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2 questions on modding


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#1 yorxdestroyer uu

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Posted 10 May 2009 - 09:49 AM

how to generate a unit's name and description?
and how to make a flying dragon(from my mod) breathe fire for a primary attack?
I'm a BFME and Spore modder

#2 Ridder Geel

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Posted 10 May 2009 - 10:42 AM

You change names via lotr.str :p
and in the units ini it should say objectname :)
In its construction button in commandbutton.ini it has a description ;)
you just give it the weapon from the power, also you need to change the animation :p
Ridder Geel

#3 yorxdestroyer uu

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Posted 10 May 2009 - 11:38 AM

Thanks for number 1 but the 2nd one. I've tried that and there's no fire. Can you help

And also. How do you add images to the game.

Edited by yorxdestroyer uu, 10 May 2009 - 12:03 PM.

I'm a BFME and Spore modder

#4 yorxdestroyer uu

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Posted 10 May 2009 - 02:37 PM

Anyone?
I'm a BFME and Spore modder

#5 Allathar

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Posted 10 May 2009 - 02:45 PM

Depends on what you want with the image.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#6 JUS_SAURON

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Posted 10 May 2009 - 05:25 PM

Saw your mod on 3rd Age - Congratulations !

What is your Flying Dragon Based on - Drogoth?

Drogoth has 2 Auto Fire Attacks
and an incinerate attack which must be clicked to activate

If you want to make this incinerate attack auto then

modify :
CODE


;ADD TO YOUR FLYING DRAGON


;-----INCINERATE---------------------------------------------------------------


Behavior = SpecialPowerModule ModuleTag_IncinerateStarter
SpecialPowerTemplate = SpecialAbilityDrogothIncinerate_X
UpdateModuleStartsAttack = Yes
StartsPaused = No
InitiateSound = DrogothVoxAttack
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IncinerateUpdate
SpecialPowerTemplate = SpecialAbilityDrogothIncinerate_X
UnpackTime = 1300
PackTime = 3700
AwardXPForTriggering = 0
StartAbilityRange = 40.0
SpecialWeapon = DrogothIncinerate
WhichSpecialWeapon = 2 ; sets SPECIAL_WEAPON_TWO
;UnpackSound = DrogothIncinerateMS
;TriggerSound = DrogothIncinerateMS ;too much delay
End

Behavior = AutoAbilityBehavior ModuleTag_FireflightAutoAbility_for_incinerate
SpecialAbility = SpecialAbilityDrogothIncinerate_X
Query = 1 ANY ENEMIES +HERO ; try a hero first
Query = 10 ANY ENEMIES +INFANTRY +CAVALRY ; then a group of guys
Query = 1 ALL ENEMIES ; then anything
End


; THE COMMANDBUTTON :

CommandButton Command_DrogothIncinerate_X
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityDrogothIncinerate_X
Options = NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT
; Options = NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:SpecialAbilityIncinerate
ButtonImage = HSDrogothIncinerate
ButtonBorderType = ACTION
;RadiusCursorType = FireBreathRadiusCursor
DescriptLabel = CONTROLBAR:ToolTipSpecialAbilityIncinerate
InPalantir = Yes
AutoAbility = Yes
CursorName = EvilAbilityObj
InvalidCursorName = GenericInvalid
End


; FOR SPECIALPOWER FILE
;------------------------------------------------------------------------------
SpecialPower SpecialAbilityDrogothIncinerate_X

Enum = SPECIAL_AT_VISIBLE_OBJECT
ReloadTime = 90000

End



Edited by JUS_SAURON, 10 May 2009 - 05:29 PM.


