Edited by Ridder Geel, 01 October 2009 - 11:13 PM.
Modding Questions
#41
Posted 01 October 2009 - 11:12 PM
#42
Posted 01 October 2009 - 11:21 PM
Ok I tried out your code JUS and it works, I was initially looking for a weapon that caused fear in a radius rather than a select target however I actually like what you've done here. Unless I didn't give enough time for additional units to be within 360 of Treebeard. Thanks for the help
#43
Posted 01 October 2009 - 11:33 PM
#44
Posted 01 October 2009 - 11:35 PM
EA mainly used the LUA to hide some objects for the CAH and hide the forgedblades and such Also some powers use these scripts
Get it now?
----
If its a weapon then increase some....uhhh dunno There should be something in there that determines the time of the effect...
Jus will help with that I have to go now
Edited by Ridder Geel, 01 October 2009 - 11:38 PM.
#45
Posted 01 October 2009 - 11:42 PM
Adjust the Duration for time and the radius for the Effect , Just play with any numbersLUA does alot... well it can do alot... just take a look at it and you might understand It should not be too hard to do
EA mainly used the LUA to hide some objects for the CAH and hide the forgedblades and such Also some powers use these scripts
Get it now?
----
If its a weapon then increase some....uhhh dunno There should be something in there that determines the time of the effect...
Jus will help with that I have to go now
EmotionType = TERROR
Radius = 50
Duration = MORDOR_GATEWATCHEREXPANSION_FEAR_DURATION
SpecialObjectFilter = ALL ENEMIES
End
I've never done script work as I don't know where to find it but Thanks Ridder I will look into this
PS :this fear works on HEROES ; its a mix -match of alot of codes but the end result is like gate-watchers
+ Nazgul screech
Edited by JUS_SAURON, 01 October 2009 - 11:43 PM.
#46
Posted 01 October 2009 - 11:54 PM
Thanks again, i will check out the LUA also
#47
Posted 02 October 2009 - 12:19 AM
rather than the RED for Mordor
And add maybe a
Sound
Name = SpellEntsSummon ; TreebeardVoiceAttackChargeMS ; ETC
End
btw : COOL IDEA
Dont forget to add : Mount Treebeard for Pippen and Merry
=====================================================
You don't mind if I add this power 'TreeBeard Fury ' to my MOD right
I have a post in BFME - Jobs/Requests/Ideas
If you post an Idea I will Help with the Coding (we both win)
Edited by JUS_SAURON, 02 October 2009 - 12:59 AM.
#48
Posted 02 October 2009 - 03:07 PM
To Finalize the Power - Give it a suitable FX , even a re-coloured GREEN for Ents / Elves
rather than the RED for Mordor
It currently has Boromir's visual effect for the roar impact. I've never really liked the red rings from fear powers...I miss it when Nazguls would screech without stopping to do so
And add maybe a
Sound
Name = SpellEntsSummon ; TreebeardVoiceAttackChargeMS ; ETC
End
Already done
btw : COOL IDEA
Thanks
Dont forget to add : Mount Treebeard for Pippen and Merry
I have no idea how to do that, I remember it being in the SEE mod and I think RJ did have some code for it but as far as I am aware it was never implemented. Do you know the code to do this?
=====================================================
You don't mind if I add this power 'TreeBeard Fury ' to my MOD right
I have a post in BFME - Jobs/Requests/Ideas
If you post an Idea I will Help with the Coding (we both win)
By all means go for it, in all fairness I pretty much stole your code just changed the names around lol. Only thing I did differently is make the radius 360 so it affects all around him instead of a single horde although I am looking forward to trying this in a LAN game to see the heroes run away. I usually have more idea's than I have knowledge to implement them lol I will post in your topic what i've done so far and what i'd like to do although for me as I am using existing RJ code I don't have the permission to share that code publicly (unless its code that was already present in the game - although most of the code for RJ seems to be adapted code from the stock game)
#49
Posted 02 October 2009 - 10:42 PM
and add this to his file :
ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ; ENCLOSED ???
ContainMax = 2
DamagePercentToUnits = 0%
PassengerFilter = NONE +RohanPippin +RohanMerry
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
PassengerBonePrefix = PassengerBone:PASSENGER KindOf:HERO
EntryPosition = X:0.0 Y:0.0 Z:0.0
EntryOffset = X:-50.0 Y:0.0 Z:0.0
ExitOffset = X:-50.0 Y:0.0 Z:0.0
EnterSound = RuinedTowerEnterSound
ShowPips = No
End
Merry and pippen will be better used as Heroes not as summoned units for this
but I tried it (a while back ) and it looks great !
The codes here have not been tested as my mod comp is down but these codes seem good from memory
With Respect To posting another mod codes that is a no no ... I want my mod to be 100% my own
But I will assist with any ideas to turn them into CODE reality
Edited by JUS_SAURON, 02 October 2009 - 10:54 PM.
#50
Posted 02 October 2009 - 10:59 PM
#51
Posted 02 October 2009 - 11:14 PM
;------- WORD OF POWER (BLUE RING BLAST) SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler
SpecialPowerTemplate = SpecialAbilityWordOfPower
TriggeredBy = Upgrade_UseRing Upgrade_ObjectLevel10
End
Behavior = SpecialPowerModule ModuleTag_WordStarter
SpecialPowerTemplate = SpecialAbilityWordOfPower
UpdateModuleStartsAttack = Yes
InitiateSound = GandalfWOP
StartsPaused = Yes
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWordOfPower
WhichSpecialWeapon = 1
SkipContinue = Yes
UnpackTime = 1700
PackTime = 1
FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
AwardXPForTriggering = 0
StartAbilityRange = 80.0
SpecialWeapon = GandalfWordOfPower
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior_WordOfPower
SpecialAbility = SpecialAbilityWordOfPower
MaxScanRange = #SUBTRACT( RJ_GANDALF_WORD_OF_POWER_DAMAGE 25 )
Query = 50 ALL ENEMIES -STRUCTURE
End
Here is the sound effects code
AudioEvent GandalfWOP ;added by shawn
Sounds = gandalf_wop ; GUGanda_weapo2a
Priority = high
Limit = 1
Volume = 110
MinVolume = 80
MinRange = 400
MaxRange = 800
Type = world everyone
SubmixSlider = SoundFX
End
Any idea why it won't initiate? If I try and change the FX in the unit.ini it plays the sound after the FX has played but without the blast sfx. The sound itself is in the correct format and located in data/audio/sounds
Edited by Black Dragon, 02 October 2009 - 11:15 PM.
