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Transforming Dunedain in to a normal unit


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#41 sporting1986

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Posted 06 December 2008 - 12:26 AM

yes thats good but its not in the code you posted...




i put this CommandSet = DunedainRangerHordeCommandSet, anyway i try to add this to the men hordes in the dunedain part it says error so it won´t accept it,then i put this in their horde but they it changes nothing ;) still the same

CommandSet DunadainRangerHordeCommandSet1 = Command_ToggleStance2 = Command_SpecialAbilityAthelas3 = Command_ArcherBombard4 = Command_MenLongShotAbility5 = Command_PurchaseUpgradeGondorFireArrows6 = Command_PurchaseUpgradeGondorBasicTraining12 = Command_CaptureBuilding13 = Command_AttackMove14 = Command_Stop16 = Command_SetStanceBattle17 = Command_SetStanceAggressive18 = Command_SetStanceHoldGroundEnd


//------------------------------------------------------------------------------// Aka DunedainChildObject GondorRangerInn GondorRangerSelectPortrait = UPDunedainRangerDisplayName = OBJECT:DunedainRangerCommandPoints = 6CommandSet = DunadainRangerHordeCommandSet CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_LONGDraw = W3DHordeModelDraw ModuleTag_01OkToChangeModelColor = YesDefaultModelConditionStateModel = Cine_GryRngSkeleton = GURanger_SKLWeaponLaunchBone = PRIMARY ARROWWeaponLaunchBone = QUINARY ARROWEnd#include "GondorRangerAnims.inc"End// *** AUDIO Parameters ***VoiceAttack = DunedainVoiceAttackVoiceAttackAir = DunedainVoiceAttack VoiceAttackCharge = DunedainVoiceAttackVoiceAttackMachine = DunedainVoiceAttackVoiceAttackStructure = DunedainVoiceAttackVoiceCreated = DunedainVoiceSaluteVoiceFullyCreated = DunedainVoiceSalute VoiceGuard = DunedainVoiceMoveVoiceMove = DunedainVoiceMove VoiceMoveToCamp = DunedainVoiceMoveVoiceMoveWhileAttacking = DunedainVoiceMoveVoicePriority = 43VoiceRetreatToCastle = DunedainVoiceRetreatVoiceSelect = DunedainVoiceSelectMSVoiceSelectBattle = DunedainVoiceSelectBattleVoiceEnterStateAttack = DunedainVoiceEnterStateAttack VoiceEnterStateAttackCharge = DunedainVoiceEnterStateAttackVoiceEnterStateAttackMachine = DunedainVoiceEnterStateAttackVoiceEnterStateAttackStructure = DunedainVoiceEnterStateAttackVoiceEnterStateMove = DunedainVoiceEnterStateMoveVoiceEnterStateMoveToCamp = DunedainVoiceEnterStateMoveVoiceEnterStateMoveWhileAttacking = DunedainVoiceEnterStateMoveVoiceEnterStateRetreatToCastle = DunedainVoiceEnterStateRetreatSoundImpact = ImpactHorseCrowdResponseKey = GoodMenUnitSpecificSoundsVoiceCreatedFromInn = DunedainVoiceSalute-InnVoiceEnterUnitElvenTransportShip = DunedainVoiceMoveShipVoiceFullyCreatedFromInn = DunedainVoiceSalute-InnVoiceGarrison = DunedainVoiceMoveGarrisonVoiceInitiateCaptureBuilding = DunedainVoiceCaptureBuildingVoiceMoveToTrees = DunedainVoiceMoveForest VoiceEnterStateMoveToTrees = DunedainVoiceEnterStateMoveForest ;VoiceEnterStateInitiateCaptureBuilding =End//***ENGINEERING parameters***Body = ActiveBody ModuleTag_02CheerRadius = EMOTION_CHEER_RADIUSMaxHealth = 300;;GondorRangerInn_HEALTHMaxHealthDamaged = 100;;GondorRangerInn_HEALTH_DAMAGEDBurningDeathBehavior = YesBurningDeathFX = FX_InfantryBurningFlameDodgePercent = 50%End; --------- ATHELAS -----------------------------------------------------------------Behavior = SpecialPowerModule ModuleTag_AragornAthelasSpecialPowerTemplate = SpecialAbilityDunedainAthelasUpdateModuleStartsAttack = YesTriggerFX = FX_AragornAthelasEndBehavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate SpecialPowerTemplate = SpecialAbilityDunedainAthelasStartAbilityRange = 1.6UnpackTime = 1 ; Nothing to touching itPreparationTime = 3 ; touching it to grabbing itPackTime = 2096; whacking it to holding it niceAwardXPForTriggering = 0EndBehavior = AutoAbilityBehavior ModuleTag_AthelasAutoAbilitySpecialAbility = SpecialAbilityDunedainAthelasMaxScanRange = 150Query = 1 ANY ALLIES +HORDE; 2 friendly hordes or an enemyEndBehavior = SlowDeathBehavior ModuleTag_05DeathTypes = ALL -KNOCKBACK -FADEDSinkDelay = 3000SinkRate = 0.40 // in Dist/SecDestructionDelay = 15000Sound = INITIAL HumanVoiceDieDeathFlags = DEATH_1EndEnd