#7 yorxdestroyer uu

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Posted 11 May 2009 - 12:31 AM

As a unit Icon. And on the dragon. Can someone give me the code for firebreathing. Here's my dragon

Posted Image

;------------------------------------------------------------------------------
; Aka Drogoth the dragon lord
Object Dragon2
; *** ART Parameters ***

	SelectPortrait = HPBlueSummonedDragon
	ButtonImage = SummonedDragon
	
	DescriptionStrategic = CONTROLBAR:LW_ToolTip_Drogoth
	
	ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS

	Draw = W3DScriptedModelDraw ModuleTag_01
			  
		OkToChangeModelColor = Yes
		
		StaticModelLODMode = Yes
			  
		DefaultModelConditionState
			Model = JHDrag_SKN
			WeaponLaunchBone	= PRIMARY BAT_JAW
		End		
		
		IdleAnimationState
			StateName = Idle
			Animation = IDLA
				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYA
				AnimationMode = LOOP
			;AnimationBlendTime = 10
				AnimationSpeedFactorRange = 0.95 1.05
			End
			BeginScript
 				Prev = CurDrawablePrevAnimationState()
 				if Prev == "STATE_WingBlastLoop" then
 					CurDrawableSetTransitionAnimState("TRANS_WingBlastStop") end
 			EndScript
		End

		  AnimationState = DYING
   			StateName = DYING
			Animation = DyingA
				AnimationName = WUDrogoth_SKL.WUDrogoth_DIEK
				  AnimationMode = ONCE
			  ;AnimationBlendTime = 10
			   ;AnimationSpeedFactorRange = 0.5 0.5
			  End
		End

 		AnimationState	= BACKING_UP
   			StateName = backup
   			Animation = IDLA
   				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYA
   				AnimationMode = LOOP
   			;AnimationBlendTime = 10
				AnimationSpeedFactorRange = 0.95 1.05
   			End
   		End
   
   		AnimationState = DIVING
   			StateName = Diving
   			Animation = Diving
   				AnimationName = WUDrogoth_SKL.WUDrogoth_SPCB
   				AnimationMode = LOOP
   			;AnimationBlendTime = 10
 				AnimationSpeedFactorRange = 0.95 1.05
			  End
   		End



		AnimationState = ABOUT_TO_HIT; clawing
			StateName = Claw
			Animation = Claw
				AnimationName = WUDrogoth_SKL.WUDrogoth_SPCB
				AnimationMode = LOOP
			;AnimationBlendTime = 10
			End
		End

		AnimationState = FIRING_OR_PREATTACK_A MOVING; Need this, otherwise we slide between attacks.
			Animation
				AnimationName				= WUDrogoth_SKL.WUDrogoth_SPCB
				AnimationMode				= LOOP
				AnimationSpeedFactorRange	= 1.3 1.3
			End
			ParticleSysBone = B_MAINBONE SummonedDragonWaves	FollowBone:Yes
			ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes
		End

		AnimationState = FIRING_OR_PREATTACK_A
			Animation			= Burninate
				AnimationName	= WUDrogoth_SKL.WUDrogoth_SPCB
				AnimationMode	= ONCE
			End
			ParticleSysBone = BAT_HEAD SummonedDragonFireBreath2	FollowBone:Yes
			ParticleSysBone = BAT_HEAD SummonedDragonHeat	FollowBone:Yes
			ParticleSysBone = BAT_HEAD SummonedDragonEmbers		FollowBone:Yes
			ParticleSysBone = BAT_HEAD SummonedDragonSmoke			FollowBone:Yes
			ParticleSysBone = BAT_HEAD SummonedDragonFireProxy2			FollowBone:Yes
			ParticleSysBone = B_MAINBONE SummonedDragonWaves	FollowBone:Yes
			ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes
		End




	;--- FIREBALL ----------------------------------------------------------------------------
		AnimationState			= SPECIAL_WEAPON_ONE			; fireball
			Animation
				AnimationName	= WUDrogoth_SKL.WUDrogoth_SPCA
				AnimationMode   = LOOP							; loop it, because this looks better than just stopping immediately after.
			End
		End
		
	

	;--- INCINERATE ----------------------------------------------------------------------------
		AnimationState			= SPECIAL_WEAPON_TWO			; incinerate
			Animation
				AnimationName	= WUDrogoth_SKL.WUDrogoth_SPCB
				AnimationMode   = LOOP
			End

			ParticleSysBone = BAT_HEAD DrogothFireBreath FollowBone:Yes
			ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes
			ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes
			ParticleSysBone = BAT_HEAD DrogothBreathProxy FollowBone:Yes
		End
		
