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Modding the Witch-King


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#21 Ridder Geel

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Posted 24 October 2009 - 12:14 PM

Radius :p
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#22 High King of Arnor

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Posted 24 October 2009 - 04:03 PM

Egegh - now I can hit units in a 180 degree radius around me, but they still aren't flying :p

Help!

:p
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#23 JUS_SAURON

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Posted 24 October 2009 - 07:06 PM

Egegh - now I can hit units in a 180 degree radius around me, but they still aren't flying :p

Help!

:p

Try giving the WK the weapon Sauron has or tweak other values ...
Try shockwave radius or shockwave arc ...compare with sauron's weapon

#24 Downfall

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Posted 24 October 2009 - 08:18 PM

Along with what JUS-SAURON said, try increasing the ShockWaveAmount too and see if that helps.
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#25 High King of Arnor

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Posted 25 October 2009 - 12:57 PM

Hmmm - I've tried pretty much everything I can think of...

I've even copied and pasted sauron's weapon data into the WK's - and still nothing...only difference is he's now way overpowered with too much area of effect.

The original damage he was doing was fine in terms of AoE, but all I'm trying to get is more units flying when they die. Right now, When the WK attacks, a whole battalion dies ON THE SPOT, but only 1 guy goes flying...wierd and annoying :shiftee2:

@ Ridder Geel, Extra weird thing with lightning sword now. I can see the proper animation for the lighning bolts when the WK is DISMOUNTED (On Foot) {The wierd ray of blue/purple light is there as well}, whereas when he's on horseback, only the ray shows...

Is it possible to get the charge up effect that gandalf has for the WK also? Perhaps this would fix it?

Thanks for tips so far guys... :p
"No man can stand before my blade."

-The Witch-King of Angmar

#26 Guest_Guest_boltonbrowne_*_*

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Posted 25 October 2009 - 04:13 PM

Hi again people,

Yeah, you're right, High King of Arnor! You can see the lightning bolts if WK is on foot. :p

I have 1 last question regarding the last skill, Earthquake...

I'd like to put an anim on top of it - if possible.

The Angmar fortress has a special power, Winter's wrath. When that ice chunk hits the ground it makes a cool explosion.

Is it possible to get that explosion to play when the WK uses 'Earthquake'?

...Just a thought...

#27 JUS_SAURON

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Posted 25 October 2009 - 05:48 PM

Is it possible to get that explosion to play when the WK uses 'Earthquake'?

check what Fx is linked to the weapon
It would be linked to the Projectile , Its < Death Fx >
Then add it to the Wk's Earthquake weapon
probably the <firing Fx> of the Earthquake OCl

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#28 Guest_Guest_boltonbrowne_*_*

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Posted 29 October 2009 - 12:54 PM

So, how do I attach an FX?

I can see the code for what I want in fxlist.ini

Angmar Sanctum Winter's Wrath Explosion.

I'm not sure what weapon the WK uses, so where in weapon.ini that is, I don't know.

Ridder Geel's RZEarthquake is at the end of the specialpower.ini...

I don't know where to go from here... any ideas?

#29 Imdrar

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Posted 31 October 2009 - 12:00 PM

To throw in another question:

I also changed one power of the witchking, the one from Mordor in my case, by giving him the spell "Darkness" on level 10 with a really nice attribute modification. :)
My first attempt was to do it in a way that he can use the ability only while he is riding on his fellbeast, but it didn't work due to reasons I don't know.
Next I did it the other way round, using the same code, and now, if the witchking is grounded, he can use the spell very fine.
Just one thing is annoying: If he casts the spell, then toggles on his fellbeast and untoggles right afterwards, the reload time of the spell is expired.
Actually it should be five minutes, but by doing so you can reduce it to ten seconds. ;)

Any ideas how I could fix that?

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#30 Ridder Geel

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Posted 31 October 2009 - 12:50 PM

When making him mount does your units mount code have:
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
 		SpecialPowerTemplate	= SpecialAbilityToggleMounted
 		MountedTemplate			= MordorWitchKingOnFellBeast
 		SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech
 		UnpackTime			  = 2000
 		PreparationTime		 = 0	; none, cause we hop onto our mount in no time at all :)
 		PackTime				= 0 ; none, cause we hop onto our mount in no time at all :)
 		OpacityTarget			= .0; How see-thru to be at peak of change
 		AwardXPForTriggering	= 0
 		IgnoreFacingCheck		= Yes
;TriggerSound			= FellBeastVoiceMove
	End

something similar to this line:
SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech

Edited by Ridder Geel, 31 October 2009 - 12:51 PM.

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#31 Imdrar

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Posted 31 October 2009 - 05:09 PM

Uhh ... :p

There is still something missing.
I added Darkness to the Synchronize line, but nothing changed.

Edit:
Well, sometimes you can see clear a short moment before falling asleep. ;)
Two pieces were missing, one of them was this line in the SpecialPower Module:

ObeyRechageOnTrigger = Yes

For the next thing you gave me the final hint, because as yet I didn't think of adding the special power to the witchkings fellbeast, which also has a ToggleDismount within it's code.
After adding Darkness to that SynchronizeTimer as well, everything was great.

Thank you very much! :facepalm:

Edited by Imdrar, 01 November 2009 - 01:23 AM.

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