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#1 sporting1986

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Posted 21 November 2008 - 10:55 PM

damn i´m pissed off!!!anyway i can´t change that stuuf with horse´s color...so i´m doing this now...i want to give the possibility to the tower guards to have a different formation just like bfme1 when they gain defense but loose speed,also i want to do this to all pikemans in game,another think is it possible to add shields to the phalanx with only coding??thanks

#2 dethwaker3

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Posted 22 November 2008 - 12:32 AM

Adding shields to phlanx won't work without modelling I think
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#3 sporting1986

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Posted 22 November 2008 - 01:27 AM

Adding shields to phlanx won't work without modelling I think



well i aspect that

#4 dethwaker3

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Posted 22 November 2008 - 03:13 AM

If only I have BFME1 Can u show me a picture of it?
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#5 sporting1986

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Posted 22 November 2008 - 03:52 AM

If only I have BFME1 Can u show me a picture of it?


ok here it is ultra big lol
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Edited by sporting1986, 22 November 2008 - 03:54 AM.


#6 dethwaker3

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Posted 22 November 2008 - 03:53 AM

what is the formation called? defense?
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#7 sporting1986

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Posted 22 November 2008 - 04:03 AM

what is the formation called? defense?



it´s called shield wall formation it gains more 80 % to defense and loses 75 to speed but they form a wall it is pretty good against cavalry or monsters

#8 dethwaker3

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Posted 22 November 2008 - 04:11 AM

Is there shield for tower guard on the Rotwk cause I only have BFME2
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#9 {IRS}Athos

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Posted 22 November 2008 - 04:13 AM

BFME I is way better. ;)
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#10 Ridder Geel

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Posted 22 November 2008 - 11:15 AM

The model from BFME 1 is still ingame... You just need to re-add it in the codes... there is a topic on this subject somewhere here ill see if i can find it for you. ;)
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#11 sporting1986

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Posted 22 November 2008 - 03:30 PM

BFME I is way better. ;)



yeah dude bfme1 has a lot more stuf than the 2 and the expansion,it´s more detailed.Anyway it is possible to add this formation to all the pikeman in game??and i also would like to know if it is possible to change the glow of the forged blades without modeling cause i want to have the same effects as bfme1 it was better and cooler

#12 sporting1986

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Posted 22 November 2008 - 03:30 PM

The model from BFME 1 is still ingame... You just need to re-add it in the codes... there is a topic on this subject somewhere here ill see if i can find it for you. ;)



thank you ridder...again lol

#13 Ridder Geel

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Posted 22 November 2008 - 03:55 PM

yeah dude bfme1 has a lot more stuf than the 2 and the expansion,it´s more detailed.Anyway it is possible to add this formation to all the pikeman in game??and i also would like to know if it is possible to change the glow of the forged blades without modeling cause i want to have the same effects as bfme1 it was better and cooler


I think there is a tutorial on the glow changing using hex editing, here it is:
http://www.the3rdage...tem-333?addview
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#14 sporting1986

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Posted 22 November 2008 - 04:50 PM

yeah dude bfme1 has a lot more stuf than the 2 and the expansion,it´s more detailed.Anyway it is possible to add this formation to all the pikeman in game??and i also would like to know if it is possible to change the glow of the forged blades without modeling cause i want to have the same effects as bfme1 it was better and cooler


I think there is a tutorial on the glow changing using hex editing, here it is:
http://www.the3rdage...tem-333?addview



i prefered a explnation here but ok just scratch the part of the forged blades,anyway about the shield wall formation is it possible??

#15 sporting1986

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Posted 22 November 2008 - 05:49 PM

for those who remember bfme1 do you guys remember when upgrading a batallion of gondor with level 2 the banner carrier when it comes says i cary the banner of a gondor and the rohan one said raising the power of rohan,is this possible to add to rise of the witch king??i tried to add the same voice of the banner in the upgrade ini and in the bannercarier.ini but it remains the same

#16 TheWickedOne

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Posted 22 November 2008 - 06:12 PM

Here is the animation code:

