Modding the Witch-King
#1 Guest_Guest_boltonbrowne_*_*
Posted 21 October 2009 - 10:14 AM
I'm looking for a bit of advice regarding the Witch-King units (Mordor and Angmar)
I want to change, re-name and give some new skils to him.
To start with...on the Angmar Witch-King, how can I remove the "Hour of the Witch-King" skill?
Before going on to the skills I wish to add - How can I remove the mounted Witch-King's MACE ATTACK?
After that, How can I make his mounted SWORD ATTACK have the same knockback effects as Sauron's? The Witch-King's attack hits several enemies, but they die on the spot and only perhaps one unit is actually thrown into the air. Sauron's, however, smashes all the units into the air...and they fly...a long, long way... . Is this possible to do?
I'll post again with the other skills I wish to add to the Witch King.
Thanks
(I'm totally new to coding btw )
#2
Posted 21 October 2009 - 02:30 PM
I'm pretty new to coding/modding myself! LOL
After a couple months though, I decided to return to BFME2 and try and complete my Arnor Heroes mod.
That mod really focused on re-vamping the Arnor Heroes, because at their current state...they suck, lol.
What powers are you thinking of giving the Witch-King in particular?
(btw I never managed to get my arnor heroes modded, I just can't understand what code does what...)
-The Witch-King of Angmar
#3
Posted 21 October 2009 - 04:01 PM
If its a leadership you need to remove the module for it...
Otherwise removing the button from the commandset would be enough
@ High King of Arnor
did you ever ask in this forum for help?
#4 Guest_Guest_boltonbrowne_*_*
Posted 21 October 2009 - 07:58 PM
Level 1 - Mount-Dismount (Already in place)
Level 2 - Dread Wrath (Already in Place)
Level 3 - No Upgrade
Level 4 - No Upgrade
Level 5 - Lightning Sword (Exactly like Gandalf's) [This replaces Morgul Corruption]
Level 6 - No Upgrade
Level 7 - No Upgrade
Level 8 - Terrible Fury (Already in Place)
Level 9 - No upgrade
Level 10 - Earthquake (This is a Spellbook Power for Men and Dwarves - Is it possible to put it on a skill slot?)
*Earthquake will replace Hour of the Witch-King*
BTW, Ridder Geel, Hour of the Witch-King is a normal 'useable' power. Click button, Select enemy target, Power activated.
I'll post my Skill Ideas for the Witch-King (Mordor) next...
Thanks
#5
Posted 21 October 2009 - 09:16 PM
I myself don't know how to switch skills around, but a master like Ridder Geel should be able to tell you.
All I really want to do with my Arnor Heroes Mod is Re-Name and Add more skills to the Heroes. I suppose I could post my ideas in a seperate thread...
It's neat wanting to change Morgul Blade into Lightning sword. From what I see. your Witch-King is going to be pretty damn powerful.
I'll wait and see what Ridder Geel has to say about this...I reckon I'll edit my Witch-King to your skill ideas!
-The Witch-King of Angmar
#6
Posted 21 October 2009 - 09:45 PM
well... Step one...
Open this ini:
data\ini\object\evilfaction\units\angmar\angmarwitchking.ini
Just before this line:
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan EndAdd this code...
