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#41 drogoth232

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Posted 04 June 2009 - 05:36 PM

Ok :wink_new: just keep up the good work! Also will be there like jump points (for example obi-wan runs up to a jump point which can look like anything and vuala with a press of a button he jumps to the elevated platform or hill or cliff).
Wait... what?

#42 Ed Of The 3rd Kind

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Posted 04 June 2009 - 07:39 PM

We're currently checking out our options ingame and trying to figure out what's possible and what's not. Jump should be doable, similar to Gimlis leap ability. Jedi will mostly have 3 set abilities with 2 specialities which allows them either upgrades or powers. My feeling on it is, that we don't want the Jedi to be too "cookie cutter" and I don't want to overload them with powers just for the sake of it.

Examples of an upgrade for example could be a self healing buff, whereby the unit heals faster, another could entail the activation of an upgrade which would passively allow the healing of units in the vicinity of the Jedi.

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#43 Freeedy

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Posted 07 June 2009 - 03:21 PM

Hi Im new here but seen the mod already on moddb and the homepage and it seems to be great, cause Star wars always Rocks.
But can we await a demo or beta version soon cause I havent found anything about that anywhere??

#44 Devon

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Posted 07 June 2009 - 03:36 PM

Yeah, you can wait :p

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#45 JUS_SAURON

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Posted 10 June 2009 - 11:51 PM

Great Idea For a Mod : :p
Congrats on getting Hosted !

Now for some suggestions :
--------------------------------------

1 What Special powers do the Jedi / Sith Have ?

I know some that are already usable
You probably though of these anyway ! ;)

Force Push - Saruman Blast
Force Shield - Invulnerabilty using Gandalf Bubble FX
Force Lightning - Gandalf's
Force vanish
Force Heal
Force jump - Dwarven Stomp
Teleport
Force Vision sense


I know harvesting trees is not proper for star wars but

jawas could be collectors of JUNK scatered on some maps for sith faction

Not to sure what units you already decided on but here are some
Specialized units

1. Flying Droids on speeders
2. Commando STroppers with 'Cannon' Guns

Sith Fortress should have a Giant Lazer Beam weapon
like the Death Star with great Damage

3. Men fortress should have a shield generator as a 'weapon'
It works like Gandalf shield bubble that makes all structures/units inside the
shiled 'near invulnerable' with a buff but the Fortress itself is not

It could have a pre-requisite building neccesary for use of the power like a
Shield generator that can amp up the power of the buff .

GOOD LUCK WITH THE MOD :thumbsupsmiley:

#46 Crusard

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Posted 11 June 2009 - 12:04 AM

Force Push - Saruman Blast
Force Shield - Invulnerabilty using Gandalf Bubble FX
Force Lightning - Gandalf's
Force vanish
Force Heal
Force jump - Dwarven Stomp
Teleport
Force Vision sense

Actually I'd rather see effects that look new and different from the original ones. Makes the mod look more pro and it's not difficult to do powers anyway :thumbsupsmiley:


I know harvesting trees is not proper for star wars but

jawas could be collectors of JUNK scatered on some maps for sith faction

A new resource system would be awesome and not hard to achieve. It would need a proper discussion though :p

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#47 Devon

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Posted 11 June 2009 - 12:41 AM

Force Push - Saruman Blast
Force Shield - Invulnerabilty using Gandalf Bubble FX
Force Lightning - Gandalf's
Force vanish
Force Heal
Force jump - Dwarven Stomp
Teleport
Force Vision sense


Push, more or less so. Sidious and Dooku will be the only ones with lightning, all Jedi will probably have a passive heal. Shield seems iffy...and all jedi will have passive stealth, so no vanish. Teleport...no. Vision, maybe Yoda.

I know harvesting trees is not proper for star wars but

jawas could be collectors of JUNK scatered on some maps for sith faction


...no :thumbsupsmiley:

Not to sure what units you already decided on but here are some
Specialized units

1. Flying Droids on speeders
2. Commando STroppers with 'Cannon' Guns


Huh? Not quite sure what you mean...