Draw = W3DHordeModelDraw ModuleTag_01
		OkToChangeModelColor = Yes

		StaticModelLODMode = Yes
		
   ; specify options for static LODs
		LodOptions	= LOW
			AllowMultipleModels		=	ALLOW_MULTIPLE_MODELS_LOW
			MaxRandomTextures		=	MAX_RANDOM_TEXTURES_LOW
			MaxRandomAnimations		=	MAX_RANDOM_ANIMATIONS_LOW
			MaxAnimFrameDelta		=	MAX_ANIM_FRAME_DELTA_LOW
		End
		
		LodOptions	= MEDIUM
			AllowMultipleModels		=	ALLOW_MULTIPLE_MODELS_MED
			MaxRandomTextures		=	MAX_RANDOM_TEXTURES_MED
			MaxRandomAnimations		=	MAX_RANDOM_ANIMATIONS_MED
			MaxAnimFrameDelta		=	MAX_ANIM_FRAME_DELTA_MED
		End
		
		LodOptions	= HIGH
			AllowMultipleModels		=	ALLOW_MULTIPLE_MODELS_HIGH
			MaxRandomTextures		=	MAX_RANDOM_TEXTURES_HIGH
			MaxRandomAnimations		=	MAX_RANDOM_ANIMATIONS_HIGH
			MaxAnimFrameDelta		=	MAX_ANIM_FRAME_DELTA_HIGH
		End

		DefaultModelConditionState
			Model			   = GUTowerGrd_SKN
			Skeleton			= GUTowerGrd_SKL
		End

		ModelConditionState WEAPONSET_PLAYER_UPGRADE
			Model			   = GUTowerGrd_SKN
			Skeleton			= GUTowerGrd_SKL
		End
		
		AnimationState		= THROWN_PROJECTILE
			Animation		   = FLYA
				AnimationName	 = GUTowerGrd_FLYA
				AnimationMode	 = LOOP
			End
		End

		AnimationState							= PASSENGER FREEFALL
			Animation							= Grabbed
				AnimationName					= GUTowerGrd_FLLA
				AnimationMode					= LOOP
			End
		End
		
		AnimationState							= FREEFALL
			Animation							= Falling
				AnimationName					= GUTowerGrd_FLYA
				AnimationMode					= LOOP
				AnimationBlendTime				= 10
			End
		End

		
		
		
		AnimationState		= MOVING FIRING_OR_PREATTACK_A
			ShareAnimation		= Yes
			Animation		   = RunAndFire
				AnimationName	   = GUTowerGrd_ATRA
				AnimationMode	   = LOOP
			End
			Flags			   = RANDOMSTART  
		End

;;=======TERROR
		AnimationState					= MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
			ShareAnimation				= Yes
			Animation					= TerrorFromTheSky
				AnimationName			= GUTowerGrd_RUNB
				AnimationMode			= LOOP
			End
		End
		AnimationState					= MOVING EMOTION_TERROR
			ShareAnimation				= Yes
			Animation					= Terror
				AnimationName			= GUTowerGrd_RUNB
				AnimationMode			= LOOP
			End
		End
;;----------------
;;=======BACK UP
		AnimationState				=	MOVING BACKING_UP
			ShareAnimation = Yes
			Animation				=	BackingUp
				AnimationName		=	GUTowerGrd_BAKA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End
;;--------------------
		
		AnimationState		= MOVING ALTERNATE_FORMATION
			ShareAnimation = Yes
			Animation		   = RUNA
				AnimationName	 = GUTowerGrd_PSHA
				AnimationMode	 = LOOP
			End
			Flags			   = RANDOMSTART
	   ;ParticleSysBone	 = None InfantryDustTrails
		End

		AnimationState		= MOVING USING_COMBO_LOCOMOTOR
			ShareAnimation		= Yes
			Animation		   = RUNA
				AnimationName	 = GUTowerGrd_WLKA
				AnimationMode	 = LOOP
				Distance		  = 40
			End
			Flags			   = RANDOMSTART
	   ;ParticleSysBone	 = None InfantryDustTrails
		End

		AnimationState		= MOVING
			ShareAnimation = Yes
			Animation		   = RUNA
				AnimationName	 = GUTowerGrd_RUNA
				AnimationMode	 = LOOP
			End
			Flags			   = RANDOMSTART
	   ;ParticleSysBone	 = None InfantryDustTrails
		End

