked' Staff)
		HideSubObjects		= WIZARDSTAFF04
		HideSubObjects		= WIZSTAFF04_FX01
		HideSubObjects		= WIZSTAFF04_FX02
		HideSubObjects		= WIZSTAFF04_FX03
		HideSubObjects		= WIZSTAFF04_FX04
		HideSubObjects		= WIZSTAFF04_FX05
		HideSubObjects		= WIZSTAFF04_FX06
		HideSubObjects		= WIZSTAFF04_FX07
	End
;--------------------------------------------------------------------------
; PLACE SPECIAL POWERS HERE!!!! -------------------------------------------
;--------------------------------------------------------------------------
	//--------------------------------------------------------------------------	
	// NEW FORCE PUSH SPELL Level 1 //
	//--------------------------------------------------------------------------	
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ForcePushEnabler_Level1
		SpecialPowerTemplate = SpecialAbilityForcePush_Level1
		TriggeredBy			 = Upgrade_ObjectLevel1
	End

	Behavior = SpecialPowerModule ModuleTag_ForcePushPower_Level1
		SpecialPowerTemplate	 = SpecialAbilityForcePush_Level1
		UpdateModuleStartsAttack = Yes
		StartsPaused			 = Yes
	//	InitiateSound			 = GandalfVoiceAttackWizardBlast //this plays when he targets, not when he fires
	End

	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_ForcePushUpdate_Level1
		SpecialPowerTemplate = SpecialAbilityForcePush_Level1
		WhichSpecialWeapon	 = 2
		SkipContinue		 = Yes
	
		UnpackTime			 = 900
		PreparationTime		 = 1   
		PersistentPrepTime	 = 1500	
		PackTime			 = 1100	

		AwardXPForTriggering = 0
	 
		StartAbilityRange	 = 100.0
		MustFinishAbility	 = Yes
		SpecialWeapon		 = ForcePush_Level1
	End

	//--------------------------------------------------------------------------	
	//	FIRE BALL SPECIAL POWER //
	//--------------------------------------------------------------------------	
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FireballEnabler_Level1
		SpecialPowerTemplate = SpecialAbilityHeroFireball_Level1
		TriggeredBy			 = Upgrade_ObjectLevel3
	End

	Behavior = SpecialPowerModule ModuleTag_FireballStarter_Level1
		SpecialPowerTemplate	 = SpecialAbilityHeroFireball_Level1
		UpdateModuleStartsAttack = Yes
		StartsPaused			 = Yes
	;InitiateSound			 = SarumanVoiceAttackFireball
	End

	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate_Level1
		SpecialPowerTemplate = SpecialAbilityHeroFireball_Level1
		WhichSpecialWeapon	 = 1 // This sets SPECIAL_WEAPON_ONE
		SkipContinue		 = Yes

		UnpackTime			 = 800
		PreparationTime		 = 1   
		PersistentPrepTime	 = 1000	
		PackTime			 = 100
	
		AwardXPForTriggering = 0
	
		StartAbilityRange	 = CREATE_A_HERO_FIREBALL_RANGE
		MustFinishAbility	 = Yes
		SpecialWeapon		 = WizardFireballL1
	End

	//--------------------------------------------------------------------------	
	// NEW BALL LIGHTNING Level 1 //
	//--------------------------------------------------------------------------	
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BallLightningEnabler_L1
		SpecialPowerTemplate = SpecialAbilityBallLightning_L1
		TriggeredBy			 = Upgrade_ObjectLevel5
	End
	Behavior = SpecialPowerModule ModuleTag_SpecialAbilityBallLightning_L1
		SpecialPowerTemplate	 = SpecialAbilityBallLightning_L1
		UpdateModuleStartsAttack = Yes
		StartsPaused			 = Yes
		InitiateSound			 = HeroWizardVoiceAttack //this plays when he targets, not when he fires
	End		 
	
	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BallLightningUpdate_L1
		SpecialPowerTemplate = SpecialAbilityBallLightning_L1
		SkipContinue		 = Yes

		UnpackTime			 = 2000
		PreparationTime		 = 1  
		PersistentPrepTime	 = 1000
		PackTime			 = 500

		AwardXPForTriggering = 0

		StartAbilityRange	 = CREATE_A_HERO_BALL_LIGHTNING_START_RANGE //	Note: This has to be smaller than the weapon range or it'll	never succeed
		ApproachRequiresLOS	 = Yes		 
		SpecialWeapon		 = CreateAHerBallLightningWeapon_L1
		MustFinishAbility	 = Yes
		WhichSpecialWeapon	 = 3
		BusyForDuration		 = 2500
	End