Sith Fortress should have a Giant Lazer Beam weapon
like the Death Star with great Damage


No :p


3. Men fortress should have a shield generator as a 'weapon'
It works like Gandalf shield bubble that makes all structures/units inside the
shiled 'near invulnerable' with a buff but the Fortress itself is not

It could have a pre-requisite building neccesary for use of the power like a
Shield generator that can amp up the power of the buff .


If we did anything like that, we'd just make a seperate shield generator building.

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#48 Annullus The Grey

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Posted 11 June 2009 - 05:41 AM

jedi will have a heal power which essentially massively boosts thier regeneration rates but they have to be standing still for it to work.
a basic mind trick will be in if i can work out how to apply a time effect and its likely that both palpatine and yoda will have a vision power.

the idea of battle meditation for yoda was discussed at one point as well, but a major thing im looking at with force powers is making a cost based system, each use of a force power should be something done with consideration due to the cost :thumbsupsmiley: but ill mention that in more detail if it becomes more than an idea

shields are being looked into but they are difficult to make on the aegis engine due to how it works and how the attribute modifers are applied.
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#49 Crusard

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Posted 11 June 2009 - 04:14 PM

(...) basic mind trick will be in if i can work out how to apply a time effect (...)

Take a look at this behavior
Behavior = DominateEnemySpecialPower ModuleTag_MindTrick
	 SpecialPowerTemplate		= SpecialAbilityMindTrick
	 UnpackingVariation		= 2
	 StartAbilityRange		= 150
	 
	 DominateRadius			= 20; or you can use a single target by changing the commandbutton
	 DominatedFX			= FX_JediDominateTarget
	 TriggerFX			= FX_JediDominatingEffect
;	PermanentlyConvert		= No; No need to include this line, as no is default.
	 UnpackTime			= 2000
	 PreparationTime			= 1   
	 FreezeAfterTriggerDuration	= 2500	  
	 AttributeModifierAffects	= ALL -DOZER -HERO ENEMIES NEUTRAL
 END




(...) a major thing im looking at with force powers is making a cost based system, each use of a force power should be something done with consideration due to the cost :p but ill mention that in more detail if it becomes more than an idea

You can try to make each power "consume" reload time from all others, just like a mana/energy/force system would work, by using the Curse behavior, though I've never experimented with this myself so there's no way to know if it works :p
Behavior = CurseSpecialPower ModuleTag_HOFTWUPdate
		 SpecialPowerTemplate		= SpecialAbilityForcePushManaUse
 
		 CursePercentage				= 30.0%; Adds 30% timer to all powers
 
		 StartAbilityRange			= 200.0
;		CursedFX					= FX_SarumanDominateTargets; We don't need extra effects as we create them on corresponding behaviors
;		TriggerFX					= FX_CreateaHeroCurse; We don't need extra effects as we create them on corresponding behaviors
		 UnpackTime					= 2000
		 PreparationTime				= 1000
		 FreezeAfterTriggerDuration	= 2500
 
		 AffectAllies				= Yes
		 AttributeModifierRange		= 1
		 AttributeModifierAffects	= NONE +Yoda
	 End




shields are being looked into but they are difficult to make on the aegis engine due to how it works and how the attribute modifers are applied.

Not sure what the problem would be with this effect. Btw the engine is called sage, not sure what the aegis engine has to do with anything ;)

Edited by Crusard, 11 June 2009 - 04:15 PM.

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#50 Devon

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Posted 11 June 2009 - 04:24 PM

You can try to make each power "consume" reload time from all others, just like a mana/energy/force system would work, by using the Curse behavior, though I've never experimented with this myself so there's no way to know if it works :p


That's exactly what I suggested :p



As for shields The problem I think is that they need to be rechargable when not under attack, even though the actual health of the object stays the same.