	;--- WING BLAST ----------------------------------------------------------------------------
		AnimationState			= SPECIAL_WEAPON_THREE			; wing blast
			StateName			= STATE_WingBlastLoop
			Animation
				AnimationName				= WUDrogoth_SKL.WUDrogoth_SPC2
				AnimationMode				= LOOP
				AnimationSpeedFactorRange	= 0.9 0.9			; to match the weapon timing.
			End
			FXEvent	= Frame:6 Name:FX_WindBlast
 	 		BeginScript
 				Prev = CurDrawablePrevAnimationState()
 				if Prev ~= "TRANS_WingBlastStart" and Prev ~= "STATE_WingBlastLoop" then
 					CurDrawableSetTransitionAnimState("TRANS_WingBlastStart") end
 			EndScript
		End

   		TransitionState = TRANS_WingBlastStart
   			Animation
   				AnimationName = WUDrogoth_SKL.WUDrogoth_SPC1
   				AnimationMode = ONCE
   			End  
   		End
   		
   		TransitionState = TRANS_WingBlastStop
   			Animation
   				AnimationName = WUDrogoth_SKL.WUDrogoth_SPC3
   				AnimationMode = ONCE
   			End  
   		End
   		
   	;--- FIREFLIGHT ----------------------------------------------------------------------------
		AnimationState			= USER_1
			Animation
				AnimationName	= WUDrogoth_SKL.WUDrogoth_SPCF
				AnimationMode	= ONCE
			End
		End

	;--- HARD FLAPPING ----------------------------------------------------------------------------
		AnimationState = CLIMBING
			StateName = Climbing
			Animation = Moving
				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYA
				AnimationMode = LOOP
			;AnimationBlendTime = 10
				AnimationSpeedFactorRange = 0.95 1.05
			End
		End
		AnimationState = FREEFALL
			StateName = Freefall
			Animation = Moving
				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYA
				AnimationMode = LOOP
			;AnimationBlendTime = 10
			End
		End

		AnimationState = MOVING
			StateName = Moving
			Animation = Moving
				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYB
				AnimationMode = LOOP
			;AnimationBlendTime = 10
				AnimationSpeedFactorRange = 0.9 1.1
			End
 	 		BeginScript
 				Prev = CurDrawablePrevAnimationState()
 				if Prev == "Idle"	then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
 				if Prev == "Climbing"	then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
 				if Prev == "STATE_WingBlastLoop" then
 					CurDrawableSetTransitionAnimState("TRANS_WingBlastStop") end
 			EndScript
 		End

   		TransitionState = Trans_Begin_Moving
   			Animation = Transition
   				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYC
   				AnimationMode = ONCE
   				AnimationBlendTime = 6
   			End  
   		End
   		
   		AnimationState = LEVELED
			Animation
				AnimationName = WUDrogoth_SKL.WUDrogoth_LVLA
				AnimationMode = LOOP
			End
		End

	;AnimationState = RUBBLE 
	;	Animation = RubbleDieF
	;		AnimationName = WUDrogoth_SKL.WUDrogoth_FLYA
	;		AnimationMode = ONCE
	;		AnimationBlendTime = 4
	;	End
	;End
		
	End; Draw

; ***DESIGN parameters ***
	Side				= Wild
	EditorSorting		= UNIT
	ThreatLevel			= DROGOTH_THREAT_LEVEL
	ThingClass			= LARGE_MONSTER
	TransportSlotCount	= TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE
;//DisplayMeleeDamage	= DROGOTH_PLOW_DAMAGE_INNER
 	BuildCost			= DROGOTH_BUILDCOST				
 	BuildTime			= DROGOTH_BUILDTIME
 			
	WeaponSet
	
		Weapon				= PRIMARY		NazgulPlowAttack
		PreferredAgainst	= PRIMARY		STRUCTURE MACHINE HORDE  INFANTRY

		Weapon				= SECONDARY		NazgulGrabAttack
		PreferredAgainst	= SECONDARY		INFANTRY THROWN_OBJECT CAVALRY