		AnimationState		=  FIRING_OR_PREATTACK_A
			Animation		   = ATKA
				AnimationName	 = GUTowerGrd_ATKA
				AnimationMode	 = ONCE
				UseWeaponTiming		= Yes
			End
	   ;ParticleSysBone	 = None MeleeDust
		End


		AnimationState		= STUNNED_FLAILING
			Animation		   = FLYA
				AnimationName	 = GUTowerGrd_FLYA
				AnimationMode	 = LOOP
			End
			Flags			   = RANDOMSTART
		End

		AnimationState		= DYING SPLATTED
			Animation		   = LNDA
				AnimationName	 = GUTowerGrd_LNDB
				AnimationMode	 = ONCE
			End
		End
		
		
		AnimationState		= DYING
			Animation		   = DIEA
				AnimationName	 = GUTowerGrd_DIEA
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 0.8 1.2
			End
		End
		
		AnimationState		= STUNNED_STANDING_UP
			Animation		   = GTPA
				AnimationName	 = GUTowerGrd_GTPA
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
		End

		AnimationState		= STUNNED
			Animation		   = LNDA
				AnimationName	 = GUTowerGrd_LNDB
				AnimationMode	 = ONCE
			End
		End

		TransitionState	   = TRANS_Plant
			Animation		   = PLTA
				AnimationName	 = GUTowerGrd_PLTA
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 0.8 1.2
			End
		End

		TransitionState	   = TRANS_Unplant
			Animation		   = PLTB
				AnimationName	 = GUTowerGrd_PLTB
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 0.5 1.2
			End
		End
;;------------------ Hit Reaction ---------------------------------------
		AnimationState						= HIT_REACTION
			Animation						= HIT REACTION
				AnimationName				= GUTowerGrd_HITA
				AnimationMode				= ONCE
			End
		End
;;------------------ EMOTIONS -------------------------------------------
;;======= APPREHENSIVE
		AnimationState					= EMOTION_ALERT EMOTION_AFRAID
			ShareAnimation				= Yes
			Animation					= Apprehensive
				AnimationName			= GUTowerGrd_APPA
				AnimationMode			= LOOP;Change this to ONCE if adding additional anims
			End
		End

;;======= AFRAID

		AnimationState					= EMOTION_AFRAID
			ShareAnimation				= Yes
			Animation					= FERA
				AnimationName			= GUTowerGrd_FERA
				AnimationMode			= LOOP
			End
			Animation					= FERB
				AnimationName			= GUTowerGrd_FERB
				AnimationMode			= LOOP
			End
		End

;;======= TAUNTING

		AnimationState					= EMOTION_TAUNTING ALTERNATE_FORMATION
			Animation					= TNTA
				AnimationName			= GUTowerGrd_TNTA
				AnimationMode			= LOOP
			End
		End
		AnimationState					= EMOTION_TAUNTING
			Animation					= Taunting
				AnimationName			= GUTowerGrd_TNTA
				AnimationMode			= ONCE
			End
			Animation					= Taunting2
				AnimationName			= GUTowerGrd_TNTB
				AnimationMode			= ONCE
			End
			Flags						= RESTART_ANIM_WHEN_COMPLETE
		End

;;======= POINTING

		AnimationState					= EMOTION_POINTING
			Animation					= Pointing1
				AnimationName			= GUTowerGrd_PNTA
				AnimationMode			= LOOP
			End
			Flags						= RANDOMSTART
		End

;;======= CELEBRATING

		AnimationState					= EMOTION_CELEBRATING
			Animation					= CHRA
				AnimationName			= GUTowerGrd_CHRA
				AnimationMode			= LOOP
			End
		End
;;-------------- ALERT STATE ------------------------------------------------------------

		AnimationState					= EMOTION_ALERT
			Animation					= CHRA
				AnimationName			= GUTowerGrd_IDLA
				AnimationMode			= LOOP
			End
		End
		
;;-------------- SELECTED & IDLE --------------------------------------------------------
;;======== SELECTED

		AnimationState					= SELECTED ALTERNATE_FORMATION
			ShareAnimation				= Yes
			StateName					= STATE_SelectedAlternateFormation
			Animation					= IDLB
				AnimationName			= GUTowerGrd_IDLB
				AnimationMode			= LOOP
			End
		End
		AnimationState					= SELECTED
			StateName					= STATE_Selected
			