Edited by sporting1986, 06 December 2008 - 12:27 AM.


#42 Ridder Geel

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Posted 06 December 2008 - 12:30 AM

Why do you keep on posting the unit code? the problem is with the horde, what does the error say?
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#43 sporting1986

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Posted 06 December 2008 - 12:34 AM

Why do you keep on posting the unit code? the problem is with the horde, what does the error say?



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




Unknown field 'CommandSet' in block 'ChildObject'.



Error parsing field 'CommandSet' in block 'ChildObject' in file 'data\ini\object\goodfaction\hordes\men\menhordes.ini', line 1340.





Error parsing field ' CommandSet' in block 'ChildObject' in file 'data\ini\object\goodfaction\hordes\men\menhordes.ini', line 1340.





Error parsing field ' CommandSet' in block 'ChildObject' in file 'data\ini\object\goodfaction\hordes\men\menhordes.ini', line 1340.





Error parsing INI block ' CommandSet' in file 'data\ini\object\goodfaction\hordes\men\menhordes.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
---------------------------
after i put the commandset it says that

#44 Ridder Geel

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Posted 06 December 2008 - 12:50 AM

ChildObject GondorRangerInnHorde GondorRangerHorde

	BuildCost = INN_UNIT_BUILDCOST_MEN
	CommandSet = DunadainRangerHordeCommandSet

	Behavior = HordeContain ModuleTag_HordeContain
		FrontAngle = 270
		FlankedDelay = 2000
		ObjectStatusOfContained = 
		InitialPayload = GondorRangerInn 12
		Slots = 12
		PassengerFilter = NONE +INFANTRY
		ShowPips = No
		ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
		RandomOffset=X:4 Y:4
		MeleeBehavior = Amoeba
		End
		// Banner Carrier info 
		BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
		BannerCarrierPosition = UnitType:GondorRangerInn Pos:X:30.0 Y:0.0 // (DEFAULT) position of banner carrier
	; Positions for 6

		RankInfo = RankNumber:1 UnitType:GondorRangerInn Position:x:20 Y:10 Position:X:20 Y:-10 Position:X:20 Y:30 Position:X:20 Y:-30 Position:X:20 Y:50 Position:X:20 Y:-50
		RankInfo = RankNumber:2 UnitType:GondorRangerInn Position:X:0 Y:10 Leader 1 0 Position:X:0 Y:-10 Leader 1 1 Position:X:0 Y:30 Leader 1 2 Position:X:0 Y:-30 Leader 1 3 Position:X:0 Y:50 Leader 1 4 Position:X:0 Y:-50 Leader 1 5

		RanksToReleaseWhenAttacking = 1 2 
		MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking. 
		BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
		BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
		BackUpMinDistance = 1 //The minimum number of cells to backup
		BackUpMaxDistance = 3 //The maximum number of cells to backup
		BackupPercentage = 80% //The amount of chance that a unit will back up.
	End
End

This seriously should work...
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#45 sporting1986

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Posted 06 December 2008 - 12:57 AM

ChildObject GondorRangerInnHorde GondorRangerHorde

	BuildCost = INN_UNIT_BUILDCOST_MEN
	CommandSet = DunadainRangerHordeCommandSet

	Behavior = HordeContain ModuleTag_HordeContain
		FrontAngle = 270
		FlankedDelay = 2000
		ObjectStatusOfContained = 
		InitialPayload = GondorRangerInn 12
		Slots = 12
		PassengerFilter = NONE +INFANTRY
		ShowPips = No
		ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
		RandomOffset=X:4 Y:4
		MeleeBehavior = Amoeba
		End
		// Banner Carrier info 
		BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
		BannerCarrierPosition = UnitType:GondorRangerInn Pos:X:30.0 Y:0.0 // (DEFAULT) position of banner carrier
   ; Positions for 6