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#51 Annullus The Grey

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Posted 11 June 2009 - 09:14 PM

was looking at a much more complex means of consquences, which for everymwrment granted by the force there was weakness, this is in its own way a balancing effect, , with small power cool downs and long term consequences for using the force how you use your jedi or sith hero would determine how long they last
\
and whoops btw, wrong game engine, been modding games that long i scarcely remember the correct engine for games was going to correct myself when i remembers, knew it was just a matter of time ....

Edited by Annullus The Grey, 11 June 2009 - 09:17 PM.

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#52 Crusard

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Posted 11 June 2009 - 11:57 PM

As for shields The problem I think is that they need to be rechargable when not under attack, even though the actual health of the object stays the same.

So you mean shields as in Starcraft's protoss ones, which wear out when hit? Well it could be done with Health, and appropiate damaged states on the models. Not sure how the damage FX could be handled though.

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#53 Annullus The Grey

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Posted 12 June 2009 - 09:38 AM

the likelihood is it will simply act as a armour boost similar to how it is portrayed in the starwars x-wing series where shields when damaged still had some impact on the physical structure of the craft :sad:
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#54 JUS_SAURON

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Posted 17 June 2009 - 01:06 AM

wrt the power they definately could be re-doen with a star wars mindset
eg the lightning blast has a knock-back fx

wrt the shield generator I made a shild for gandalf that is a separate object

here's how it could be appiled to star wars :

CODE


Object GANDALF_SHIELD_BUBBLE

Scale = 3.0

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_ALWAYS
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End


WeaponSet
Conditions = NONE
Weapon = PRIMARY MordorGateWatchersFearWeapon_BUBBLE
End

Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
//AILuaEventsList = GateWatchersFunctions
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 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 = SHIELD_BUBBLE_TIMER
MaxLifetime = SHIELD_BUBBLE_TIMER
DeathType = FADED
End




Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 0.1
End

Behavior = SlowDeathBehavior ModuleTag_FizzleDeath
DeathTypes = ALL -BURNED
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 = SlowDeathBehavior ModuleTag_FizzleDeath2
DeathTypes = NONE +BURNED
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 = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = GenericBuff_BUBBLE
RefreshDelay = 2000
Range = 150
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER_HERO
End
Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh
EffectRadius = 200
PingDelay = 2000;msec
HealPercentPerSecond = 10%
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



This is the one i made but it will require re-modding for star wars

Here's how it could work

A building called a shield generator must be built

The main fortress can create an object like a unit that is the shield

It just gets build but does not move anywhere

it has this code

Prerequisites
Object = Shield_Generator_building
End


And buffs that give uber protection
It cant be attacked but if the shield generator is destroyed
then the shield generator gives off a weapon on death that
destroys the shield .


The shield generator can have ARMOUR that is LASER/ARROW proof
but only MELEE weapons can destroy it .

This is how the bubble actually looks :


ERR upload problem but check my sig for a link to 3rd age

#55 JUS_SAURON

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Posted 17 June 2009 - 01:23 AM

sorry for double post
looks like this

[attachment=22984:SHIELD_BUBBLE.JPG]

I am just a huge fan of starwars like every one on the planet !

The scene in Episode 1 where they(good) put up a shield to keep the
long range weapons out was so cool and this shield could only go down from close range
attack .

Would be nice if Battles had this concept in it !

I was wondering what do you have in store for R2D2 ???

#56 Annullus The Grey

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Posted 19 June 2009 - 12:29 PM

you are bloody brilliant that could work i could kiss you, *gives jus_sauron a wet sloppy kiss* that is the perfect way to do it, i merely code an ability like that which creates a child object *kisses jus_sauron again*
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#57 Ed Of The 3rd Kind

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Posted 19 June 2009 - 01:06 PM

This means shields are possible now, so we can have a central shield generator which creates a child object. I wonder if we could make it have a dependency on the survival of another object, like the battery, so that if the battery were placed outside the base that destroying the battery would then put the shield down.

