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#1 JUS_SAURON

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Posted 22 March 2009 - 12:13 PM

Hi I am tring to give Gandalf a Sheild Bubble That act as a separate object/Unit
Not just as FX around him .
It is summoned to the battefield
It must be able to be entered i.e path through the FX not like a Garrison
It must be able to repel ALL ENEMY Projectiles ---This is what stumps me .
If i set it as unit I can achieve all this except the projectile
I think if i give it the correct KIND_OF and GEMETRY it will work as planned
If i set it as a STRUCTURE i cant path through it as a structure wont allow it
(or can it )

Sofar it is bassically complete except i want all Projectiles EG ROCKS
to be stopped by its GEOMETRY but still allow a person to enter/Path Through

Please Check Coding to see if it is possible (I tried everything)

[attachment=22400:SHIELD_BUBBLE.JPG]

CODE


Object GANDALF_SHIELD_BUBBLE

Scale = 3.0

CommandSet = BUBBLECommandSet



Draw = W3DScriptedModelDraw ModuleTag_ShieldBubble
DefaultModelConditionState
Model = GUGANDALFCRSTL
ParticleSysBone = ROOTTRANSFORM AragornElendill FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes
End

End

; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = GANDALF_THREAT_LEVEL
ThingClass = LARGE_MONSTER

BuildCost = GONDOR_ARCHERYRANGE_BUILDCOST
BuildTime = GONDOR_ARCHERYRANGE_BUILDTIME
BountyValue = GONDOR_ARCHERYRANGE_BOUNTY_VALUE
VisionRange = GONDOR_ARCHER_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = GONDOR_ARCHERYRANGE_SHROUD_CLEAR
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End


Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
//AILuaEventsList = GateWatchersFunctions
End


//Debuff
Behavior = AttributeModifierAuraUpdate ModuleTag_GateDebuff
StartsActive = Yes
BonusName = StandardDebuff
RefreshDelay = 2000
Range = 100
TargetEnemy = Yes
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End

Body = ActiveBody ModuleTag_ActiveBody
MaxHealth = 1000000
End
RadarPriority = UNIT
KindOf = IMMOBILE PRELOAD WALL_HUB MUMAKIL_BUFF_NUGGET BIG_MONSTER ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK DEPLOYED_MINE MADE_OF_STONE HEAVY_MELEE_HITTER PRELOAD SELECTABLE INFANTRY PATH_THROUGH_EACH_OTHER SCORE NOTIFY_OF_PREATTACK ARMY_SUMMARY SCARY GANDALF INFANTRY SCORE MINE IGNORE_FOR_VICTORY ;NO_COLLIDE UNATTACKABLE NOT_AUTOACQUIRABLE SELECTABLE STRUCTURE
ThreatBreakdown MenWallHubSmall_DetailedThreat
AIKindOf = WALL
End
CampnessValue = CAMPNESS_WALL

Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
//This one does the work, but the one in the horde displays the timer
MinLifetime = 300000
MaxLifetime = 300000
DeathType = FADED
End




;;; FIRE BALL SPECIAL POWER ;;;


Behavior = SpecialPowerModule ModuleTag_FireballStarter
SpecialPowerTemplate = SpecialAbilitySarumanFireball_BUBBLE
UpdateModuleStartsAttack = Yes
StartsPaused = No
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate
SpecialPowerTemplate = SpecialAbilitySarumanFireball_BUBBLE
;WhichSpecialWeapon = 1
SkipContinue = Yes

UnpackTime = 800
PreparationTime = 1
PersistentPrepTime = 1000
PackTime = 100

AwardXPForTriggering = 0

StartAbilityRange = 500
MustFinishAbility = Yes
SpecialWeapon = MordorGateWatchersFearWeapon2
End

Behavior = AutoAbilityBehavior ModuleTag_FirBallAutoAbility
SpecialAbility = SpecialAbilitySarumanFireball_BUBBLE
MaxScanRange = 500
Query = 1 ALL ENEMIES -STRUCTURE NOT_CREEP -RohanFrodo -NeutralGollum -NeutralGollum_RingHero -NeutralGollum_RingStealer
End


Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 0.1
End

Behavior = SlowDeathBehavior ModuleTag_FizzleDeath
DeathTypes = ALL
DeathFlags = DEATH_1
SinkDelay = 1
SinkRate = 5.0 ; in Dist/Sec
DestructionDelay = 5
;Sound = INITIAL ImpactHorse
Weapon = FINAL ChillWindWeapon
; OCL = INITIAL OCL_SpawnCRATE_BOMB
End


Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh
EffectRadius = GONDOR_WELL_AOE_RADIUS
PingDelay = 20;msec
HealPercentPerSecond = 3000%
AllowFilter = ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE +DOZER
NonStackable = Yes
HealFX = FX_SpellHealUnitHealBuff
End


Geometry = SPHERE
GeometryMajorRadius = 100
GeometryHeight = 100.0
GeometryIsSmall = No
DeadCollideSize = LARGE
End


For BFME2 - collectors Edition

Edited by JUS_SAURON, 26 September 2009 - 10:25 PM.


#2 JUS_SAURON

JUS_SAURON

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Posted 22 March 2009 - 12:18 PM

not to sure why i cant edit above so

THIS is the KIND_OF 's I tried (ALL AT ONCE)

KindOf = IMMOBILE PRELOAD WALL_HUB MUMAKIL_BUFF_NUGGET BIG_MONSTER
ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK DEPLOYED_MINE MADE_OF_STONE
HEAVY_MELEE_HITTER PRELOAD SELECTABLE INFANTRY PATH_THROUGH_EACH_OTHER SCORE
NOTIFY_OF_PREATTACK ARMY_SUMMARY SCARY GANDALF
INFANTRY SCORE MINE IGNORE_FOR_VICTORY ;
NO_COLLIDE UNATTACKABLE NOT_AUTOACQUIRABLE SELECTABLE STRUCTURE


I'm trying anything to get it to stop Projectiles AND be able to walk into by Allies

I was thinking along the lines of how a MAMUKIL blocks Catapults-Rocks if you
Stand next to it or how my Fellbeasts always get hit by my own Fortress
Catapult-Rock when Flying low on the battlefield :w00t:

================================================
OR Give it a BUFF Module that will allow All Allies to get 1000000% ARMOUR
so they cant take damage . :crazed:
If using Buff method How to modify one ...



Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = GenericBuff_BUBBLE
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End



//These are the games standard buffs (including persistent variations)
ModifierList GenericBuff_BUBBLE
Category = LEADERSHIP
Modifier = ARMOR 50000000%
Modifier = RESIST_KNOCKBACK 100%
Modifier = RESIST_FEAR 100%
Duration = 0
FX = FX_GenericLeadership
IgnoreIfAnticategoryActive = No
End

something's wrong as Heroes Still take damage when near / in shield

Edited by JUS_SAURON, 22 March 2009 - 10:06 PM.


#3 JUS_SAURON

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Posted 23 March 2009 - 10:54 PM

I added it to the experience level files and got the
FX attributed to it to work but the units still take damage
it is still a bit buggy but I saw a rockcatapult do not damage
to an intilier ranger horde so there is HOPE ... :p
ANY SUGGESTIONS ....


[attachment=22408:SHIELD_BUBBLE2.JPG]


Attribute FX shown as yellow
MODIFIED CODING:

CODE

Object GANDALF_SHIELD_BUBBLE

Scale = 3.0

CommandSet = BUBBLECommandSet



Draw = W3DScriptedModelDraw ModuleTag_ShieldBubble
DefaultModelConditionState
Model = GUGANDALFCRSTL
ParticleSysBone = ROOTTRANSFORM AragornElendill FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes
End

End

; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = GANDALF_THREAT_LEVEL
ThingClass = LARGE_MONSTER

BuildCost = GONDOR_ARCHERYRANGE_BUILDCOST
BuildTime = GONDOR_ARCHERYRANGE_BUILDTIME
BountyValue = GONDOR_ARCHERYRANGE_BOUNTY_VALUE
VisionRange = GONDOR_ARCHER_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = GONDOR_ARCHERYRANGE_SHROUD_CLEAR
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End


Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
//AILuaEventsList = GateWatchersFunctions
End

Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = GenericBuff_BUBBLE
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End




