Jump to content


Photo

Lord of The Rings Battle For Middle-Earth 2 The Lost Kingdom


  • Please log in to reply
13 replies to this topic

#1 Neged

Neged
  • Members
  • 52 posts

Posted 06 April 2009 - 05:54 PM

This mod adds:
-new faction, Arnor
-a brand new CaH class and type, Men of Arnor ( Dunedain Ranger )
Later to come:
-Grond, special unit for mordor (since they can use only 1 of theirs (nazgul riders))
-Descendant of Elendil subclass from the Men of Arnor.
-Not much more...

Jobs
i need a modeler, because the Dunedain Ranger currently uses the elf model.
skinner to do the skin of the Ranger, and stuff
ini scripter, i REALLY dont know how to finish Isildur...

#2 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 06 April 2009 - 06:08 PM

shouldnt this be in drawing board? ;) (not sure though)
http://forums.revora...?showforum=1764
Ridder Geel

#3 Neged

Neged
  • Members
  • 52 posts

Posted 06 April 2009 - 08:08 PM

shouldnt this be in drawing board? ;) (not sure though)
http://forums.revora...?showforum=1764


i know i shouldn't look for someone to help me here...
it's just that if they look here, and would like to contribute to the mod or something...

#4 JUS_SAURON

JUS_SAURON

    El Shaddai

  • Members
  • 1,581 posts
  • Location:Trinidad
  • Projects: BFME2 MOD - Power Of The Ring
  •   INI Coder

Posted 06 April 2009 - 11:56 PM

shouldnt this be in drawing board? :p (not sure though)
http://forums.revora...?showforum=1764


i know i shouldn't look for someone to help me here...
it's just that if they look here, and would like to contribute to the mod or something...

Don't be so glum :thumbsupsmiley:
There are a few good samaritans left
I dont have much to offer in the way of moddling/skinning but I can give you
a pretty good Isildur code .Its quite long so here goes

BTW :This is not really the right forum :tongevil:
CODE
;------------------------------------------------------------------------------
;
; Isildur.ini
;
;------------------------------------------------------------------------------

;;------------------------------------------------------------------------------

Object GondorIsildur

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.


SelectPortrait = UPGondor_TowerGuard
ButtonImage = WOR_GondorTowerGuard

; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_DRAW ;ModuleTag_01


OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = Arrow

DefaultModelConditionState
Model = GUIsildur_SKN
ParticleSysBone = B_SWORDBONE GandalfMoriaLightCenter FollowBone:yes


End

ModelConditionState = WEAPONSET_HERO_MODE
Model = GUIsildur_SKN
ParticleSysBone = B_SWORDBONE Anduril FollowBone:yes
; ParticleSysBone = B_SWORDBONE AragornElendill FollowBone:YES
End




; --- Idle Anims --- ;

IdleAnimationState
StateName = STATE_Bored

Animation = GUAragorn_IDLE ;no_fidget
AnimationName = GUAragorn_SKL.GUAragorn_IDLE
AnimationMode = ONCE
AnimationPriority = 12
End

Animation = GUAragorn_IDLF ;fidget
AnimationName = GUAragorn_SKL.GUAragorn_IDLF
AnimationMode = ONCE
AnimationPriority = 1
End

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" or
Prev == "STATE_Moving" then CurDrawableSetTransitionAnimState("TRANS_SB")
elseif Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_RB")
end
EndScript
End




; --- Flying Anims --- ;

AnimationState = STUNNED_FLAILING
StateName = STATE_Fly
Animation = FLYA
AnimationName = GUAragorn_SKL.GUAragorn_FLYA
AnimationMode = LOOP
End
End

AnimationState = STUNNED_STANDING_UP
StateName = STATE_Ready
Animation = GUAragorn_GTPB
AnimationName = GUAragorn_SKL.GUAragorn_GTPB
AnimationMode = ONCE
End
End


AnimationState = STUNNED
Animation = LNDA
AnimationName = GUAragorn_SKL.GUAragorn_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_SoldierHitGround
End





; --- Dying anims --- ;

AnimationState = DYING DEATH_2
Animation
AnimationName = GUAragorn_IDLE
AnimationMode = LOOP
End
End