		RankInfo = RankNumber:1 UnitType:GondorRangerInn Position:x:20 Y:10 Position:X:20 Y:-10 Position:X:20 Y:30 Position:X:20 Y:-30 Position:X:20 Y:50 Position:X:20 Y:-50
		RankInfo = RankNumber:2 UnitType:GondorRangerInn Position:X:0 Y:10 Leader 1 0 Position:X:0 Y:-10 Leader 1 1 Position:X:0 Y:30 Leader 1 2 Position:X:0 Y:-30 Leader 1 3 Position:X:0 Y:50 Leader 1 4 Position:X:0 Y:-50 Leader 1 5

		RanksToReleaseWhenAttacking = 1 2 
		MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking. 
		BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
		BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
		BackUpMinDistance = 1 //The minimum number of cells to backup
		BackUpMaxDistance = 3 //The maximum number of cells to backup
		BackupPercentage = 80% //The amount of chance that a unit will back up.
	End
End

This seriously should work...



yeap it work now it stops saying error but another problem came up,they can not use the power,i press it and nothing appen,or should i say i can not use the power,why??now it should be with the command button

#46 Ridder Geel

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Posted 06 December 2008 - 01:03 AM

THATS because you did not put the power in the horde...
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#47 Ridder Geel

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Posted 06 December 2008 - 01:05 AM

This should work...
ChildObject GondorRangerInnHorde GondorRangerHorde

	BuildCost = INN_UNIT_BUILDCOST_MEN
	CommandSet = DunadainRangerHordeCommandSet

	Behavior = HordeContain ModuleTag_HordeContain
		FrontAngle = 270
		FlankedDelay = 2000
		ObjectStatusOfContained = 
		InitialPayload = GondorRangerInn 12
		Slots = 12
		PassengerFilter = NONE +INFANTRY
		ShowPips = No
		ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
		RandomOffset=X:4 Y:4
		MeleeBehavior = Amoeba
		End
		// Banner Carrier info 
		BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
		BannerCarrierPosition = UnitType:GondorRangerInn Pos:X:30.0 Y:0.0 // (DEFAULT) position of banner carrier
; Positions for 6

		RankInfo = RankNumber:1 UnitType:GondorRangerInn Position:x:20 Y:10 Position:X:20 Y:-10 Position:X:20 Y:30 Position:X:20 Y:-30 Position:X:20 Y:50 Position:X:20 Y:-50
		RankInfo = RankNumber:2 UnitType:GondorRangerInn Position:X:0 Y:10 Leader 1 0 Position:X:0 Y:-10 Leader 1 1 Position:X:0 Y:30 Leader 1 2 Position:X:0 Y:-30 Leader 1 3 Position:X:0 Y:50 Leader 1 4 Position:X:0 Y:-50 Leader 1 5

		RanksToReleaseWhenAttacking = 1 2 
		MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking. 
		BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
		BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
		BackUpMinDistance = 1 //The minimum number of cells to backup
		BackUpMaxDistance = 3 //The maximum number of cells to backup
		BackupPercentage = 80% //The amount of chance that a unit will back up.
	End


; --------- ATHELAS -----------------------------------------------------------------
	  Behavior = SpecialPowerModule ModuleTag_AragornAthelas
		SpecialPowerTemplate	= SpecialAbilityDunedainAthelas
		UpdateModuleStartsAttack  = Yes
		TriggerFX				= FX_AragornAthelas
	End

	Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate			   
		SpecialPowerTemplate	= SpecialAbilityDunedainAthelas
		StartAbilityRange	   = 1.6
		UnpackTime			  = 1	; Nothing to touching it
		PreparationTime		 = 3	; touching it to grabbing it
		PackTime				= 2096 ; whacking it to holding it nice
		AwardXPForTriggering	= 0
	End

	Behavior = AutoAbilityBehavior ModuleTag_AthelasAutoAbility
		SpecialAbility	= SpecialAbilityDunedainAthelas
		MaxScanRange	= 150
		Query			= 1 ANY ALLIES +HORDE; 2 friendly hordes or an enemy
	End
End

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#48 sporting1986

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Posted 06 December 2008 - 01:18 AM

This should work...