			ShareAnimation				= Yes
			Animation					= ATNB
				AnimationName			= GUTowerGrd_ATNB
				AnimationMode			= LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
			EndScript
		End

;;======== IDLE

		AnimationState					= ALTERNATE_FORMATION
			StateName					= STATE_SelectedAlternateFormation
			
			ShareAnimation				= Yes
			Animation					= IDLB
				AnimationName			= GUTowerGrd_IDLB
				AnimationMode			= LOOP
			End
		End
		IdleAnimationState
			StateName					= STATE_Idle
			Animation					= IDLA
				AnimationName			= GUTowerGrd_IDLA
				AnimationMode			= ONCE
				AnimationBlendTime		= 15
				AnimationSpeedFactorRange = 0.8 1.2
			End
			Animation					= IDLA
				AnimationName			= GUTowerGrd_IDLA
				AnimationMode			= ONCE_BACKWARDS
				AnimationBlendTime		= 9
				AnimationSpeedFactorRange = 0.8 1.2
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
			EndScript
		End
		
;;-------------------------------------------------------------------------------------------------------------
	End

Found in other thread.

#17 Ridder Geel

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Posted 22 November 2008 - 06:17 PM

ok T.W.O. got it from the topic i was talking about i guess ;)
What did you try to change to make the 'carrier' say the thing he says?
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#18 sporting1986

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Posted 22 November 2008 - 06:50 PM

ok T.W.O. got it from the topic i was talking about i guess ;)
What did you try to change to make the 'carrier' say the thing he says?



about the shield wall formation i already had those animation but it remains the same with purcupine,i also removed the comment of this in commandbutton

CommandButton Command_ToggleFormationTowerGuardCommand = HORDE_TOGGLE_FORMATION ;;Tower GuardOptions = TOGGLE_IMAGE_ON_FORMATION OK_FOR_MULTI_SELECTButtonImage = UCCommon_PorcupineFormation UCCommon_PorcupineFormationOffButtonBorderType = ACTION TextLabel = CONTROLBAR:ToggleShieldWallFormation CONTROLBAR:ToggleLineFormationDescriptLabel = CONTROLBAR:ToolTipToggleTowerGuardLineToShieldWallFormation CONTROLBAR:ToolTipToggleTowerGuardShieldWallToLineFormationInPalantir = YesDoubleClick = YesUnitSpecificSound = TowerGuardVoiceWallFormation TowerGuardVoiceLineFormationEnd

and also changed the command set but they just keep using the porcupine formation :S so something is missing
about the sound i added the voice of the banner carrier of bfme1 but it was the same,i search but i don´t know what to do

Edited by sporting1986, 22 November 2008 - 06:51 PM.


#19 TheWickedOne

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Posted 22 November 2008 - 11:02 PM

ok T.W.O. got it from the topic i was talking about i guess ;)
What did you try to change to make the 'carrier' say the thing he says?



about the shield wall formation i already had those animation but it remains the same with purcupine,i also removed the comment of this in commandbutton

CommandButton Command_ToggleFormationTowerGuardCommand = HORDE_TOGGLE_FORMATION ;;Tower GuardOptions = TOGGLE_IMAGE_ON_FORMATION OK_FOR_MULTI_SELECTButtonImage = UCCommon_PorcupineFormation UCCommon_PorcupineFormationOffButtonBorderType = ACTION TextLabel = CONTROLBAR:ToggleShieldWallFormation CONTROLBAR:ToggleLineFormationDescriptLabel = CONTROLBAR:ToolTipToggleTowerGuardLineToShieldWallFormation CONTROLBAR:ToolTipToggleTowerGuardShieldWallToLineFormationInPalantir = YesDoubleClick = YesUnitSpecificSound = TowerGuardVoiceWallFormation TowerGuardVoiceLineFormationEnd

and also changed the command set but they just keep using the porcupine formation :S so something is missing
about the sound i added the voice of the banner carrier of bfme1 but it was the same,i search but i don´t know what to do


It might be the animation. Was there something different in the animation for Shield wall than in porcupine formation, Geel?