	//--------------------------------------------------------------------------	
	// ===== STARLIGHT SPECIAL POWER
	//--------------------------------------------------------------------------	

	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GlorfindelStarlightEnabler
		SpecialPowerTemplate = SpecialAbilityCreateAHeroStarlight
		TriggeredBy			 = Upgrade_ObjectLevel1
	End
	Behavior = OCLSpecialPower ModuleTag_GlorfindelStarlight
		StartsPaused		 = Yes
		SpecialPowerTemplate = SpecialAbilityCreateAHeroStarlight
		OCL					 = OCL_GlorfindelStarlightObject
		CreateLocation		 = CREATE_AT_LOCATION
		StartsPaused		 = Yes
	End
	Behavior = SpecialAbilityUpdate ModuleTag_CreateAHeroGlorfindelStarlightPowerUpdate
		SpecialPowerTemplate	= SpecialAbilityCreateAHeroStarlight
		UnpackTime			 = 1 ;// (changing this will scale anim speed)
		PreparationTime		= 1;// time to complete hack once prepared (changing this will scale anim speed)
		PackTime			   = 2000 ;// (changing this will scale anim speed)
		UnpackingVariation	   = 5
	End

	//----------------------------------------------------------------------------
	// Summon RC Portal //
	//----------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SummonRCPortalEnabler
		SpecialPowerTemplate	= SpecialAbilitySummonRCPortal
		TriggeredBy				= Upgrade_ObjectLevel1
	End

	Behavior = SpecialPowerModule ModuleTag_SummonRCPortalStarter
 		SpecialPowerTemplate		= SpecialAbilitySummonRCPortal
 		UpdateModuleStartsAttack	= Yes
 		StartsPaused			= Yes
;;;;		InitiateSound			= GoblinKingVoiceSkullTotem
 	End

	Behavior = ActivateModuleSpecialPower ModuleTag_SummonRCPortalUpdate
 		SpecialPowerTemplate	= SpecialAbilitySummonRCPortal
		StartAbilityRange		= 25
		MustFinishAbility		= Yes
 		UnpackTime			  = 800
 		PackTime				= 1200		
 		UnpackingVariation		= 1									; sets PACKING_TYPE_1
		TriggerSpecialPower		= ModuleTag_SummonRCPortalPower2 OBJECTPOS
	End

	Behavior = OCLSpecialPower ModuleTag_SummonRCPortalPower2
		SpecialPowerTemplate	= SpecialAbilitySummonRCPortal2
		OCL						= OCL_SummonRCPortal
		CreateLocation			= CREATE_AT_LOCATION
		StartsPaused			= No
	End

;////////////////////////////////////////////////////////////////////////////////////	
	
	#include "..\..\..\includes\CaptureBuilding.inc"

	//-------------------------------------------------------------------------	
	// Create A HERO Reaction modules
	//-------------------------------------------------------------------------	
	Behavior = PhysicsBehavior ModuleTag_04
		GravityMult		  =	1.0
		ShockStandingTime =	2533  //msec
	End
	
	Behavior = SquishCollide ModuleTag_06
		//'nothing
	End
	
	Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
	End

	Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
		HitReactionLifeTimer1 = 1500 //'level 1 (light  damage)  hit reaction animations in ms
		HitReactionLifeTimer2 = 1500 //'level 2 (medium damage)  hit reaction animations in ms
		HitReactionLifeTimer3 = 1500 //'level 3 (heavy  damage)  hit reaction animations in ms

		HitReactionThreshold1 = 100.0   //'level 1 (light  damage) threshold trigger
		HitReactionThreshold2 = 500.0  //'level 2 (medium damage) threshold trigger
		HitReactionThreshold3 = 1000.0  //'level 3 (heavy  damage) threshold trigger
		
		FastHitsResetReaction = No	//If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
	End

	//-------------------------------------------------------------------------	
	// Hero Emotions
	//-------------------------------------------------------------------------	
   	Behavior = EmotionTrackerUpdate	Module_EmotionTracker
   		// for now we restrict emotions to taunt and cheer, that's all the TFCs call for ATM
 		TauntAndPointDistance	 = 350			// max distance to taunted/pointed objet
 		TauntAndPointUpdateDelay = 1000			// how often	scan (milliseconds)
 		TauntAndPointExcluded	 = NONE
 		AfraidOf				 = NONE
 		AlwaysAfraidOf			 = NONE
 		PointAt					 = EMOTION_POINTAT_OBJECTFILTER
 		HeroScanDistance		 = 150
 		FearScanDistance		 = INFANTRY_FEAR_SCAN_RADIUS