AnimationState = DYING
Animation = DIEA
AnimationName = GUAragorn_SKL.GUAragorn_DIEA
AnimationMode = ONCE
End
Animation = DIEB
AnimationName = GUAragorn_SKL.GUAragorn_DIEB
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Fly"
then
return "LNDA"
else
Rand = GetClientRandomNumberReal(0, 1)
if( Rand > .5 )
then
return "DIEA"
else
return "DIEB"
end
end
EndScript
End





; --- Attacking Anims [Weapon_A] --- ;

AnimationState = BETWEEN_FIRING_SHOTS_A
StateName = STATE_Ready
Animation = IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
End
End

AnimationState = FIRING_OR_PREATTACK_A HERO
StateName = STATE_Ready
Animation = GUAragorn_SPCA
AnimationName = GUAragorn_SKL.GUIsildur_SPCA
AnimationMode = ONCE
End

FXEvent = Frame:22 Name: FX_IsildurSword
FXEvent = Frame:42 Name: FX_IsildurSword
FXEvent = Frame:67 Name: FX_IsildurSword
End

AnimationState = FIRING_OR_PREATTACK_A
StateName = STATE_Ready
Animation = ATKD
AnimationName = GUAragorn_SKL.GUAragorn_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 3
End
Animation = ATKE
AnimationName = GUAragorn_SKL.GUAragorn_ATKE
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 2
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End







; --- Moving Anims --- ;

AnimationState = MOVING
StateName = STATE_Moving

Animation = GUAragorn_RUNB
AnimationName = GUAragorn_SKL.GUAragorn_RUNB
AnimationMode = LOOP
Distance = 80
End
End


; --- Special Anims --- ;

AnimationState = UNPACKING
StateName = STATE_Selected
Animation = Spell_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE
End
Animation = Spell_ATNE
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = ONCE
AnimationBlendTime = 20
End
Animation = Spell_IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationBlendTime = 20
End

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected"
then
return "Spell_ATNE"
elseif Prev == "STATE_Ready"
then
return "Spell_IDLA"
elseif Prev == "STATE_Bored"
then
return "Spell_ATND"
end
EndScript
ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes
;; ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes
; FXEvent = Frame:0 Name:FX_Narsil
ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes
End




; --- Emotion Animations --- ;

AnimationState = EMOTION_ALERT
StateName = STATE_Ready
Animation = IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = LOOP
AnimationPriority = 1
End
Animation = IDLA_BigBlend
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationPriority = 1
AnimationBlendTime = 7
End
Flags = RESTART_ANIM_WHEN_COMPLETE

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SR")
elseif Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_BR")
elseif Prev == "STATE_Moving" then return "IDLA_BigBlend"
else return "IDLA"
end
EndScript
End






; --------- Click and Hit Reactions ------------

AnimationState = HIT_REACTION HIT_LEVEL_1
StateName = STATE_Bored
Animation = Hit_Level_1_b
AnimationName = GUAragorn_SKL.GUAragorn_HITB
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Ready" then CurDrawableAllowToContinue() end
EndScript
End



AnimationState = EMOTION_CELEBRATING
StateName = STATE_ready
Animation = CHRB
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_TAUNTING
StateName = STATE_ready
Animation = CHRB
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End



; --- Selected --- ;

AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNE
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = LOOP
AnimationBlendTime = 5
AnimationMustCompleteBlend = yes
End
Animation = ATNE_BigBlend
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = LOOP
AnimationBlendTime = 7
AnimationMustCompleteBlend = yes
End

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_RS")
elseif Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_BS")
elseif Prev == "STATE_Moving" then return "ATNE_BigBlend"
else return "ATNE"
end
EndScript
End





; --- TRANSITIONS --- ;

TransitionState = TRANS_BS
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE
End
End

TransitionState = TRANS_SB
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End

TransitionState = TRANS_RB
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_IDLE
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

TransitionState = TRANS_RS
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

TransitionState = TRANS_SR
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

TransitionState = TRANS_BR
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
End


;Draw module just for the HeroSelection
Draw = W3DScriptedModelDraw Icon
ModelConditionState = NONE
Model = Icon02
End
End





; *** DESIGN parameters ***
DisplayName = OBJECT:GondorIsildur
Side = Good
EditorSorting = UNIT