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#58 JUS_SAURON

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Posted 19 June 2009 - 01:58 PM

This means shields are possible now, so we can have a central shield generator which creates a child object. I wonder if we could make it have a dependency on the survival of another object, like the battery, so that if the battery were placed outside the base that destroying the battery would then put the shield down.

YES ,you create Object The_Battery_Generator ; AKA The Shield Generator

Then use the Main Central Fortress to create the Shield_Bubble

Have this code in it

CODE
Object The_Battery_Generator


<Typical Building codes Here> PLUS

MaxSimultaneousOfType = 1

Prerequisites ; Taken fron CNC so it works !!!
Object = The_Battery_Generator
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 Destroy_Shield
; OCL = INITIAL OCL_SpawnCRATE_BOMB
End

OR

Behavior = CreateObjectDie ModuleTag_DropTheRing
CreationList = OCL_BOMBXPLODE
End

; Does incidental fire damage in addition to normal rock attack
Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
StartsActive = Yes
DeathWeapon = Destroy_shield
End
//Basically The building will give off a weapon when it is destroyed !!!

The weapon is like :



//------------------------------------------------------------------------------
Weapon Destroy_shield
DamageNugget
SpecialObjectFilter = NONE +Shield_bubble
Damage = 1000000
Radius = 1000000.0
DelayTime = 0
DamageType = FLAME
DamageFXType = FIRE1
DeathType = BURNED
End
End

This is how the GAMEPLAY will be if it is coded right

You have a fortress with a shield generator button
The shield CANNOT be built unless you have the
Pre-requisite Building , The_Shield_Generator
You them must build a Shield Generator Building
Then you Build the SHIELD

The Shield has Uber Protection / Buffs within a specific Radius
The Shield Generator Building is immune to Ranged Attacks
Enemy must Melee attack it .

Shield Generator Goes Down , Gives off a weapon on Destruction
That only Affects the Shield and DESTROYS The Shield .
To get the Shield back up you must build a COSTLY Shield Generator Building

------

Only snag that may happen :
The Shield must be built like a unit then NOT MOVE !
Solution :
Have the Shield_Bubble built like an Elven_Fortress_Eagle that has a stationary Locomotor

OR
Have the Main_Frotress build a Temp / Invisible Shield_Bubble that moves out of the
Fortress like a unit *****SEE BELOW******

That dies in 5 sec or so to give a Shield_Bubble



Object TEMP_Shield_Bubble

<usual codes here>
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
//This one does the work, but the one in the horde displays the timer
MinLifetime = 50000
MaxLifetime = 50000
DeathType = FADED
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
OCL = INITIAL OCL_Spawn_Shield_bubble
End


I know this is possible as I have coded a moving Fx_Particle
That functions EXACTLY LIKE A UNIT !

CODE
;THE SPRITE WOOD-CUTTER

Object ELVEN_WOOD_SPRITE


; *** ART Parameters ***

; This is required for garrisoned objects - please put in all objects.
ButtonImage = HSGlorfindelStarlight


Draw = W3DScriptedModelDraw ModuleTag_01

OkToChangeModelColor = Yes

StaticModelLODMode = Yes
NoRotate = Yes
DefaultModelConditionState

Model = NONE
ParticleSysBone = ROOTTRANSFORM GoblinKingPoison FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GoblinKingPoison2 FollowBone:Yes

End


IdleAnimationState
Animation = IDLA
AnimationName = GUWorker_IDLA
AnimationMode = ONCE
End
End

AnimationState = DYING DEATH_1
Animation
AnimationName = GUWorker_DIEA
AnimationMode = ONCE
End
End

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

AnimationState = MOVING
Animation = WLKA
AnimationName = GUWorker_WLKA
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.4 1.4
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End


AnimationState = ACTIVELY_CONSTRUCTING DEPLOYED ; building from too far to smack his hammer
Animation = Stand
AnimationName = GUWorker_IDLA
AnimationMode = LOOP
End
End