 		AddEmotion				= Taunt_Base
		  AddEmotion				= CheerIdle_Base
 		AddEmotion				= CheerBusy_Base
 		AddEmotion				= Alert_Base
 	End

	//;;; AUTO ABILITY MODULE;;;
	Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
	End

;///////////////////
; AISpecialPowers
;///////////////////

	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle	; RotWK
		CommandButtonName = Command_SetStanceBattle
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
	End

	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive; RotWK
		CommandButtonName = Command_SetStanceAggressive
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
	End

	Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround	; RotWK
		CommandButtonName = Command_SetStanceHoldGround
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
	End

;--------------------------------------------------------------------------
; PLACE MORE AISPECIALPOWERS HERE!!!! -------------------------------------------
;--------------------------------------------------------------------------
	

	Geometry			= CYLINDER
	GeometryMajorRadius	= 8.0
	GeometryMinorRadius	= 8.0
	GeometryHeight		= 35
	GeometryIsSmall		= Yes
	Shadow				= SHADOW_DECAL
	ShadowSizeX			= 20//
	ShadowSizeY			= 20//
	ShadowTexture		= ShadowI//
End
;/////////////////////////////////////////
;// Buildable Variations of the Wizards //
;/////////////////////////////////////////
;// BuildVariation Staffs //
;//////////////////////////
;////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
;// Wizard with staff 1 Variations //////////////////////////////////////////////////////////////////////////////////////////
;////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
ChildObject RCWiz101 rcwizardBase
	Behavior = SubObjectsUpgrade ModuleTag_ShowStaff
		TriggeredBy		= Upgrade_ObjectLevel1
		;//Weapon 1 and Effects			(Long Staff)
		ShowSubObjects		= WIZARDSTAFF01
		ShowSubObjects		= WIZSTAFF01_FX01
		ShowSubObjects		= WIZSTAFF01_FX2
		ShowSubObjects		= WIZSTAFF01_FX3
		ShowSubObjects		= WIZSTAFF01_FX4

		;//Showable Headgear
		ShowSubObjects		= HLMT_01		(Hat)
	End
End
ChildObject RCWiz102 rcwizardBase
	Behavior = SubObjectsUpgrade ModuleTag_ShowStaff
		TriggeredBy		= Upgrade_ObjectLevel1
		;//Weapon 1 and Effects			(Long Staff)
		ShowSubObjects		= WIZARDSTAFF01
		ShowSubObjects		= WIZSTAFF01_FX01
		ShowSubObjects		= WIZSTAFF01_FX2
		ShowSubObjects		= WIZSTAFF01_FX3
		ShowSubObjects		= WIZSTAFF01_FX4

		;//Showable Headgear
		ShowSubObjects		= HLMT_02		(Hair)
	End
End
ChildObject RCWiz103 rcwizardBase
	Behavior = SubObjectsUpgrade ModuleTag_ShowStaff
		TriggeredBy		= Upgrade_ObjectLevel1
		;//Weapon 1 and Effects			(Long Staff)
		ShowSubObjects		= WIZARDSTAFF01
		ShowSubObjects		= WIZSTAFF01_FX01
		ShowSubObjects		= WIZSTAFF01_FX2
		ShowSubObjects		= WIZSTAFF01_FX3
		ShowSubObjects		= WIZSTAFF01_FX4

		;//Showable Headgear
		ShowSubObjects		= HLMT_03		(Hair With Hat)
	End
End
ChildObject RCWiz104 rcwizardBase
	Behavior = SubObjectsUpgrade ModuleTag_ShowStaff
		TriggeredBy		= Upgrade_ObjectLevel1
		;//Weapon 1 and Effects			(Long Staff)
		ShowSubObjects		= WIZARDSTAFF01
		ShowSubObjects		= WIZSTAFF01_FX01
		ShowSubObjects		= WIZSTAFF01_FX2
		ShowSubObjects		= WIZSTAFF01_FX3
		ShowSubObjects		= WIZSTAFF01_FX4

		;//Showable Headgear
		ShowSubObjects		= HLMT_04		(Tiara Or sumthin like that)
	End
End
ChildObject RCWiz105 rcwizardBase
	Behavior = SubObjectsUpgrade ModuleTag_ShowStaff
		TriggeredBy		= Upgrade_ObjectLevel1
		;//Weapon 1 and Effects			(Long Staff)
		ShowSubObjects		= WIZARDSTAFF01
		ShowSubObjects		= WIZSTAFF01_FX01
		ShowSubObjects		= WIZSTAFF01_FX2
		ShowSubObjects		= WIZSTAFF01_FX3
		ShowSubObjects		= WIZSTAFF01_FX4

