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#41 Ridder Geel

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Posted 01 October 2009 - 11:12 PM

A scripting thing :huh: Dunno what BIG its in :p Its in one of the bigs ;) in a scripts folder, in the same 'folder' as ini :p

Edited by Ridder Geel, 01 October 2009 - 11:13 PM.

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#42 Black Dragon

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Posted 01 October 2009 - 11:21 PM

I meant whats it do lol but thanks :huh:

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

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#43 Black Dragon

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Posted 01 October 2009 - 11:33 PM

In your ability the enemies flee only for a short duration - Can I ask in which .ini and which piece of code can increase this flee time? Also am I right in thinking it is not possible to scare a hero?

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#44 Ridder Geel

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Posted 01 October 2009 - 11:35 PM

LUA does alot... well it can do alot... just take a look at it and you might understand :huh: 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 :p Also some powers use these scripts ;)
Get it now? :p :p :p

----
If its a weapon then increase some....uhhh dunno :p There should be something in there that determines the time of the effect...
Jus will help with that :p I have to go now :p

Edited by Ridder Geel, 01 October 2009 - 11:38 PM.

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#45 JUS_SAURON

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Posted 01 October 2009 - 11:42 PM

LUA does alot... well it can do alot... just take a look at it and you might understand :p 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 :p
Get it now? :p :p :p

----
If its a weapon then increase some....uhhh dunno :p There should be something in there that determines the time of the effect...
Jus will help with that :p I have to go now ;)

Adjust the Duration for time and the radius for the Effect , Just play with any numbers :huh:

CODE
EmotionWeaponNugget
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 Black Dragon

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Posted 01 October 2009 - 11:54 PM

After further thought i've decided to leave the timer as it is. I set out to improve Rohan within RJ for personal use (LAN games with my brother he loves Rohan but complains they are too weak) so I decided to add some things. Treebeard now has Ent Draught and Fury of Treebeard so thanks for the help guys so far. Its good to pick up new things but its such a pain to get my head around the large number of ini files (especially when it comes to weapons, I understand FX and the basics of weapons but when it comes to OCL's and the specialweapon.ini / enums I get confused.

Thanks again, i will check out the LUA also

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#47 JUS_SAURON

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Posted 02 October 2009 - 12:19 AM

To Finalize the Power - Give it a suitable FX , even a re-coloured GREEN for Ents / Elves
rather than the RED for Mordor

And add maybe a

Sound
Name = SpellEntsSummon ; TreebeardVoiceAttackChargeMS ; ETC
End

btw : COOL IDEA :huh:

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 :p

I have a post in BFME - Jobs/Requests/Ideas

If you post an Idea I will Help with the Coding (we both win) :p

Edited by JUS_SAURON, 02 October 2009 - 12:59 AM.


#48 Black Dragon

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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 :xcahik_:

btw : COOL IDEA :p


Thanks

Dont forget to add : Mount Treebeard for Pippen and Merry :p


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 :p

I have a post in BFME - Jobs/Requests/Ideas

If you post an Idea I will Help with the Coding (we both win) :p


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)

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#49 JUS_SAURON

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Posted 02 October 2009 - 10:42 PM

To mount treebeard give him 2 garrison commandbuttons like a Battle tower
and add this to his file :

CODE
Behavior = HordeGarrisonContain ModuleTag_HordeGarrison
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 :xcahik_:

Edited by JUS_SAURON, 02 October 2009 - 10:54 PM.


#50 Black Dragon

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Posted 02 October 2009 - 10:59 PM

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.

blackdragon.jpg


#51 Black Dragon

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Posted 02 October 2009 - 11:14 PM

I'm trying to add a voice sfx to Gandalf and Sarumans word of power but for some reason the sound won't play. Here is the power code:

;------- 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.

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#52 Ridder Geel

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Posted 02 October 2009 - 11:24 PM

Maybe the sound must be put in the animation code :xcahik_: I suggest you look in gandalf's animation code for the 1st special weapon :p
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#53 JUS_SAURON

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Posted 02 October 2009 - 11:50 PM

If this is a usable and tested sound ' gandalf_wop '
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 JUS_SAURON

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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 :shiftee:

RohanTreeBeardRockCommandSetStopBombard

RohanTreeBeardRockCommandSet

#55 Guest_Hittheshit_*

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Posted 06 October 2009 - 07:27 PM

hey,
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 Ridder Geel

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Posted 06 October 2009 - 09:01 PM

Object AngmarHwaldar
Commandset = NewHwaldarCommandset
End
End

...2 ends where there should be 1 :w00t:
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#57 Guest_Hittheshit_*

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Posted 05 November 2009 - 07:46 PM

ah yeah I managed it, thank you.

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 :xd:

#58 Guest_HIttheshit_*

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Posted 05 November 2009 - 07:50 PM

And how can I make Aragorn switching between 2 Commandsets?

#59 Ridder Geel

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Posted 05 November 2009 - 10:37 PM

For the slayer power to even have a chance of working you need to add this in aragorn's code :xd: :
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

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#60 Imdrar

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Posted 06 November 2009 - 12:16 PM

You also may have a look at this tutorial:

http://www.the3rdage...tem-186?addview :thumbsupsmiley:

Edited by Imdrar, 06 November 2009 - 12:30 PM.

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