		Weapon				= TERTIARY		NazgulClawAttack
		OnlyAgainst			= TERTIARY		MONSTER


		ReadyStatusSharedWithinSet = Yes
	End


	ArmorSet
		Conditions	  = None
		Armor		   = DrogothArmor
		DamageFX		= FellBeastDamageFX
	End

	VisionRange			= VISION_FLIER
	ShroudClearingRange = SHROUD_CLEAR_FLIER
	
	DisplayName			= OBJECT:DragonBlue
	RecruitText			= CONTROLBAR:RecruitSnout
	ReviveText			= CONTROLBAR:WildDrogothRevive
	Hotkey				= CONTROLBAR:WildDrogothHotkey
	RamPower			= 80
	RamZMult			= 1.5
	CrusherLevel		= 3								;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
	CrushKnockback		= 90
	CrushZFactor		= 1.0
	CommandSet			= SuperDragonCommandSet
	CommandPoints		= 25


; *** AUTO RESOLVE DATA *** 
	AutoResolveUnitType = AutoResolveUnit_Hero
	AutoResolveCombatChain = AutoResolve_HeroCombatChain

	AutoResolveBody = AutoResolve_DrogothBody

	AutoResolveArmor
		Armor = AutoResolve_DrogothArmor
	End

	AutoResolveWeapon
		Weapon = AutoResolve_DrogothWeapon
	End

;AutoResolveLeadership = AutoResolve_DrogothBonus

	 
; *** AUDIO Parameters ***;

	VoiceAttack							= DrogothVoxAttack
	VoiceAttackCharge					= DrogothVoxAttackCharge
	VoiceCreated						= EVA:DrogothCreated
	VoiceFullyCreated					= EVA:DrogothCreated
	VoiceFear							= EVA:DrogothHelpMe
	VoiceGuard							= DrogothVoxMoveMS
	VoiceMove							= DrogothVoxMoveMS
	VoicePriority						= 90
	VoiceSelect							= DrogothVoxSelect

	VoiceEnterStateAttack				= DrogothVoxEnterStateAttack
	VoiceEnterStateAttackCharge			= DrogothVoxEnterStateAttackCharge
	VoiceEnterStateAttackStructure		= DrogothVoxEnterStateAttackBuilding

	SoundAmbient						= DrogothVoxAmbientLoop
	SoundImpact							= ImpactHorse
	SoundMoveStart						= FellBeastMoveStart
  
;UnitSpecificSounds
;End

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

	ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
		ModelCondition = Required:SPECIAL_WEAPON_TWO	Excluded:DYING Sound:DrogothIncinerateMS
		ModelCondition = Required:SPECIAL_WEAPON_THREE	Excluded:DYING Sound:DrogothWingBlastLoop
	End

	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800
		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_FLYA 	Frames: 1
		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_FLYB 	Frames: 1
		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_FLYC 	Frames: 1 43 91
		AnimationSound = Sound: FellBeastWingFlapsShort		Animation:WUDrogoth_SKL.WUDrogoth_HITA 	Frames: 11
		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_LVLA 	Frames: 1 42
		AnimationSound = Sound: DrogothVoxVeterancy			Animation:WUDrogoth_SKL.WUDrogoth_LVLA 	Frames: 15
		AnimationSound = Sound: FellBeastWingFlapsShort		Animation:WUDrogoth_SKL.WUDrogoth_SPC1 	Frames: 1 22	;WingBlast start
		AnimationSound = Sound: DrogothWingBlastWingFlaps	Animation:WUDrogoth_SKL.WUDrogoth_SPC1 	Frames: 56		;WingBlast start
		AnimationSound = Sound: DrogothWingBlastWingFlaps	Animation:WUDrogoth_SKL.WUDrogoth_SPC2 	Frames: 0		;WingBlast end
		AnimationSound = Sound: FellBeastWingFlapsShort		Animation:WUDrogoth_SKL.WUDrogoth_SPC3 	Frames: 1		;WingBlast
		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_SPCA 	Frames: 1 41	;Fireball
		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_SPCB 	Frames: 1 37 71 106;Incinerate
		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_SPCF 	Frames: 1		;Fireflight
		AnimationSound = Sound: DrogothWingBlastWingFlaps	Animation:WUDrogoth_SKL.WUDrogoth_SPCF 	Frames: 28		;Fireflight
	End