AnimationState = ACTIVELY_CONSTRUCTING
Animation = WRKA
AnimationName = GUWorker_WRKA
AnimationMode = ONCE
AnimationPriority = 30
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKA ; In twice so that we can play it twice in a row.
AnimationName = GUWorker_WRKA
AnimationMode = ONCE
AnimationPriority = 30
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKA2
AnimationName = GUWorker_WRKA
AnimationMode = ONCE
AnimationPriority = 5
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKB
AnimationName = GUWorker_WRKB
AnimationMode = ONCE
AnimationPriority = 5
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
End

; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = 1.0
TransportSlotCount = TRANSPORTSLOTCOUNT_DOZER
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = NormalDamageFX
End

VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_STANDARD

BuildCost = MORDOR_LABORER_BUILDCOST
BuildTime = MORDOR_LABORER_BUILDTIME
BountyValue = MORDOR_LABORER_BOUNTY_VALUE

DisplayName = OBJECT:SPRITE
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandSet = WOODSPRITE_commandset
CommandPoints = 1


; *** AUDIO Parameters ***;

VoicePriority = 12

SoundImpact = ImpactHorse

EvaEnemyObjectSightedEvent = None
SoundCreated = EyeOfSauronMoveStart

VoiceAttack = EyeOfSauronMoveStart
VoiceAttackAir = EyeOfSauronMoveStart
VoiceAttackCharge = EyeOfSauronMoveStart
VoiceAttackStructure = EyeOfSauronMoveStart ; ElvenWarriorVoiceAttackBuilding not recorded
VoiceAttackMachine = EyeOfSauronMoveStart ; ElvenWarriorVoiceAttackBuilding not recorded
VoiceCreated =EyeOfSauronMoveStart
VoiceFullyCreated = EyeOfSauronMoveStart

VoiceMoveWhileAttacking = EyeOfSauronMoveStart

VoiceRetreatToCastle = EyeOfSauronMoveStart
VoiceSelect = EyeOfSauronMoveStart

UnitSpecificSounds
VoiceAttackUnitRohanEntBirch = EyeOfSauronMoveStart
VoiceAttackUnitRohanEntFir = EyeOfSauronMoveStart
VoiceAttackUnitRohanTreeBerd = EyeOfSauronMoveStart
VoiceAttackUnitRohanEntAsh = EyeOfSauronMoveStart

VoiceRepair = EyeOfSauronMoveStart
VoiceSupply = EyeOfSauronMoveStart
VoiceEnterUnitSlaughterHouse = EyeOfSauronMoveStart

End


#include "..\..\..\includes\StandardUnitEvaEvents.inc"
;EvaEventDieOwner = WorkerDie ;Eva event to trigger on unit's death.
;EvaEventDamagedOwner = WorkerDamaged ;Eva event to trigger when unit is damaged

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: GondorMasonHammering Animation:GUWorker_SKL.GUWorker_WRKA Frames: 4
End



; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = IGNORE_FOR_VICTORY PRELOAD SELECTABLE INFANTRY CAN_CAST_REFLECTIONS PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT DOZER SWARM_DOZER HARVESTER GRAB_AND_DROP ORC ;CAN_ATTACK
SelectionPriority = SELECTION_PRIORITY_MORDOR_WORKER

Body = ActiveBody ModuleTag_02
MaxHealth = MORDOR_LABORER_HEALTH ;BALANCE Worker Health
MaxHealthDamaged = MORDOR_LABORER_HEALTH_DAMAGED
;RecoveryTime = MORDOR_LABORER_HEALTH_RECOVERY_TIME
End

WeaponSet
Conditions = None
Weapon = PRIMARY MordorWorkerAxe_sprite
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