#20 sporting1986

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Posted 22 November 2008 - 11:33 PM

ok T.W.O. got it from the topic i was talking about i guess ;)
What did you try to change to make the 'carrier' say the thing he says?



about the shield wall formation i already had those animation but it remains the same with purcupine,i also removed the comment of this in commandbutton

CommandButton Command_ToggleFormationTowerGuardCommand = HORDE_TOGGLE_FORMATION ;;Tower GuardOptions = TOGGLE_IMAGE_ON_FORMATION OK_FOR_MULTI_SELECTButtonImage = UCCommon_PorcupineFormation UCCommon_PorcupineFormationOffButtonBorderType = ACTION TextLabel = CONTROLBAR:ToggleShieldWallFormation CONTROLBAR:ToggleLineFormationDescriptLabel = CONTROLBAR:ToolTipToggleTowerGuardLineToShieldWallFormation CONTROLBAR:ToolTipToggleTowerGuardShieldWallToLineFormationInPalantir = YesDoubleClick = YesUnitSpecificSound = TowerGuardVoiceWallFormation TowerGuardVoiceLineFormationEnd

and also changed the command set but they just keep using the porcupine formation :S so something is missing
about the sound i added the voice of the banner carrier of bfme1 but it was the same,i search but i don´t know what to do


It might be the animation. Was there something different in the animation for Shield wall than in porcupine formation, Geel?



i´ve been traying some things and i changed this in the menhordes.ini

ChildObject GondorTowerShieldGuardHordeWallFormation GondorTowerShieldGuardHorde; Note - for alternate formations, all info outside of the Contain Behavior module is ignored.; Any modifications need to be done via the Attribute Modifiers in the contain module. Behavior = HordeContain ModuleTag_HordeContainObjectStatusOfContained = InitialPayload = GondorTowerShieldGuard 5Slots = 5PassengerFilter = NONE +INFANTRYShowPips = NoThisFormationIsTheMainFormation = No ;Used to determine which armorset to use (and anything else we want!)RandomOffset = X:2 Y:1RanksToReleaseWhenAttacking = 1;RanksToJustFreeWhenAttacking = 1AttributeModifiers = GondorTowerShieldGuardWall; Banner Carrier info BannerCarriersAllowed = GondorBanner ; types of units that are allowed as banner carriersBannerCarrierPosition = UnitType:GondorTowerShieldGuard Pos:X:-15.0 Y:0.0 ; (DEFAULT) position of banner carrierAlternateFormation = GondorTowerShieldGuardHordeNotComboFormation = Yes ; this formation is not suitable for combo, so it will switch out of this when combo-ing; Normal formationsComboHorde = Target:GondorKnightHorde Result:GondorKnightTowerShieldGuardComboHorde InitiateVoice:TowerGuardVoiceJoinKnights ComboHorde = Target:GondorArcherHorde Result:GondorTowerArcherComboHorde InitiateVoice:TowerGuardVoiceJoinArchersComboHorde = Target:GondorRangerHorde Result:GondorTowerRangerComboHorde InitiateVoice:TowerGuardVoiceJoinArchers; Alternate formationsComboHorde = Target:GondorKnightHordeWedgeFormation Result:GondorKnightTowerShieldGuardComboHorde InitiateVoice:TowerGuardVoiceJoinKnights ComboHorde = Target:GondorArcherHordeWedgeFormation Result:GondorTowerArcherComboHorde InitiateVoice:TowerGuardVoiceJoinArchersComboHorde = Target:GondorRangerHordeAmbushFormation Result:GondorTowerRangerComboHorde InitiateVoice:TowerGuardVoiceJoinArchers; Banner Carrier info BannerCarriersAllowed = GondorBanner ; types of units that are allowed as banner carriersBannerCarrierPosition = UnitType:GondorTowerShieldGuard Pos:X:20.0 Y:0.0 ; (DEFAULT) position of banner carrierRankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:0 Y:0 Position:X:0 Y:15 Position:X:0 Y:-15 Position:X:0 Y:30 Position:X:0 Y:-30 EndEnd

and now they do the wall just like bfme1 but it needs readjustemntes because not all the 15 units do the wall and some dessapear in time




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