; *** ENGINEERING Parameters ***

	RadarPriority = UNIT
	KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER SCARY MONSTER CANNOT_RETALIATE ARMY_SUMMARY GIANT_BIRD
 
	Body = RespawnBody ModuleTag_02
		CheerRadius 	  = EMOTION_CHEER_RADIUS
		MaxHealth		 = DROGOTH_HEALTH
		HealingBuffFx	 = None
	End

	Behavior = AutoHealBehavior ModuleTag_FellbeastHealing
		StartsActive			= Yes
		HealingAmount			= DROGOTH_HEAL_AMOUNT
		HealingDelay			= 1000
		StartHealingDelay		= 15000
		HealOnlyIfNotInCombat	= Yes
	End

 
	Behavior = StancesBehavior ModuleTag_StancesBehavior
		StanceTemplate = Hero
	End

	 Behavior = GiantBirdAIUpdate ModuleTag_GiantBirdAI
		AutoAcquireEnemiesWhenIdle	= Yes ATTACK_BUILDINGS
		MoodAttackCheckRate			= 500
		AILuaEventsList				= FellBeastFunctions	
		FollowThroughDistance		= 200
		FollowThroughCheckStep		= 50
		FollowThroughGradient		= 1.0
		
		GrabTossTimeTrigger			= 2.5
		GrabTossHeightTrigger		= 100.0
		TossFX						= FX_DiebyFalling
		SpecialContactPoints		= Swoop

		AttackPriority = AttackPriority_FellBeast
	  End
	
	LocomotorSet
		Locomotor = FellBeastLocomotor
		Condition = SET_NORMAL 
		Speed	 = 95 ;88
	End
	LocomotorSet
		Locomotor = FellBeastLocomotor
		Condition = SET_SUPERSONIC 
		Speed	 = 150;114
	End
	LocomotorSet
		Locomotor = FellBeastLocomotor
		Condition = SET_WANDER 
		Speed	 = 78
	End
	LocomotorSet
		Locomotor = FellBeastSwoopLocomotor
		Condition = SET_PANIC
		Speed	 = 160
	End
	
	Behavior = PhysicsBehavior ModuleTag_04
	End
 
;-----INCINERATE---------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IncinerateUnpause
		SpecialPowerTemplate	= SpecialAbilityDrogothIncinerate
		  TriggeredBy				= Upgrade_ObjectLevel1; Upgrade_ObjectLevel1
	End

	Behavior = SpecialPowerModule ModuleTag_IncinerateStarter
		SpecialPowerTemplate		= SpecialAbilityDrogothIncinerate
		UpdateModuleStartsAttack	= Yes
		StartsPaused				= Yes
		InitiateSound				= DrogothVoxAttack
	End

	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IncinerateUpdate
		SpecialPowerTemplate	= SpecialAbilityDrogothIncinerate
		UnpackTime			  = 1300
		PackTime				= 3700
		AwardXPForTriggering	= 0
		StartAbilityRange		= 40.0
		SpecialWeapon			= DrogothIncinerate
		WhichSpecialWeapon		= 2					; sets SPECIAL_WEAPON_TWO
	;UnpackSound				= DrogothIncinerateMS
	;TriggerSound			= DrogothIncinerateMS	;too much delay
	End	


;-- AUTO ABILITY MODULES -------------------------------------------------------------------------
	Behavior = AutoAbilityBehavior ModuleTag_FireBallAutoAbility
		SpecialAbility	= SpecialAbilityDrogothFireball
		Query			= 1 ALL ENEMIES
	End		

	Behavior = AutoAbilityBehavior ModuleTag_FireflightAutoAbility
		SpecialAbility	= SpecialAbilityDrogothFireflight
		Query			= 1 ANY ENEMIES +HERO						; try a hero first
		Query			= 10 ANY ENEMIES +INFANTRY +CAVALRY			; then a group of guys
		Query			= 1 ALL ENEMIES								; then anything
	End		

;///////////////////
; AISpecialPowers
;///////////////////
	
	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
		CommandButtonName = Command_SetStanceBattle
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
	End