ThreatLevel = ISILDUR_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
BuildCost = 1000
BuildTime = 30
MaxSimultaneousOfType = 1
VisionRange = 121
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GondorIsildurCommandSet
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG

WeaponSet
Conditions = None
Weapon = PRIMARY GondorIsildurSword
End
WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY GondorIsildurNarsil
End

ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End


// *** AUDIO Parameters ***//

;VoiceAmbushed = TowerGuardVoiceAmbushed OBSOLETE VOICE
VoiceAttack = TowerGuardVoiceAttack
VoiceAttackCharge = TowerGuardVoiceAttackCharge
VoiceAttackMachine = TowerGuardVoiceAttack
VoiceAttackStructure = TowerGuardVoiceAttackBuilding
VoiceEnterStateAttack = TowerGuardVoiceEnterStateAttack
VoiceEnterStateAttackCharge = TowerGuardVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = TowerGuardVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = TowerGuardVoiceEnterStateAttackBuilding
VoiceCreated = TowerGuardVoiceSalute //GondorSoldierVoiceCreated
VoiceFullyCreated = TowerGuardVoiceSalute
VoiceMove = TowerGuardVoiceMove
VoiceMoveToCamp = TowerGuardVoiceMoveCamp
VoiceMoveWhileAttacking = TowerGuardVoiceDisengage
VoiceEnterStateMove = TowerGuardVoiceEnterStateMove
VoiceEnterStateMoveToCamp = TowerGuardVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = TowerGuardVoiceEnterStateDisengage
VoicePriority = 56
VoiceRetreatToCastle = TowerGuardVoiceRetreat
VoiceEnterStateRetreatToCastle = TowerGuardVoiceEnterStateRetreat
VoiceSelect = TowerGuardVoiceSelectMS
VoiceSelectBattle = TowerGuardVoiceSelectBattle //GondorSoldierVoiceSelect //GondorSoldierVoiceSelectBattle
VoiceGuard = TowerGuardVoiceMove


SoundImpact = ImpactHorse

;IsildurVoiceJoinAnybody
;IsildurVoiceRespawn

;UnitSpecificSounds
;End

CrowdResponseKey = ElfHero

#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = IsildurDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO
PathfindDiameter = 40.0

Body = ActiveBody ModuleTag_02
MaxHealth = ISILDUR_HEALTH ;BALANCE Man at Arms Health
MaxHealthDamaged = 5
RecoveryTime = 5000
End

Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
End

Behavior = SpecialPowerModule ModuleTag_IsildurNarsilAttack
SpecialPowerTemplate = SpecialAbilityHeroModeNarsil
AttributeModifier = NarsilFXThing
AttributeModifierFX = FX_Anduril
AttributeModifierRange = 0
AttributeModifierAffectsSelf = Yes
StartsPaused = No
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 250 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)

AddEmotion = Terror_Base
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End

Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IsildurNarsilAttackUpdate
SpecialPowerTemplate = SpecialAbilityHeroModeNarsil
HeroAttributeModifier = IsildurNarsilAttack
HeroEffectDuration = 999999999 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1666 ;
End


LocomotorSet
Locomotor = IsildurHumanLocomotor
Condition = SET_NORMAL
Speed = 48
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 3333
ShockStunnedTimeLow = 1000
ShockStunnedTimeHigh= 1200
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 22000
Sound = INITIAL IsildurVoiceDie
End


;--------------Escape Ability
Behavior = SpecialPowerModule ModuleTag_ElfCloakStarter
SpecialPowerTemplate = SpecialAbilityWormtongueEscape
UpdateModuleStartsAttack = Yes
End

Behavior = ToggleHiddenSpecialAbilityUpdate ModuleTag_ElfCloakUpdate
SpecialPowerTemplate = SpecialAbilityWormtongueEscape
EffectDuration = STEALTH_TIMER
; ShowPalantirTimer = No
End

Behavior = InvisibilityUpdate ModuleTag_StealthForEscape
InvisibilityNugget
InvisibilityType = STEALTH
ForbiddenConditions = USING_ABILITY
BecomeStealthedFX = FX_ElvenCloakOn ;FX_WormtongueEscapeOn
ExitStealthFX = FX_ElvenCloakOff ;FX_WormtongueEscapeOff
End
StartsActive = No
UpdatePeriod = 2000
End