;------- LIGHTNING SWORD SPELL -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LightningEnabler SpecialPowerTemplate = SpecialAbilityLightningSword TriggeredBy = Upgrade_WitchkingMorgulBlade End Behavior = SpecialPowerModule ModuleTag_11 SpecialPowerTemplate = SpecialAbilityLightningSword UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = GandalfVoiceAttackLightningSword;this plays when he targets, not when he fires End Behavior = ArrowStormUpdate ModuleTag_12 SpecialPowerTemplate = SpecialAbilityLightningSword StartAbilityRange = 275.0 UnpackingVariation = 1 UnpackTime = 2500; Pull out arrow PreparationTime = 1; Quick shot PersistentPrepTime = 500; looping the quick shot PackTime = 1500; back to idle ApproachRequiresLOS = Yes; required so that it doesn't shoot through walls AwardXPForTriggering = 0 ActiveLoopSound = GandalfLightningLoop ; Sound loops entire time ability is actively firing ;Specific to ArrowStorm WeaponTemplate = GandalfLightningSwordBlastWeapon TargetRadius = 120 ShotsPerTarget = 1 ShotsPerBurst = 1 MaxShots = 11 ; will double up if run out of targets End ;--------------------------------------Earthquake SPECIAL ABILITY-------------------------------------------------------------------- Taken from the RC Mod! Behavior = UnpauseSpecialPowerUpgrade ModuleTag_RZEarthquakeEnabler SpecialPowerTemplate = SpecialAbilityRZEarthquake TriggeredBy = Upgrade_HourOfTheWitchKing End Behavior = SpecialPowerModule ModuleTag_RZEarthquakeStarter SpecialPowerTemplate = SpecialAbilityRZEarthquake UpdateModuleStartsAttack = Yes StartsPaused = Yes ; InitiateSound = GoblinKingVoiceSkullTotem End Behavior = ActivateModuleSpecialPower ModuleTag_RZEarthquakeUpdate SpecialPowerTemplate = SpecialAbilityRZEarthquake StartAbilityRange = 25 MustFinishAbility = Yes UnpackTime = 2000 ; Trigger on frame 42 (of 115) PackTime = 500 ; Remaining 73 frames (of 115) UnpackingVariation = 1 ; sets PACKING_TYPE_1 TriggerSpecialPower = ModuleTag_EarthquakeSpawner OBJECTPOS End Behavior = OCLSpecialPower ModuleTag_EarthquakeSpawner SpecialPowerTemplate = SpecialAbilityRZEarthquake2 OCL = OCL_SpellBookEarthquake CreateLocation = CREATE_AT_LOCATION StartsPaused = No End
Thats enough for that ini... i think
In the next ini you want to add this at the bottom of the file...
data\ini\specialpower.ini
; ----------------------------------------------------------------------------- SpecialPower SpecialAbilityRZEarthquake Enum = SPECIAL_SKULL_TOTEM ReloadTime = 540000 ; in milliseconds RadiusCursorRadius = 5 Flags = LIMIT_DISTANCE MaxCastRange = 200 End SpecialPower SpecialAbilityRZEarthquake2 Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 1 ; in milliseconds InitiateAtLocationSound = SpellEarthquakeMS End
Almost done... Add these commandbuttons... at the bottom of...
data\ini\commandbutton.ini
CommandButton Command_SpecialAbilityRZEarthquake Command = SPECIAL_POWER SpecialPower = SpecialAbilityRZEarthquake TextLabel = CONTROLBAR:Earthquake ButtonImage = SBGood_Earthquake DescriptLabel = CONTROLBAR:TooltipEarthquake Options = NEED_TARGET_POS CONTEXTMODE_COMMAND CursorName = EvilAbilityObj InvalidCursorName = GenericInvalid ButtonBorderType = ACTION InPalantir = Yes End CommandButton Command_AngmarWKLightningSword Command = SPECIAL_POWER SpecialPower = SpecialAbilityLightningSword Options = NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LightningSword ButtonImage = HSGandalfLightningSword RadiusCursorType = LightningSwordRadiusCursor ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipLightningSword AutoAbility = No InPalantir = Yes End
The commandset also needs to be edited to look like this...
data\ini\commandset.ini
CommandSet AngmarWitchKingMountedCommandSet 1 = Command_ToggleStance 2 = Command_MountHorseBlackRider 3 = Command_AngmarWitchKingDreadWrath 4 = Command_AngmarWKLightningSword 5 = Command_SpecialAbilityRZEarthquake 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End CommandSet AngmarWitchKingCommandSet 1 = Command_ToggleStance 2 = Command_MountHorseBlackRider 3 = Command_AngmarWitchKingDreadWrath 4 = Command_AngmarWKLightningSword 5 = Command_SpecialAbilityWkTerribleFury 6 = Command_SpecialAbilityRZEarthquake 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
Now it should work... If it does not then i will try to find out whats wrong
#7 Guest_Guest_boltonbrowne_*_*
Posted 22 October 2009 - 01:39 PM
Everything seems to work fine...with the exception of 1 thing...