Body = ActiveBody ModuleTag_ActiveBody
MaxHealth = 1000000
End
RadarPriority = UNIT
KindOf = IMMOBILE PRELOAD WALL_HUB MUMAKIL_BUFF_NUGGET BIG_MONSTER ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK DEPLOYED_MINE MADE_OF_STONE HEAVY_MELEE_HITTER PRELOAD SELECTABLE INFANTRY PATH_THROUGH_EACH_OTHER SCORE NOTIFY_OF_PREATTACK ARMY_SUMMARY SCARY GANDALF INFANTRY SCORE MINE IGNORE_FOR_VICTORY ;NO_COLLIDE UNATTACKABLE NOT_AUTOACQUIRABLE SELECTABLE STRUCTURE
ThreatBreakdown MenWallHubSmall_DetailedThreat
AIKindOf = WALL
End
CampnessValue = CAMPNESS_WALL

Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
//This one does the work, but the one in the horde displays the timer
MinLifetime = 300000
MaxLifetime = 300000
DeathType = FADED
End




;;; FIRE BALL SPECIAL POWER ;;;


Behavior = SpecialPowerModule ModuleTag_FireballStarter
SpecialPowerTemplate = SpecialAbilitySarumanFireball_BUBBLE
UpdateModuleStartsAttack = Yes
StartsPaused = No
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate
SpecialPowerTemplate = SpecialAbilitySarumanFireball_BUBBLE
;WhichSpecialWeapon = 1
SkipContinue = Yes

UnpackTime = 800
PreparationTime = 1
PersistentPrepTime = 1000
PackTime = 100

AwardXPForTriggering = 0

StartAbilityRange = 500
MustFinishAbility = Yes
SpecialWeapon = MordorGateWatchersFearWeapon2
End

Behavior = AutoAbilityBehavior ModuleTag_FirBallAutoAbility
SpecialAbility = SpecialAbilitySarumanFireball_BUBBLE
MaxScanRange = 500
Query = 1 ALL ENEMIES -STRUCTURE NOT_CREEP -RohanFrodo -NeutralGollum -NeutralGollum_RingHero -NeutralGollum_RingStealer
End


Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 0.1
End

Behavior = SlowDeathBehavior ModuleTag_FizzleDeath
DeathTypes = ALL
DeathFlags = DEATH_1
SinkDelay = 1
SinkRate = 5.0 ; in Dist/Sec
DestructionDelay = 5
;Sound = INITIAL ImpactHorse
Weapon = FINAL ChillWindWeapon
; OCL = INITIAL OCL_SpawnCRATE_BOMB
End
Behavior = PassiveAreaEffectBehavior ModuleTag_FeelGoodHero
EffectRadius = ELVEN_STATUE_AOE_RADIUS
PingDelay = 20 ; ms
ModifierName = GenericBuff_BUBBLE
AntiCategories = BUFF
AllowFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End

Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh
EffectRadius = GONDOR_WELL_AOE_RADIUS
PingDelay = 20;msec
HealPercentPerSecond = 3000%
AllowFilter = ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE +DOZER
NonStackable = Yes
HealFX = FX_SpellHealUnitHealBuff
End

; --------- LEADERSHIP -----------------------------------------------------------------
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership2
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = GenericHeroLeadership_BUBBLE
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End


Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = Yes
StartsPaused = No
End

Geometry = SPHERE
GeometryMajorRadius = 100
GeometryHeight = 100.0
GeometryIsSmall = No
DeadCollideSize = LARGE
End


TWO attribute modifiers :

CODE

ModifierList GenericHeroLeadership_BUBBLE
Category = LEADERSHIP
Modifier = ARMOR 5000000000%
Modifier = RESIST_KNOCKBACK 100%
Modifier = RESIST_FEAR 100%
Duration = 9000000000000000000000000
FX = FX_GenericLeadership
FX2 = FX_GenericBuff
FX3 = FX_GenericLeadership30
MultiLevelFX = Yes
ReplaceInCategoryIfLongest = Yes
IgnoreIfAnticategoryActive = No
End

//These are the games standard buffs (including persistent variations)
ModifierList GenericBuff_BUBBLE
Category = LEADERSHIP
Modifier = ARMOR 50000000%
Modifier = RESIST_KNOCKBACK 100%
Modifier = RESIST_FEAR 100%
Duration = 30000000000000000000
FX = FX_GenericLeadership
FX2 = FX_GenericBuff
FX3 = FX_GenericLeadership30
MultiLevelFX = Yes
ReplaceInCategoryIfLongest = Yes
IgnoreIfAnticategoryActive = No
End

Edited by JUS_SAURON, 26 September 2009 - 10:26 PM.