ChildObject GondorRangerInnHorde GondorRangerHorde

	BuildCost = INN_UNIT_BUILDCOST_MEN
	CommandSet = DunadainRangerHordeCommandSet

	Behavior = HordeContain ModuleTag_HordeContain
		FrontAngle = 270
		FlankedDelay = 2000
		ObjectStatusOfContained = 
		InitialPayload = GondorRangerInn 12
		Slots = 12
		PassengerFilter = NONE +INFANTRY
		ShowPips = No
		ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
		RandomOffset=X:4 Y:4
		MeleeBehavior = Amoeba
		End
		// Banner Carrier info 
		BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
		BannerCarrierPosition = UnitType:GondorRangerInn Pos:X:30.0 Y:0.0 // (DEFAULT) position of banner carrier
; Positions for 6

		RankInfo = RankNumber:1 UnitType:GondorRangerInn Position:x:20 Y:10 Position:X:20 Y:-10 Position:X:20 Y:30 Position:X:20 Y:-30 Position:X:20 Y:50 Position:X:20 Y:-50
		RankInfo = RankNumber:2 UnitType:GondorRangerInn Position:X:0 Y:10 Leader 1 0 Position:X:0 Y:-10 Leader 1 1 Position:X:0 Y:30 Leader 1 2 Position:X:0 Y:-30 Leader 1 3 Position:X:0 Y:50 Leader 1 4 Position:X:0 Y:-50 Leader 1 5

		RanksToReleaseWhenAttacking = 1 2 
		MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking. 
		BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
		BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
		BackUpMinDistance = 1 //The minimum number of cells to backup
		BackUpMaxDistance = 3 //The maximum number of cells to backup
		BackupPercentage = 80% //The amount of chance that a unit will back up.
	End


; --------- ATHELAS -----------------------------------------------------------------
	  Behavior = SpecialPowerModule ModuleTag_AragornAthelas
		SpecialPowerTemplate	= SpecialAbilityDunedainAthelas
		UpdateModuleStartsAttack  = Yes
		TriggerFX				= FX_AragornAthelas
	End

	Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate			   
		SpecialPowerTemplate	= SpecialAbilityDunedainAthelas
		StartAbilityRange	   = 1.6
		UnpackTime			  = 1   ; Nothing to touching it
		PreparationTime		 = 3   ; touching it to grabbing it
		PackTime				= 2096; whacking it to holding it nice
		AwardXPForTriggering	= 0
	End

	Behavior = AutoAbilityBehavior ModuleTag_AthelasAutoAbility
		SpecialAbility	= SpecialAbilityDunedainAthelas
		MaxScanRange	= 150
		Query			= 1 ANY ALLIES +HORDE; 2 friendly hordes or an enemy
	End
End



still the same mate,something is missing

#49 Ridder Geel

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Posted 06 December 2008 - 01:44 AM

the button does trigger: SpecialAbilityDunedainAthelas right?
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#50 sporting1986

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Posted 06 December 2008 - 01:48 AM

the button does trigger: SpecialAbilityDunedainAthelas right?



nop,after pressing the button nothing happen and the button don´t trigger,i was thinking if this is too difficult maybe instead of adding the athelas we can add the autoheal to the dunedain and in their command set we could put a button like a leadership that says they get autoheal after getting to level 2,a litle like the elves,what do you think??

Edited by sporting1986, 06 December 2008 - 01:49 AM.


#51 Ridder Geel

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Posted 06 December 2008 - 02:28 AM

......
ok.....
well then you just need to add this in the banner carriers code:
Behavior = AutoHealBehavior ModuleTag_HealHordeMembers
		HealOnlyIfNotInCombat	= No;;Yes
		StartsActive		= Yes
		HealingAmount		= 3;;10
		HealingDelay		= 2000
		StartHealingDelay = 7500;;
		KindOf				= INFANTRY CAVALRY
		UnitHealPulseFX		= FX_SpellHealUnitHealBuff
		AffectsContained	= Yes
		NonStackable		= Yes
	End

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#52 sporting1986

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Posted 06 December 2008 - 02:51 AM

......
ok.....
well then you just need to add this in the banner carriers code:

Behavior = AutoHealBehavior ModuleTag_HealHordeMembers
		HealOnlyIfNotInCombat	= No;;Yes
		StartsActive		= Yes
		HealingAmount		= 3;;10
		HealingDelay		= 2000
		StartHealingDelay = 7500;;
		KindOf				= INFANTRY CAVALRY
		UnitHealPulseFX		= FX_SpellHealUnitHealBuff
		AffectsContained	= Yes
		NonStackable		= Yes
	End



yes,but i wanna know your opinion mate,it sounds like you are not happy with something,am i pushing my luck with this??also if i add it to data\ini\object\goodfaction\units\men\gondorinfantrybanner.ini would´n all infantry units heal??i just want the dunedain to heal,but please say your opinion about this

Edited by sporting1986, 06 December 2008 - 03:07 AM.


