i know this have to be with random models,do anyone knows how to put it right???
thanks
Edited by sporting1986, 21 November 2008 - 06:24 AM.
Posted 21 November 2008 - 06:18 AM
Edited by sporting1986, 21 November 2008 - 06:24 AM.
Posted 21 November 2008 - 09:47 AM
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.
Posted 21 November 2008 - 03:22 PM
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
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
Posted 21 November 2008 - 04:43 PM
Edited by sporting1986, 21 November 2008 - 05:09 PM.
Posted 21 November 2008 - 05:12 PM
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)
Posted 21 November 2008 - 07:56 PM
Posted 26 November 2008 - 03:59 PM
Posted 26 November 2008 - 04:23 PM
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
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 But If you do, do not forget to give them credit
Posted 26 November 2008 - 04:51 PM
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
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 RCWiz407This is all the possible build variations (alot i know but it wont be that much for the rohirrim
Posted 26 November 2008 - 05:12 PM
Posted 26 November 2008 - 05:32 PM
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
Edited by sporting1986, 26 November 2008 - 05:39 PM.
Posted 26 November 2008 - 05:49 PM
Posted 26 November 2008 - 07:12 PM
Edited by sporting1986, 26 November 2008 - 07:21 PM.
Posted 26 November 2008 - 07:22 PM
Posted 26 November 2008 - 07:24 PM
Yes indeed it should look like that yes, and it should be in Rohanrohirrim.ini
Posted 26 November 2008 - 07:43 PM
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