Behavior = WorkerAIUpdate ModuleTag_10
RepairHealthPercentPerSecond = 0.2% ; % of max health to repair each second
BoredTime = 500 ; in milliseconds
BoredRange = 1200 ; when bored, we look this far away to do something
SpecialContactPoints = Repair
MaxBoxes = 1 ; How many abstract units of goods can I carry
SupplyWarehouseScanDistance = 10000 ; How far to look for trees
SupplyCenterActionDelay = 50 ; How long it takes to drop off logs
HarvestTrees = Yes ; Replace the Dock-with-warehouse with Harvest-From-Point
HarvestActivationRange = 25 ; How close to a tree counts as close enough
HarvestPreparationTime = 5000 ; How long to knock a tree down
HarvestActionTime = 1000 ; How long to grab a load of wood
AILuaEventsList = InfantryFunctions
End

Behavior = SpecialPowerModule ModuleTag_GoFishForTrees
SpecialPowerTemplate = SpecialAbilityHarvest
UpdateModuleStartsAttack = Yes
End

LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = 32
End

LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = 32
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -FADED
DeathFlags = DEATH_1
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000

End

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

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
;
FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes

CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ; When I hit the ground, I'll arc again
BounceDistance = 40 ; this far
BounceFirstHeight = 16 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 16
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%

GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 7 ; 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 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End




[attachment=22992:sprite.JPG]


so This MOVABLE UNIT gets built like a unit then dies as he comes out to give a
NON MOVABLE UNIT - The Shield_bubble

#59 JUS_SAURON

JUS_SAURON

    El Shaddai

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Posted 19 June 2009 - 02:01 PM

This means shields are possible now, so we can have a central shield generator which creates a child object. I wonder if we could make it have a dependency on the survival of another object, like the battery, so that if the battery were placed outside the base that destroying the battery would then put the shield down.

YES ,you create Object The_Battery_Generator ; AKA The Shield Generator

Then use the Main Central Fortress to create the Shield_Bubble

Have this code in it


Object Shield_Bubble

<Codes here>

Prerequisites
Object = Shield_Generator_building
End

End

CODE
Object The_Battery_Generator


<Typical Building codes Here> PLUS

MaxSimultaneousOfType = 1


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

OR

Behavior = CreateObjectDie ModuleTag_DropTheRing
CreationList = OCL_BOMBXPLODE
End

; Does incidental fire damage in addition to normal rock attack
Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
StartsActive = Yes
DeathWeapon = Destroy_shield
End
//Basically The building will give off a weapon when it is destroyed !!!

The weapon is like :



//------------------------------------------------------------------------------
Weapon Destroy_shield
DamageNugget
SpecialObjectFilter = NONE +Shield_bubble
Damage = 1000000
Radius = 1000000.0
DelayTime = 0
DamageType = FLAME
DamageFXType = FIRE1
DeathType = BURNED
End
End

This is how the GAMEPLAY will be if it is coded right

You have a fortress with a shield generator button
The shield CANNOT be built unless you have the
Pre-requisite Building , The_Shield_Generator
You them must build a Shield Generator Building
Then you Build the SHIELD

The Shield has Uber Protection / Buffs within a specific Radius
The Shield Generator Building is immune to Ranged Attacks
Enemy must Melee attack it .

Shield Generator Goes Down , Gives off a weapon on Destruction
That only Affects the Shield and DESTROYS The Shield .
To get the Shield back up you must build a COSTLY Shield Generator Building

------

Only snag that may happen :
The Shield must be built like a unit then NOT MOVE !
Solution :
Have the Shield_Bubble built like an Elven_Fortress_Eagle that has a stationary Locomotor

OR
Have the Main_Frotress build a Temp / Invisible Shield_Bubble that moves out of the
Fortress like a unit *****SEE BELOW******

That dies in 5 sec or so to give a Shield_Bubble



Object TEMP_Shield_Bubble

<usual codes here>
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
//This one does the work, but the one in the horde displays the timer
MinLifetime = 50000
MaxLifetime = 50000
DeathType = FADED
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
OCL = INITIAL OCL_Spawn_Shield_bubble
End


I know this is possible as I have coded a moving Fx_Particle
That functions EXACTLY LIKE A UNIT !

