2 questions on modding
#1
Posted 10 May 2009 - 09:49 AM
and how to make a flying dragon(from my mod) breathe fire for a primary attack?
#2
Posted 10 May 2009 - 10:42 AM
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
#3
Posted 10 May 2009 - 11:38 AM
And also. How do you add images to the game.
Edited by yorxdestroyer uu, 10 May 2009 - 12:03 PM.
#4
Posted 10 May 2009 - 02:37 PM
#5
Posted 10 May 2009 - 02:45 PM
#6
Posted 10 May 2009 - 05:25 PM
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 :
;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
Posted 11 May 2009 - 12:31 AM
;------------------------------------------------------------------------------ ; 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
#8
Posted 11 May 2009 - 12:35 AM
THX by the way
#9
Posted 11 May 2009 - 12:55 AM
So your new Dragon has Incinerate commandbutton ?Incinerate_X?
THX by the way
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 ?!?
#10
Posted 13 May 2009 - 02:01 AM
#11
Posted 13 May 2009 - 02:42 AM
#12
Posted 13 May 2009 - 02:47 AM
#13
Posted 13 May 2009 - 02:55 AM
PS. Try the Elite Numenorean swordsman. Really powerful
Edited by yorxdestroyer uu, 13 May 2009 - 03:00 AM.
#14
Posted 13 May 2009 - 05:43 AM
#15
Posted 13 May 2009 - 06:21 AM
Did you add him to the experiencelevels.ini?
#16
Posted 13 May 2009 - 07:05 AM
#17
Posted 13 May 2009 - 07:06 AM
#18
Posted 13 May 2009 - 03:33 PM
DrogothIncinerate
BTW: Edit your posts more often instead of making a new post
Edited by Ridder Geel, 13 May 2009 - 03:34 PM.
#19
Posted 14 May 2009 - 09:38 AM
#20
Posted 14 May 2009 - 03:26 PM