#52
Posted 02 October 2009 - 11:24 PM
#53
Posted 02 October 2009 - 11:50 PM
Then add it any and every for gandalf
in his commandbutton for WOP , his special powertemplate for WOP
for testing purposes add
InitiateSound = EomerVoiceAttackSpear ;see eomer.ini AND specialpower ini
TriggerSound = ArwenVoiceFlood ; see arwenini
UnitSpecificSound = AragornVoiceBladeMaster ;see commandbutton. ini
FX_GandalfPreAttackBlast ; even edit this
Test with a Know usable Game sound ,then drop in Gandalf's voice
Edited by JUS_SAURON, 03 October 2009 - 12:28 AM.
#54
Posted 03 October 2009 - 12:13 AM
Thanks, I have posted in your idea's topic with some things you might like to try or help with to implement myself. As for Treebeard I might add a mount for the hobbits however at present his abilities don't have room for an additional exit button. But I will look into giving him a commandset toggle.
He actually already has Two commandsets : one to fire rocks and one to stop
They just look like one when toggled
RohanTreeBeardRockCommandSetStopBombard
RohanTreeBeardRockCommandSet
#55 Guest_Hittheshit_*
Posted 06 October 2009 - 07:27 PM
i´m pretty new in modding
I tried this following lines, but they doesn´t work.
Can you tell me why? thanks
Object AngmarHwaldar
Commandset = NewHwaldarCommandset
End
End
Commandset NewHwaldarCommandset
1 = Command_SpecialAbilityOilBarrels
2 = Command_SpecialAbilityScreech
End
CommandButton Command_SpecialAbilityOilBarrels
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityDwarvenBattleWagonOilBarrels
Options = NEED_TARGET_POS OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:SpecialAbilityOilBarrels
DescriptLabel = CONTROLBAR:TooltipSpecialAbilityOilBarrels
ButtonImage = BDFortress_OilCasks
ButtonBorderType = ACTION
CursorName = Bombard
InvalidCursorName = GenericInvalid
InPalantir = Yes
End
CommandButton Command_SpecialAbilityScreech
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityScreech
TextLabel = CONTROLBAR:Screech
ButtonImage = HSNazgulScreech
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipScreech
InPalantir = Yes
AutoAbility = Yes
PresetRange = 150
End
#56
Posted 06 October 2009 - 09:01 PM
Commandset = NewHwaldarCommandset
End
End
...2 ends where there should be 1
#57 Guest_Hittheshit_*
Posted 05 November 2009 - 07:46 PM
But I got the next problem
CommandSet NewGondorAragornCommandSet
1 = Command_ToggleStance
2 = Command_SpecialAbilityAthelas
3 = Command_SpecialAbilityBladeMaster
4 = Command_AragornFakeLeadershipButton
5 = Command_SpecialAbilityElendil
6 = Command_SpecialAbilitySlayer
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End
CommandButton Command_SpecialAbilitySlayer
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityGimliHeroMode
TextLabel = CONTROLBAR:Töter
ButtonImage = HSGimliSlayer
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipSlayer
UnitSpecificSound = GimliModeSlayerMS
InPalantir = Yes
AutoAbility = Yes
End
SpecialPower SpecialAbilityGimliHeroMode
Enum = SPECIAL_HERO_MODE
ReloadTime = 30000
End
"6 = Command_SpecialAbilitySlayer" is a specialpower by Gimli and you can see the Commandbutton if you mark Aragorn,
but by klicking on this Commandbutton nothing happens...
How can I make it that Aragorn do this one? / What informations do I have to give him for that?
and thank you for your help
#58 Guest_HIttheshit_*
Posted 05 November 2009 - 07:50 PM
#59
Posted 05 November 2009 - 10:37 PM
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SlayerEnabler SpecialPowerTemplate = SpecialAbilityGimliHeroMode TriggeredBy = Upgrade_GimliSlayerTrigger End Behavior = SpecialPowerModule ModuleTag_SlayerStarter SpecialPowerTemplate = SpecialAbilityGimliHeroMode UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_Slayer SpecialPowerTemplate = SpecialAbilityGimliHeroMode UnpackingVariation = 1 UnpackTime = 0;no special animations PreparationTime = 0 ; PackTime = 0; ;PackSound = ;UnpackSound = ;TriggerSound = ;PrepSoundLoop = AwardXPForTriggering = 0 HeroAttributeModifier = Slayer HeroEffectDuration = 10000 End
For the toggling commandsets...
Do something similar to the Rohirrim:
Give him a weapon toggle power... (use the toggle button as a basic...)
and give his code something like this:
Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper WeaponSetFlags = WEAPONSET_TOGGLE_1 WeaponToggleCommandSet = RohirrimHordeBowCommandSet End
#60
Posted 06 November 2009 - 12:16 PM
http://www.the3rdage...tem-186?addview
Edited by Imdrar, 06 November 2009 - 12:30 PM.
Defender of the Lawful Evil