CODE
;THE SPRITE WOOD-CUTTER

Object ELVEN_WOOD_SPRITE


; *** ART Parameters ***

; This is required for garrisoned objects - please put in all objects.
ButtonImage = HSGlorfindelStarlight


Draw = W3DScriptedModelDraw ModuleTag_01

OkToChangeModelColor = Yes

StaticModelLODMode = Yes
NoRotate = Yes
DefaultModelConditionState

Model = NONE
ParticleSysBone = ROOTTRANSFORM GoblinKingPoison FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GoblinKingPoison2 FollowBone:Yes

End


IdleAnimationState
Animation = IDLA
AnimationName = GUWorker_IDLA
AnimationMode = ONCE
End
End

AnimationState = DYING DEATH_1
Animation
AnimationName = GUWorker_DIEA
AnimationMode = ONCE
End
End

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

AnimationState = MOVING
Animation = WLKA
AnimationName = GUWorker_WLKA
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.4 1.4
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End


AnimationState = ACTIVELY_CONSTRUCTING DEPLOYED ; building from too far to smack his hammer
Animation = Stand
AnimationName = GUWorker_IDLA
AnimationMode = LOOP
End
End


AnimationState = ACTIVELY_CONSTRUCTING
Animation = WRKA
AnimationName = GUWorker_WRKA
AnimationMode = ONCE
AnimationPriority = 30
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKA ; In twice so that we can play it twice in a row.
AnimationName = GUWorker_WRKA
AnimationMode = ONCE
AnimationPriority = 30
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKA2
AnimationName = GUWorker_WRKA
AnimationMode = ONCE
AnimationPriority = 5
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKB
AnimationName = GUWorker_WRKB
AnimationMode = ONCE
AnimationPriority = 5
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
End

; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = 1.0
TransportSlotCount = TRANSPORTSLOTCOUNT_DOZER
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = NormalDamageFX
End

VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_STANDARD

BuildCost = MORDOR_LABORER_BUILDCOST
BuildTime = MORDOR_LABORER_BUILDTIME
BountyValue = MORDOR_LABORER_BOUNTY_VALUE

DisplayName = OBJECT:SPRITE
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandSet = WOODSPRITE_commandset
CommandPoints = 1


; *** AUDIO Parameters ***;

VoicePriority = 12

SoundImpact = ImpactHorse

EvaEnemyObjectSightedEvent = None
SoundCreated = EyeOfSauronMoveStart

VoiceAttack = EyeOfSauronMoveStart
VoiceAttackAir = EyeOfSauronMoveStart
VoiceAttackCharge = EyeOfSauronMoveStart
VoiceAttackStructure = EyeOfSauronMoveStart ; ElvenWarriorVoiceAttackBuilding not recorded
VoiceAttackMachine = EyeOfSauronMoveStart ; ElvenWarriorVoiceAttackBuilding not recorded
VoiceCreated =EyeOfSauronMoveStart
VoiceFullyCreated = EyeOfSauronMoveStart

VoiceMoveWhileAttacking = EyeOfSauronMoveStart

VoiceRetreatToCastle = EyeOfSauronMoveStart
VoiceSelect = EyeOfSauronMoveStart

UnitSpecificSounds
VoiceAttackUnitRohanEntBirch = EyeOfSauronMoveStart
VoiceAttackUnitRohanEntFir = EyeOfSauronMoveStart
VoiceAttackUnitRohanTreeBerd = EyeOfSauronMoveStart
VoiceAttackUnitRohanEntAsh = EyeOfSauronMoveStart

VoiceRepair = EyeOfSauronMoveStart
VoiceSupply = EyeOfSauronMoveStart
VoiceEnterUnitSlaughterHouse = EyeOfSauronMoveStart

End


#include "..\..\..\includes\StandardUnitEvaEvents.inc"
;EvaEventDieOwner = WorkerDie ;Eva event to trigger on unit's death.
;EvaEventDamagedOwner = WorkerDamaged ;Eva event to trigger when unit is damaged