	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
		CommandButtonName = Command_SetStanceAggressive
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
	End

	Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
		CommandButtonName = Command_SetStanceHoldGround
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
	End

	
	Behavior = AISpecialPowerUpdate DrogothFireballAI
		CommandButtonName = Command_DrogothFireball
		SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER_RANGED
	End

	Behavior = AISpecialPowerUpdate DrogothWingBlastAI
		CommandButtonName = Command_DrogothWingBlast
		SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK
		SpecialPowerRadius = 100
	End
	
	Behavior = AISpecialPowerUpdate DrogothIncinerateAI
		CommandButtonName = Command_DrogothIncinerate2
		SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK
		SpecialPowerRadius = 100
	End
	
	Behavior = AISpecialPowerUpdate DrogothFireflightAI
		CommandButtonName = Command_DrogothFireflight
		SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK
		SpecialPowerRadius = 100
	End
	
	FormationPreviewDecal 
			Texture = FPflyingUnitDecal
			Width = 128
			Height = 128
		End	

	Geometry			= CYLINDER
	GeometryMinorRadius = 39.0
	GeometryMajorRadius = 39.0
	GeometryHeight		= 40.0
	GeometryOffset		= X:0 Y:0 Z:-10
	GeometryIsSmall		= No
	Shadow				= SHADOW_VOLUME_NON_SELF_3; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_3
	ShadowSunAngle		= 89; clamp the angle so shadow casts straight down.
End

I'm a BFME and Spore modder

#8 yorxdestroyer uu

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Posted 11 May 2009 - 12:35 AM

Incinerate_X?



THX by the way
I'm a BFME and Spore modder

#9 JUS_SAURON

JUS_SAURON

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Posted 11 May 2009 - 12:55 AM

Incinerate_X?



THX by the way

So your new Dragon has Incinerate commandbutton ?
Does it fire /activate when clicked ?
If yes do you see FX and Damage to Enemy Units?
Does he do Firebreath and WingBlast and Fireflight as well ?

If he Does incinerate but you want it to repeat itself like an Auto Ability
then modify the codes as I have shown !
The entire power must be set-up like an auto ability !
Incinerate_X is just an easy re-name of the modified power !
The commandbutton and special power file must be modded as well !

BTW :9999 Power points ?!? :xd:

#10 yorxdestroyer uu

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Posted 13 May 2009 - 02:01 AM

I meant normal attack as in the Summoned dragon attack sir
I'm a BFME and Spore modder

#11 yorxdestroyer uu

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Posted 13 May 2009 - 02:42 AM

The dragon won't level up
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#12 yorxdestroyer uu

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Posted 13 May 2009 - 02:47 AM

And the image as portrait
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#13 yorxdestroyer uu

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Posted 13 May 2009 - 02:55 AM

There's no fire FX burning from it's mouth


PS. Try the Elite Numenorean swordsman. Really powerful

Edited by yorxdestroyer uu, 13 May 2009 - 03:00 AM.

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#14 yorxdestroyer uu

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Posted 13 May 2009 - 05:43 AM

Anyone got an idea for the fire.
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#15 Ridder Geel

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Posted 13 May 2009 - 06:21 AM

"The dragon won't level up "
Did you add him to the experiencelevels.ini? :thumbsdownsmiley:
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#16 yorxdestroyer uu

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Posted 13 May 2009 - 07:05 AM

Think so
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#17 yorxdestroyer uu

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Posted 13 May 2009 - 07:06 AM

Wait. I didn't....so on the fire..... help?
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#18 Ridder Geel

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Posted 13 May 2009 - 03:33 PM

Just give this as his weapon:
DrogothIncinerate :p

BTW: Edit your posts more often instead of making a new post ;)

Edited by Ridder Geel, 13 May 2009 - 03:34 PM.

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#19 yorxdestroyer uu

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Posted 14 May 2009 - 09:38 AM

I've tried that and there's no fire..... only well.....the guys below are burning but there's no fire
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#20 Ridder Geel

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Posted 14 May 2009 - 03:26 PM

That has to do with the animation.... Check the animation that incinerate uses :p You should find an fx there, put it in the attack animation :dry:
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