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#21 Jeth Calark

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Posted 12 December 2008 - 11:39 PM

Would it be possible to like, say, code the reflect damage as an upgrade that is turned on by the spell power? :grin:

#22 Lauri

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Posted 13 December 2008 - 11:21 AM

Can't really see any solution, as it can't be attributed onto the units, and afaik, I couldn't have put it on all the units for Rhun, with an upgrade thingy...


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#23 Jeth Calark

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Posted 13 December 2008 - 01:37 PM

oh, okay, I thought you meant something a little different. Hmmm..........

#24 Githiran

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Posted 14 December 2008 - 03:24 PM

well, think of it this way, if u can find a way to do it, it'll hpoefully open up a little branch of powers obtained by modding and secondly i did say to play around with the power.

you could just go all boring and keep it as warcry, but i believe that you'll find some way around it to get a semi mirror-like power happening (emphasisse the LIKE) :evgr:

gl on the rest of the mod, cant wait til the bugs are sorted!
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#25 Lauri

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Posted 14 December 2008 - 04:30 PM

well, think of it this way, if u can find a way to do it, it'll hpoefully open up a little branch of powers obtained by modding and secondly i did say to play around with the power.

Problem is, I can't find a way to do it... a spellbook power and a "power" for a unit are two different things ^_^

you could just go all boring and keep it as warcry, but i believe that you'll find some way around it to get a semi mirror-like power happening (emphasisse the LIKE) :evgr:

Maybe, maybe not... It won't be a warcry, especially not Isengard's warcry, but I have no idea on how to get it anything like the mirror-damage power.. could only up the armor and boost the attack, but that's a simple warcry, and they have two of those already.. ;) (Isen's Warcry and their own.. shall be 1)

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#26 Sûlherokhh

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Posted 14 December 2008 - 05:26 PM

How about a damage field with a low radius doing periodic low damage to units right next to it? The counterdamage doesn't need to correspond exactly to the attacks and enemies that are close will ALWAYS melee attack. I will check what i can find about it in my notes.


Edit: Here we go...

Behavior = DamageFieldUpdate ModuleTag_RazorSpinesWeapon
  Radius = 125;100
  ObjectFilter = ALL ENEMIES
  RequiredUpgrade = Upgrade_WildFortressRazorSpines
  FireWeaponNugget
  WeaponName = RazorSpinesBasicWeapon
	FireDelay = 0
	OneShot = No
  End
End

Damn, i just realized this is a mod for BfMe1. I think that damage field doesn't work. But maybe there is something similiar to it.

Edit2: Okay, so if you like the idea, here is a BfMe1 solution. Add the spawn module from the creeps to the unit. Make it spawn maybe 3 extremely mobile, invisible and unattackable objects (that die on their master's death) with a really, really low radius of mobility, a weapon with low and(or infrequent damage (maybe invisible missile?) and a very low vision/attack range so they only attack what's right in front of them.

Edit3: Okay, rethinking. Make the object not slaves in the creep sense, but passengers like with mûmakil. You can probably pick any bone as a passenger bone. Doesn't matter because the objects are invisible anyway.
Behavior = SpawnBehavior ModuleTag_CounterattackObjects
  SpawnNumber = 3
  InitialBurst = 3
  SpawnTemplateName	= Custom_CounterattackObject;(ARCHER type)
  SpawnReplaceDelay = 45000
  TriggeredBy = Upgrade_StructureLevel3
End

Behavior = HordeGarrisonContain ModuleTag_HordeGarrison
  ObjectStatusOfContained	= UNSELECTABLE CAN_ATTACK
  ContainMax = 3
  MaxHordeCapacity  = 1
  DamagePercentToUnits = 0%
  PassengerFilter = NONE +ARCHER
  AllowEnemiesInside  = No
  NumberOfExitPaths = 1
  PassengerBonePrefix = PassengerBone:PASSENGER KindOf:INFANTRY ARCHER
  EntryPosition = X:5.0 Y:-30.0 Z:0
  EntryOffset = X:5.0 Y:-30.0 Z:0
  ExitOffset = X:-28.0 Y:60.0 Z:0.0
  EnterSound = RuinedTowerEnterSound
  KillPassengersOnDeath = Yes
  ShowPips			= No
  ExitDelay			= 250
End

Edited by Sûlherokhh, 14 December 2008 - 05:55 PM.