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: GondorMasonHammering Animation:GUWorker_SKL.GUWorker_WRKA Frames: 4
End



; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = IGNORE_FOR_VICTORY PRELOAD SELECTABLE INFANTRY CAN_CAST_REFLECTIONS PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT DOZER SWARM_DOZER HARVESTER GRAB_AND_DROP ORC ;CAN_ATTACK
SelectionPriority = SELECTION_PRIORITY_MORDOR_WORKER

Body = ActiveBody ModuleTag_02
MaxHealth = MORDOR_LABORER_HEALTH ;BALANCE Worker Health
MaxHealthDamaged = MORDOR_LABORER_HEALTH_DAMAGED
;RecoveryTime = MORDOR_LABORER_HEALTH_RECOVERY_TIME
End

WeaponSet
Conditions = None
Weapon = PRIMARY MordorWorkerAxe_sprite
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

Behavior = WorkerAIUpdate ModuleTag_10
RepairHealthPercentPerSecond = 0.2% ; % of max health to repair each second
BoredTime = 500 ; in milliseconds
BoredRange = 1200 ; when bored, we look this far away to do something
SpecialContactPoints = Repair
MaxBoxes = 1 ; How many abstract units of goods can I carry
SupplyWarehouseScanDistance = 10000 ; How far to look for trees
SupplyCenterActionDelay = 50 ; How long it takes to drop off logs
HarvestTrees = Yes ; Replace the Dock-with-warehouse with Harvest-From-Point
HarvestActivationRange = 25 ; How close to a tree counts as close enough
HarvestPreparationTime = 5000 ; How long to knock a tree down
HarvestActionTime = 1000 ; How long to grab a load of wood
AILuaEventsList = InfantryFunctions
End

Behavior = SpecialPowerModule ModuleTag_GoFishForTrees
SpecialPowerTemplate = SpecialAbilityHarvest
UpdateModuleStartsAttack = Yes
End

LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = 32
End

LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = 32
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -FADED
DeathFlags = DEATH_1
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000

End

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

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
;
FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes

CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ; When I hit the ground, I'll arc again
BounceDistance = 40 ; this far
BounceFirstHeight = 16 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 16
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%

GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 7 ; 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 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End




[attachment=22992:sprite.JPG]


so This MOVABLE UNIT gets built like a unit then dies as he comes out to give a
NON MOVABLE UNIT - The Shield_bubble

#60 JUS_SAURON

JUS_SAURON

    El Shaddai

  • Members
  • 1,431 posts
  • Location:Trinidad
  • Projects: BFME2 MOD - Power Of The Ring
  •   INI Coder

Posted 19 June 2009 - 02:11 PM

sorry about the TRIPLE POST but I cant Edit corrections
The post above is the better one

This code From CNC is useful as any object being BUILT needs another object on the Battlefield First
so This in the Shield Bubble Code will require a Building

Prerequisites
Object = Shield_Generator_building
End

==========

Post in BFME2 if you need more code help!
Others in the main Forum will also give assistance
The Bubble can be sized as it is a UNIT !! :p
The Temp object can be built and move out of the Fortress like an FX !!!
The REAL Shield can then be Generated by die OCL's
The Shield_Generator is a building that serves as a prerequisite for The Shield

I know these codes are usable in-game as I used them for my mod
--in my mod you need to build a Signal_fire before you can get Mamukils/Easterlings for Mordor

The bubble can be indestructable OR have health as I have had both !

============
so to re-cap
You need 3 Objects

1. Shield_Generator_Building - STRUCTURE (does nothing / But gives off a weapon on death )
2. TEMP_Shield_bubble - UNIT - MOVABLE for 5 sec (comes out fortress then dies to spawn Shield_bubble ) /needs a pre-requisite Object
2. Shield_bubble - UNIT - NONMOVABLE ( has buffs for uber-protection / Destroyed only by WEAPON of Shield_Generator_Building )

Edited by JUS_SAURON, 19 June 2009 - 02:25 PM.



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