#4 JUS_SAURON

JUS_SAURON

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Posted 24 March 2009 - 12:39 AM

im so sorry for double err triple posting but cant edit above ..

sofar --- using THIS attribute modifier it works as required

CODE

ModifierList GenericHeroLeadership_BUBBLE
Category = LEADERSHIP
Modifier = ARMOR 5000000000%
Modifier = RESIST_KNOCKBACK 100%
Modifier = RESIST_FEAR 100%
Modifier = INVULNERABLE CREATE_A_HERO_INVULNERABILITY_MODIFIER
Duration = 300000
FX = FX_GenericLeadership
FX2 = FX_GenericBuff
FX3 = FX_GenericLeadership30
MultiLevelFX = Yes
ReplaceInCategoryIfLongest = Yes
IgnoreIfAnticategoryActive = No
End

//These are the games standard buffs (including persistent variations)
ModifierList GenericBuff_BUBBLE
Category = LEADERSHIP
Modifier = ARMOR 50000000%
Modifier = RESIST_KNOCKBACK 100%
Modifier = RESIST_FEAR 100%
Modifier = INVULNERABLE CREATE_A_HERO_INVULNERABILITY_MODIFIER
Duration = 300000
FX = FX_GenericLeadership
FX2 = FX_GenericBuff
FX3 = FX_GenericLeadership30
MultiLevelFX = Yes
ReplaceInCategoryIfLongest = Yes
IgnoreIfAnticategoryActive = No
End


I.e Gandalf and any Ally units act as they are INVULNERABLE
so A.I just stands around getting Slaughtered ..

BUT the EFFECT TIME seems to last LONGER than the bubble i.e
They still act INVULNERABLE after the bubble has long gone ...
They eventually go to NOMAL MODE ang get damaged after approx
1 min or so ..

????................MY QUESTION ......??????

HOW TO SYNC TIME of Attribute and LIFETIMER module of BUBBLE
so that when the bubble dissapears the Attribute is GONE ????

SHIELD LIFETIMER ---
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
//This one does the work, but the one in the horde displays the timer
MinLifetime = 300000
MaxLifetime = 300000
DeathType = FADED
End

ATTRIBUTE DURATION ----

Duration = 300000 ; BUT SEEMS LONGER :p

#5 Fingulfin

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Posted 24 March 2009 - 05:00 AM

You are forgetting that Att. Mods are Special Powers.

Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = GenericBuff_BUBBLE
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End

Every 2000 MS the Att. Mod is RECREATED with its full lifespan. If you look at most leaderships, they probably have a duration of 2500-3000 MS. Why so short? Because every 2 seconds, the modifier is reapplied! Also note that after a hero dies, his leadership mod stays on the units for half a second to a second... Its because the modifier has stopped being re-applied, however the original duration of the last applied mod still has to run down.
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#6 Black Dragon

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Posted 25 September 2009 - 04:05 PM

Sorry to bump an old topic but I was searching for something related to gandalf bubble and was intrigued by this. Did you ever achieve this as a power JUS? If so I would love to know how or get a copy of your files (totally for personal use never intended to release any modding I do). I'd love to add this ability to Saruman

blackdragon.jpg


#7 JUS_SAURON

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Posted 25 September 2009 - 10:40 PM

Sorry to bump an old topic but I was searching for something related to gandalf bubble and was intrigued by this. Did you ever achieve this as a power JUS? If so I would love to know how or get a copy of your files (totally for personal use never intended to release any modding I do). I'd love to add this ability to Saruman

Tis OK :D
Tested and perfected !
Files are on 3rd age for everyone's PERSONAL MOD
Not to be used for a published Mod
Saruman !!!???? NOOO , He's Evil :crazed:
Just Click on my SIGNATURE BELOW :p

Edited by JUS_SAURON, 25 September 2009 - 10:44 PM.


#8 Black Dragon

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Posted 26 September 2009 - 03:15 PM

Thanks I will take a look. I figured that Saruman would have similar abilities to Gandalf so to make the Isengard heroes a little more balanced with Gondor's I will try and make Saruman a bit stronger

blackdragon.jpg



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