#53 Ridder Geel

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Posted 06 December 2008 - 09:33 AM

Yes but maybe you can add the 'upgrade' or whatever for the dunedain ;)
No its just that you should try to tell me more clearly what you want to do next time :p
I mean u say you want athelas, but what you wanted was your horde to get healed :p
Next time say you want to have a way that your horde gets healed :)
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#54 sporting1986

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Posted 06 December 2008 - 04:34 PM

Yes but maybe you can add the 'upgrade' or whatever for the dunedain ;)
No its just that you should try to tell me more clearly what you want to do next time :p
I mean u say you want athelas, but what you wanted was your horde to get healed :p
Next time say you want to have a way that your horde gets healed :)



what about the autohealing the mini hero hordes have like the noldor warrior??i was just trying to add an ability to the dunedain because if you see all the archers in the game have their own special ability,the mirkwood have the cloack,the men of dale have the black arrows,the goblins have poison arrows, the darkrangers have death mask,the haradrim have barbed arrows,so i was just trying to give dunedain their own special hablity i only talked about the auto heal as a back up if the athelas has no solution,but we could get them both athelas and the auto heal think

#55 Ridder Geel

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Posted 06 December 2008 - 04:50 PM

I will see if i can fix that ;)
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#56 sporting1986

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Posted 06 December 2008 - 04:52 PM

I will see if i can fix that :p



ok thanks mate ;)

#57 sporting1986

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Posted 07 December 2008 - 03:18 PM

I will see if i can fix that :p



so mate any news about this??

#58 Sûlherokhh

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Posted 07 December 2008 - 04:19 PM

the button does trigger: SpecialAbilityDunedainAthelas right?



nop,after pressing the button nothing happen and the button don´t trigger,i was thinking if this is too difficult maybe instead of adding the athelas we can add the autoheal to the dunedain and in their command set we could put a button like a leadership that says they get autoheal after getting to level 2,a litle like the elves,what do you think??



For Athelas to work after being pressed, you will need the following piece for the Horde:

Behavior = AutoHealBehavior ModuleTag_AthelasHealing
  StartsActive  = Yes; Active, as in no upgrade required
  ButtonTriggered  = Yes; But doesn't actually run on its own.
  HealingAmount  = ATHELAS_HEAL_AMOUNT
  Radius  = 200
  HealOnlyOthers  = No
  SingleBurst  = Yes
  UnitHealPulseFX  = FX_AragornAthelas
  KindOf  = HERO
End

Of course it will need to be adjusted, so you need 'KindOf = HERO' to be replaced by 'KindOf = "Object-name-of-Horde"'


Edit: Compare the code with the Module Setup of Aragorn. Make sure the AutoHealBahavior comes after the Athelas power code.

Edited by Sûlherokhh, 07 December 2008 - 04:20 PM.

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#59 sporting1986

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Posted 07 December 2008 - 05:17 PM

the button does trigger: SpecialAbilityDunedainAthelas right?



nop,after pressing the button nothing happen and the button don´t trigger,i was thinking if this is too difficult maybe instead of adding the athelas we can add the autoheal to the dunedain and in their command set we could put a button like a leadership that says they get autoheal after getting to level 2,a litle like the elves,what do you think??



For Athelas to work after being pressed, you will need the following piece for the Horde:

Behavior = AutoHealBehavior ModuleTag_AthelasHealing
  StartsActive  = Yes; Active, as in no upgrade required
  ButtonTriggered  = Yes; But doesn't actually run on its own.
  HealingAmount  = ATHELAS_HEAL_AMOUNT
  Radius  = 200
  HealOnlyOthers  = No
  SingleBurst  = Yes
  UnitHealPulseFX  = FX_AragornAthelas
  KindOf  = HERO
End

Of course it will need to be adjusted, so you need 'KindOf = HERO' to be replaced by 'KindOf = "Object-name-of-Horde"'


Edit: Compare the code with the Module Setup of Aragorn. Make sure the AutoHealBahavior comes after the Athelas power code.



in da part of kind of i tried gondorrangerinn & dunedain ranger & error appears with da problem of da kind of

#60 Sûlherokhh

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  •  'Axe'er of the Gordic Knot

Posted 07 December 2008 - 05:48 PM

Instead of the ObjectName try using INFANTRY or ARCHER. Also, reduce 'Radius = 200' to 'Radius = 75', so only the horde members will benefit from the healing.

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Axed Head and A.I. Coder for S.E.E. and ... stuff

".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."





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