//--------------------------------------------------------------------------

Behavior = SpecialPowerModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level3
SpecialPowerTemplate = SpecialAbilityCreateAHeroInvulnerability_Level3
UpdateModuleStartsAttack = No
StartsPaused = No
AttributeModifier = CreateAHeroInvulnerabilityBonus_Level3
AttributeModifierRange = 1
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +CAVALRY +INFANTRY
AttributeModifierFX = FX_CreateAHeroInvulnerability_Start
End




//--------------------------------------------------------------------------
// ===== STARLIGHT SPECIAL POWER
//--------------------------------------------------------------------------

Behavior = OCLSpecialPower ModuleTag_GlorfindelStarlight
StartsPaused = No
SpecialPowerTemplate = SpecialAbilityCreateAHeroStarlight
OCL = OCL_GlorfindelStarlightObject
CreateLocation = CREATE_AT_LOCATION
StartsPaused = No
//TriggerFX = GlorfindelStarlight
End
Behavior = SpecialAbilityUpdate ModuleTag_CreateAHeroGlorfindelStarlightPowerUpdate
SpecialPowerTemplate = SpecialAbilityCreateAHeroStarlight
UnpackTime = 1 ;// (changing this will scale anim speed)
PreparationTime = 1 ;// time to complete hack once prepared (changing this will scale anim speed)
PackTime = 2000 ;// (changing this will scale anim speed)
UnpackingVariation = 5
End




; --------- LEADERSHIP -----------------------------------------------------------------
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = GenericHeroLeadership
;TriggeredBy = Upgrade_AragornLeadership
RefreshDelay = 2000
Range = ISILDUR_LEADERSHIP_RANGE
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End



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





Behavior = OCLSpecialPower ModuleTag_Summon_MONEY
SpecialPowerTemplate = EntAllies
OCL = OCL_Spawn_MONEY
TriggerFX = FX_DunedainSummon
CreateLocation = CREATE_AT_LOCATION
;UpgradeName = Upgrade_EntAllies
AvailableAtStart = Yes
End












//--------------------------------------------------------------------------
// Special Power BLADE MASTER
//--------------------------------------------------------------------------


Behavior = SpecialPowerModule ModuleTag_CreateAHeroBladeMasterStarter // SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityCreateAHeroBladeMaster
StartsPaused = No
End

Behavior = HeroModeSpecialAbilityUpdate ModuleTag_CreateAHeroBladeMasterUpdate // So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityCreateAHeroBladeMaster
HeroAttributeModifier = CreateAHeroBladeMaster
HeroEffectDuration = 30000 // this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 // insant unpack
TriggerSound = AragornBladeMaster
End




Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
//This one does the work, but the one in the horde displays the timer
MinLifetime = ISILDUR_TIMER ;120000
MaxLifetime = ISILDUR_TIMER ;120000
DeathType = FADED
End



Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
DeathTypes = NONE +FADED
DeathFlags = DEATH_2
FadeDelay = 500
FadeTime = 3500
DestructionDelay = 4500
Sound = INITIAL SpellGenericUnsummonMS
End


Behavior = SquishCollide ModuleTag_06
;nothing
End

; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Elf Elf_Male Unit Infantry
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2867 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)

HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 2500.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 5000.0 ; level 3 (heavy damage) threshold trigger
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
; AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_WLKA Frames: 0
AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_RUNB Frames: 2 12
End

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20;
ShadowSizeY = 20;
ShadowTexture = ShadowI;

End

Commandset /Commandbuttons

CODE

CommandSet GondorIsildurCommandSet
//1 = Command_ToggleStance
1 = Command_SpecialAbilityNarsilAttack
2 = Command_CreateAHero_SpecialAbilityBladeMasterX
3 = Command_MONEY
4 = Command_CreateAHero_Invulnerability_Level3X
// 4 = Command_CreateAHero_StarlightX
5 = Command_SpecialAbilityWormtongueEscape_GOOD
6 = Command_AragornFakeLeadershipButton
13 = Command_AttackMove
15 = Command_Stop
End

other Stuff

CODE

; ---------------------------------------------------------------------------------------
; Create A bunch of Ents out of thin air.
ObjectCreationList OCL_Spawn_MONEY
CreateObject
ObjectNames = TreasureChest_JUS_5000 TreasureChest_JUS_5000 TreasureChest_JUS_5000 TreasureChest_JUS_5000
Count = 4
FadeIn = Yes
FadeTime = 2000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 90 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 250 ; and this for distance from center
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
End
End