		;//Showable Headgear
		ShowSubObjects		= HLMT_05		(Crown With Spikes)
	End
End
ChildObject RCWiz106 rcwizardBase
	Behavior = SubObjectsUpgrade ModuleTag_ShowStaff
		TriggeredBy		= Upgrade_ObjectLevel1
		;//Weapon 1 and Effects			(Long Staff)
		ShowSubObjects		= WIZARDSTAFF01
		ShowSubObjects		= WIZSTAFF01_FX01
		ShowSubObjects		= WIZSTAFF01_FX2
		ShowSubObjects		= WIZSTAFF01_FX3
		ShowSubObjects		= WIZSTAFF01_FX4

		;//Showable Headgear
		ShowSubObjects		= HLMT_06		(Full Face Gold Mask)
	End
End
ChildObject RCWiz107 rcwizardBase
	Behavior = SubObjectsUpgrade ModuleTag_ShowStaff
		TriggeredBy		= Upgrade_ObjectLevel1
		;//Weapon 1 and Effects			(Long Staff)
		ShowSubObjects		= WIZARDSTAFF01
		ShowSubObjects		= WIZSTAFF01_FX01
		ShowSubObjects		= WIZSTAFF01_FX2
		ShowSubObjects		= WIZSTAFF01_FX3
		ShowSubObjects		= WIZSTAFF01_FX4

		;//Showable Headgear
		ShowSubObjects		= HLMT_07		(Hair with Tiara)
	End
End

This code is a part of the rcwizard.ini from the RC Mod ;)
Well this is how it works...
In the First object in the code you have this line:
BuildVariations = RCWiz101 RCWiz101 RCWiz101 RCWiz101 RCWiz105 RCWiz106 RCWiz107 RCWiz201 RCWiz202 RCWiz202 RCWiz202 RCWiz205 RCWiz206 RCWiz207 RCWiz301 RCWiz302 RCWiz303 RCWiz303 RCWiz305 RCWiz306 RCWiz307 RCWiz401 RCWiz402 RCWiz403 RCWiz404 RCWiz405 RCWiz406 RCWiz407
This is all the possible build variations :p (alot i know but it wont be that much for the rohirrim :grin:
The rcwizardBase contains all the code that the normal unit would have and this is the 'object' that the Child objects use as base hence the name :sad:
The RC Wizards change their weapons and headgear but not their clothes and stuff but you could do that using this kind of code :sad:
I suggest you download the RJ ROTWK mod because i checked and they used a similar method ;)
Ridder Geel

#13 sporting1986

sporting1986

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Posted 26 November 2008 - 05:12 PM

i already download his mod,but i want to do this with EA textures,is it possible?or should i have to insert new textures??this stuff is a lot complicated

#14 Ridder Geel

Ridder Geel

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Posted 26 November 2008 - 05:32 PM

All you need to do is change the code so that it replaces the old texture with the new one when an upgrade is bought :p
Ridder Geel

#15 sporting1986

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Posted 26 November 2008 - 05:38 PM

All you need to do is change the code so that it replaces the old texture with the new one when an upgrade is bought :p



and that is a child object right??for example i comment the random textures and the upgrade and in the bottom of the code i should make the child object,is this it?also i have only 4 textures off upgraded horse armor,should i live only 4 in the codding or sould i make more??

Edited by sporting1986, 26 November 2008 - 05:39 PM.


#16 Ridder Geel

Ridder Geel

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Posted 26 November 2008 - 05:49 PM

Yes you would need only 4 child objects :p
Ridder Geel

#17 sporting1986

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Posted 26 November 2008 - 07:12 PM

[codebox];; ----------------------------------------------------------------------------------------------

ChildObject RohanRohirrim_Gondor_1 RohanRohirrim_Gondor_Regular



EquivalentTo = RohanRohirrim_Rohan_Regular



;//------Initial Armor------

Behavior = SubObjectsUpgrade Armor_Initial

TriggeredBy = Upgrade_AllFactionUpgrade

UpgradeTexture = RURohrm02.tga 0 RURohrm01.tga

UpgradeTexture = RUHorse03.tga 0 RUHorse01.tga

RecolorHouse = No

ExcludeSubobjects = Forged_Blade

End



;//------Heavy Armor------

Behavior = SubObjectsUpgrade Armor_Upgrade

TriggeredBy = Upgrade_RohanHeavyArmorForRohirrim

UpgradeTexture = RURohrm02.tga 0 RURohrm01HA.tga

UpgradeTexture = RUHorse03.tga 0 RUHorse01HA.tga

RecolorHouse = No

ExcludeSubobjects = Forged_Blade

End

End



;; ----------------------------------------------------------------------------------------------