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#27 Lauri

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Posted 14 December 2008 - 05:57 PM

Hm, I don't know about that, but that give me another idea... to spawn an area of horror, Tainted Land, in a way... only, instead of boosting, it could have something to attack nearby enemy units.. (so you can put your own troops there and lure the enemy to it..)
Or summon a creepy ground, with a tree or something, that has your slaves that attack...

Could also just have the normal tainted land... I haven't thought about that one yet... :thumbsdownsmiley:

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#28 Sûlherokhh

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Posted 14 December 2008 - 06:06 PM

Yeah, i just realize my idea would necessitate putting that stuff in all troop objects! :thumbsdownsmiley:

BUT, you could put in something of a mobile tainted land, more in the way of EYE OF SAURON but different model/fx. Then adapt the EOS AI-scripts which makes the eye move around targetting enemy and ally hordes but make it so that it will always target the closest HORDE object possible and not just for AI players but for normal players as well. :p

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#29 Radspakr Wolfbane

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Posted 14 December 2008 - 06:28 PM

BFME has a damagefield nugget that you could use as part of a weapon.
The emotion thing would be pretty simple or you could do a poison cloud using delayed damage nuggets I've done it in LW.

I looked into the Reflect Damage it doesn't support TriggeredBy or StartsPaused.

Edited by Radspakr, 14 December 2008 - 06:35 PM.

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#30 Lauri

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Posted 14 December 2008 - 07:08 PM

you could do a poison cloud using delayed damage nuggets

Well, maybe...

I looked into the Reflect Damage it doesn't support TriggeredBy or StartsPaused.

Thanks... saves me the trouble of getting to many requests to check it out, and having to check it out :thumbsdownsmiley:

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#31 Radspakr Wolfbane

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Posted 16 December 2008 - 02:16 PM

It is unfortunate though Reflect doesn't have much ,it could of opened up so many windows :(

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#32 Githiran

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Posted 16 December 2008 - 06:05 PM

well, least it was an idea - and at least it got you thinking ^^ as long as you have a bit mor eof an idea for a power then i'm happy, even if you can't get the reflection to work :umad:

just a final try at maybe getting some sort of reflection, couldn't you make it a power for a specific troop (e.g. one of the weaker heroes) like "gandalf the white" and just make it emit low damage out, sort of like karsh's chill soul on ROTWK.

i understand if theres absolutely nuthing u can do and i understand that the games are different when it comes to working stuff out, but cheers for being cool about it insteada shouting at me :thumbsupsmiley:

well anyways, like i said before, least it got some brains moving!
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#33 Lauri

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Posted 16 December 2008 - 06:34 PM

I think I've already decided what the power will be :umad:
It won't be as cool and powerful at the current stage of the mod, but if I get some of the things I really want to add in the next stage of the mod, then it should really help you out :lol:

No, I won't reveal any of the two... you'll have to play the mod yourself when it comes out... this week :thumbsupsmiley:

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#34 Sûlherokhh

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Posted 16 December 2008 - 07:03 PM

Word! :thumbsupsmiley:

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#35 Jeth Calark

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Posted 16 December 2008 - 08:06 PM

yes! an new 4rth Age beta!!! :thumbsupsmiley:

#36 mike_

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Posted 17 December 2008 - 12:11 AM

:D

cna i betatest??????????????????????????

EDIT: Forgot t3h smileez so; :santa: :p :p :p :p :p :wink_new: :shiftee: :p :p :ohmy: :p :p :p :p :p

Edited by mike_, 17 December 2008 - 12:12 AM.


#37 Lauri

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Posted 17 December 2008 - 03:04 PM

it's out on Friday anyways... :p

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#38 Radspakr Wolfbane

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Posted 17 December 2008 - 08:02 PM

beats my release by 4 days :p
i'll have to check it out

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