//Which is >>>>>


ChildObject TreasureChest_JUS_5000 SalvageCrate
Behavior = SalvageCrateCollide ModuleTag_02
ForbiddenKindOf = PROJECTILE ENVIRONMENT IGNORED_IN_GUI
BannerChance = 100% ;
LevelUpChance = 50% ; This is the chance we gain a level
LevelUpRadius = 100.0 ;
ResourceChance = 50% ; And this is the chance we get money. Level + Money = 100%. Weapon is an idependant FirstChance
MinResource = 5000 ; If we get money, this is how much we get. Make them different to get a random range.
MaxResource = 10000
AllowAIPickup = Yes
ExecuteFX = FX_GoldChestPickup ; FXList to play when sucessfully picked up
End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = -1
MaxLifetime = -1
End
End


///MORE ....


CommandButton Command_MONEY
Command = SPECIAL_POWER
SpecialPower = EntAllies
ButtonImage = HSStealMoney
Options = NEED_TARGET_POS ; Huh, you can't have this flag and a radius cursor: CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:ElvenGifts ;;;OBJECT:TreasureChest
ButtonBorderType = ACTION
DescriptLabel = OBJECT:TREASURE_TIP
RadiusCursorType = EntAlliesRadiusCursor
InPalantir = Yes
End



If you get all thet isildur should be usable with some cool powers
You should be able to figure out the rest !


What I want :Become one of my Nazgul and find my precious :p
I need a few Testers for my large-Scale BFME2 Map
You can find it in SHOWCASE
Just play and rate with CONSTRUCTIVE comments. Thanks and Your welcome
Why am I givng out my codes -I don't own any of this ,EA / Tolkien Does :p

#5 JUS_SAURON

JUS_SAURON

    El Shaddai

  • Members
  • 1,581 posts
  • Location:Trinidad
  • Projects: BFME2 MOD - Power Of The Ring
  •   INI Coder

Posted 06 April 2009 - 11:59 PM

I cant Edit above (probably as its so long)

so : Narsil needs to be upgraded

CODE

;------------------------------------------------------------------------------
Weapon GondorIsildurNarsil
LeechRangeWeapon = Yes
AttackRange = STANDARD_MELEE_ATTACK_RANGE
MeleeWeapon = Yes
DelayBetweenShots = ARAGORN_DELAYBETWEENSHOTS ; time between shots, msec
PreAttackDelay = 2333 ; 400 is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FireFX = FX_GondorSwordHit
FiringDuration = 1333 ; Duration of the sword swing

DamageNugget ; A basic Nugget that just does damage
Damage = ARAGORN_DAMAGE ;10000
Radius = 10
DelayTime = 0
DamageType = HERO
DeathType = NORMAL
End

DamageNugget ; A basic Nugget that just does damage
Damage = NARSIL_DAMAGE
DamageScalar = 100% NONE +MordorSauron_RingHero //HAVEINMYMOD +MordorBalrog_SAURON +MordorSauronSUPER
Radius = 10
DelayTime = 0
DamageType = HERO
DeathType = NORMAL
End


End


#6 Neged

Neged
  • Members
  • 52 posts

Posted 07 April 2009 - 07:43 AM

is this for rotwk v1.0 ??

#7 Neged

Neged
  • Members
  • 52 posts

Posted 07 April 2009 - 10:08 AM

i need someone to help me with the arnor's citadel texture!!
this is how it looks for now:
Posted Image

#8 Neged

Neged
  • Members
  • 52 posts

Posted 07 April 2009 - 07:30 PM

oh yeah, dude my mod is for rise of the witch king...
edit:
it works...
but all spells except narsil dont work...
money crashes the game, and for the others, nothing happens

Edited by Neged, 07 April 2009 - 09:35 PM.