ChildObject RohanRohirrim_Gondor_2 RohanRohirrim_Gondor_Regular



EquivalentTo = RohanRohirrim_Rohan_Regular



;//------Initial Armor------

Behavior = SubObjectsUpgrade Armor_Initial

TriggeredBy = Upgrade_AllFactionUpgrade

UpgradeTexture = RURohrm02.tga 0 RURohrm02.tga

UpgradeTexture = RUHorse03.tga 0 RUHorse02.tga

RecolorHouse = No

ExcludeSubobjects = Forged_Blade

End



;//------Heavy Armor------

Behavior = SubObjectsUpgrade Armor_Upgrade

TriggeredBy = Upgrade_RohanHeavyArmorForRohirrim

UpgradeTexture = RURohrm02.tga 0 RURohrm02HA.tga

UpgradeTexture = RUHorse02.tga 0 RUHorse02HA.tga

RecolorHouse = No

ExcludeSubobjects = Forged_Blade

End

End



;; ----------------------------------------------------------------------------------------------

ChildObject RohanRohirrim_Gondor_3 RohanRohirrim_Gondor_Regular



EquivalentTo = RohanRohirrim_Rohan_Regular



;//------Initial Armor------

Behavior = SubObjectsUpgrade Armor_Initial

TriggeredBy = Upgrade_AllFactionUpgrade

UpgradeTexture = RURohrm02.tga 0 RURohrm03.tga

UpgradeTexture = RUHorse03.tga 0 RUHorse03.tga

RecolorHouse = No

ExcludeSubobjects = Forged_Blade

End



;//------Heavy Armor------

Behavior = SubObjectsUpgrade Armor_Upgrade

TriggeredBy = Upgrade_RohanHeavyArmorForRohirrim

UpgradeTexture = RURohrm02.tga 0 RURohrm03HA.tga

UpgradeTexture = RUHorse03.tga 0 RUHorse03HA.tga

RecolorHouse = No

ExcludeSubobjects = Forged_Blade

End

End



;; ----------------------------------------------------------------------------------------------

ChildObject RohanRohirrim_Gondor_4 RohanRohirrim_Gondor_Regular



EquivalentTo = RohanRohirrim_Rohan_Regular



;//------Initial Armor------

Behavior = SubObjectsUpgrade Armor_Initial

TriggeredBy = Upgrade_AllFactionUpgrade

UpgradeTexture = RURohrm02.tga 0 RURohrm04.tga

UpgradeTexture = RUHorse03.tga 0 RUHorse04.tga

RecolorHouse = No

ExcludeSubobjects = Forged_Blade

End



;//------Heavy Armor------

Behavior = SubObjectsUpgrade Armor_Upgrade

TriggeredBy = Upgrade_RohanHeavyArmorForRohirrim

UpgradeTexture = RURohrm02.tga 0 RURohrm04HA.tga

UpgradeTexture = RUHorse03.tga 0 RUHorse04HA.tga

RecolorHouse = No

ExcludeSubobjects = Forged_Blade

End

End[/codebox]


somethink like this??also this is in rohanrohirrim.ini right??because the rohancavalry looks almost the same

Edited by sporting1986, 26 November 2008 - 07:21 PM.


#18 Ridder Geel

Ridder Geel

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Posted 26 November 2008 - 07:22 PM

Yes indeed it should look like that yes, and it should be in Rohanrohirrim.ini :p
Ridder Geel

#19 sporting1986

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Posted 26 November 2008 - 07:24 PM

Yes indeed it should look like that yes, and it should be in Rohanrohirrim.ini :p



---------------------------
Game crash
---------------------------




ChildObject must come after the original Object (RohanRohirrim_Gondor_Regular, RohanRohirrim_Gondor_1).



Error parsing INI block 'ChildObject' in file 'data\ini\object\goodfaction\units\men\rohanrohirrim.ini'.

5 addresses:

(unknown)(0): game.dat+240382 Debug::PostStaticInit+3390

(unknown)(0): game.dat+2347216 IntRange::IntRange+93886

(unknown)(0): game.dat+2377423 IntRange::IntRange+124093

(unknown)(0): game.dat+6542103 Xfer::~Xfer+118430

(unknown)(0): kernel32.dll+94311 RegisterWaitForInputIdle+73


Because of the severity of this error the game will now exit.
---------------------------
OK
---------------------------

it says error

#20 Ridder Geel

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Posted 26 November 2008 - 07:43 PM

Did you make an object named:
RohanRohirrim_Gondor_Regular? :p
If you did then make sure its before those child objects :grin:
Ridder Geel




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