Formation
#1
Posted 21 November 2008 - 10:55 PM
#2
Posted 22 November 2008 - 12:32 AM
or go here http://forums.revora...showtopic=67026 for some screenshot
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#3
Posted 22 November 2008 - 01:27 AM
Adding shields to phlanx won't work without modelling I think
well i aspect that
#4
Posted 22 November 2008 - 03:13 AM
or go here http://forums.revora...showtopic=67026 for some screenshot
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#6
Posted 22 November 2008 - 03:53 AM
or go here http://forums.revora...showtopic=67026 for some screenshot
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Click here to level up my card!
#7
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
Posted 22 November 2008 - 04:11 AM
or go here http://forums.revora...showtopic=67026 for some screenshot
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#9
Posted 22 November 2008 - 04:13 AM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#10
Posted 22 November 2008 - 11:15 AM
#11
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
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
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
#14
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
Posted 22 November 2008 - 05:49 PM
#16
Posted 22 November 2008 - 06:12 PM
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
Posted 22 November 2008 - 06:17 PM
What did you try to change to make the 'carrier' say the thing he says?
#18
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
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 commandbuttonCommandButton 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
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 commandbuttonCommandButton 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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