#9 JUS_SAURON

JUS_SAURON

    El Shaddai

  • Members
  • 1,581 posts
  • Location:Trinidad
  • Projects: BFME2 MOD - Power Of The Ring
  •   INI Coder

Posted 08 April 2009 - 04:20 AM

oh yeah, dude my mod is for rise of the witch king...
edit:
it works...
but all spells except narsil dont work...
money crashes the game, and for the others, nothing happens


for money put in special power file :
CODE

;------------------------------------------------------------------------------
SpecialPower EntAllies
Enum = SPECIAL_SPAWN_TORNADO
ReloadTime = 300000 ; in milliseconds
RadiusCursorRadius = 70.0
InitiateAtLocationSound = SpellEntsSummon
ViewObjectRange = 400 // how far from hero the spell can be cast
End


//for the other powers put in commandbutton


CommandButton Command_CreateAHero_Invulnerability_Level3X
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCreateAHeroInvulnerability_Level3
TextLabel = CONTROLBAR:Invulnerability_Level3
ButtonImage = CAHInvulnerability
RadiusCursorType = TrainingRadiusCursor
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipInvulnerability_Level3
InPalantir = Yes
AutoAbility = Yes
PresetRange = 50.0
UnitSpecificSound = CaH_Invulnerability

End

CommandButton Command_CreateAHero_SpecialAbilityBladeMasterX
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCreateAHeroBladeMaster
TextLabel = CONTROLBAR:CAHBladeMaster
ButtonImage = HSAragornBladeMaster
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipCAH_BladeMaster
InPalantir = Yes
AutoAbility = Yes
AutoDelay = 30.0 // this should sync with the Aragorn's hero mode effect time
PresetRange = 50.0
UnitSpecificSound = AragornVoiceBladeMaster

End


CommandButton Command_CreateAHero_StarlightX
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCreateAHeroStarlight
TextLabel = CONTROLBAR:CAH_Starlight
DescriptLabel = CONTROLBAR:ToolTipCAH_Starlight
ButtonImage = HSGlorfindelStarlight
ButtonBorderType = ACTION
InPalantir = Yes
AutoAbility = Yes

End


CommandButton Command_SpecialAbilityWormtongueEscape_GOOD
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityWormtongueEscape
TextLabel = CONTROLBAR:Escape
ButtonImage = HSStealth
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipCAH_CM_Stealth_Level3_Palantir
InPalantir = Yes
End




I new I forgot some stuff :good:
These are the support files that make the powers work

The codes are for BFME2 but the ROTWK add-on should be backward compatible !!
As you see him ingame then it should work

Edited by JUS_SAURON, 08 April 2009 - 04:21 AM.


#10 Neged

Neged
  • Members
  • 52 posts

Posted 08 April 2009 - 07:30 AM

thx, it works... except no ants!! :(

Edited by Neged, 08 April 2009 - 08:12 AM.


#11 JUS_SAURON

JUS_SAURON

    El Shaddai

  • Members
  • 1,581 posts
  • Location:Trinidad
  • Projects: BFME2 MOD - Power Of The Ring
  •   INI Coder

Posted 13 April 2009 - 03:53 PM

thx, it works... except no ants!! :(

Glad It works BUT Whats Ants ???

#12 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 13 April 2009 - 04:13 PM

Ents, I'm guessing.

No fuel left for the pilgrims


#13 JUS_SAURON

JUS_SAURON

    El Shaddai

  • Members
  • 1,581 posts
  • Location:Trinidad
  • Projects: BFME2 MOD - Power Of The Ring
  •   INI Coder

Posted 13 April 2009 - 07:53 PM

Ents, I'm guessing.

Now that makes more sense ;)
No the specialpower TEMPLATE Drops Money / Treasure
I just used that code instead of making a new Template
The OCL is what matters !!

#14 Gil-garador

Gil-garador
  • New Members
  • 3 posts

Posted 06 July 2010 - 07:08 PM

if i may know what kind of program i can us to modd then maby i can aid you in modding for this game. by the way is ther an other way to install your mod on the one you meantion dosent work for me. i need a ini.big file for it to run if that now is possibul.


Back to Drawing Board & Mod Recruitment


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users