The 'Lightning Sword' Power's anim is weird...The lightning isin't coming out of the Witch King's unit. It's coming from the lower left corner of the screen - and Its more like a purple ray...
Also you can hear Gandalf's voice when you trigger it. Is there a way to remove this? Also the power's subtitle says:
Shoots a bolt of lightning out from Gandalf's (!) Sword. Requires Level 2. Can I re-name this?
Finally, Ridder Geel, if you can.. Is it possible to edit the WK's attack so that he knocks back the same as Sauron?
At the moment, when the WK attacks, 3 units die on the spot, and only 1 flies a short distance. Sauron knocks all units back by a long way. Can you write a code to implement this?
Thanks a Million for the WK mod btw!
#8
Posted 22 October 2009 - 02:40 PM
It'd be cool if the Witch-King raised his sword, like when he hoists a capture flag when he uses Lightning sword. Same for Earthquake...
Nice Job Ridder Geel!
-The Witch-King of Angmar
#10
Posted 22 October 2009 - 06:22 PM
The Lightning power is wierd because...
Maybe the WK does not have the bone that gandalf's power uses... I will check that out later, when i have time
In the LOTR.STR find CONTROLBAR:ToolTipLightningSword
Make a copy of it
name it:
CONTROLBAR:ToolTipLightningSwordWK
Then in the Commandbutton for the Lightningsword thing for the WK change the
CONTROLBAR:ToolTipLightningSword to CONTROLBAR:ToolTipLightningSwordWK
That should fix that
#11
Posted 22 October 2009 - 07:27 PM
Edited by Downfall, 22 October 2009 - 07:30 PM.
Henry Miller, Tropic of Cancer
#12
Posted 22 October 2009 - 11:14 PM
#13 Guest_Guest_boltonbrowne_*_*
Posted 23 October 2009 - 12:28 AM
I've put in the commandset and commandbutton for the WK and I've re-named his Skill 'tooltip' successfully.
I'm not sure what a 'Bone' is - so I really can't proceed in trying to get the knockback effect on his attacks.
BTW Oblivionator - A flaming sword sounds cool! I suppose if you can make it flaming, you can make it glow blue as well? Just a thought...
I'll wait for Ridder Geel to bail us out on the Lightning Sword issue. How can I get the animation of the witch-king capturing a flag to play while he engages his lightning sword attack?
LOL I'd better post this now:
"The Sky is Falling"
#14
Posted 23 October 2009 - 07:59 AM
B_WEAPONA_FX
B_WEAPONB_FX
#15
Posted 23 October 2009 - 09:54 AM
How do you 'use' a bone?
Which bit of code do I have to tweak to get the knockback effect?
( I suppose Ridder Geel is still working on the lightning sword glitch, Lol)
-The Witch-King of Angmar
#16
Posted 23 October 2009 - 01:20 PM
The tutorial should help you with that... Unless you dont know how to use the tutorial?
Go to this file...
\data\ini\fxlist.ini
Find:
;------------------------- FXList FX_GandalfLightningSwordBlastWeapon ParticleSystem Name = LightningStrike FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_SWORDBONE TargetBoneOverride = BAT_PELVIS End ; ParticleSystem ; Name = LightningStrikeHit1 ; OrientToObject = Yes ; CreateBoneOverride = BAT_JAW ; TargetBoneOverride = BAT_HAND_L ; CreateBoneAtTarget = Yes ; End ParticleSystem Name = LightningStrike2 FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_SWORDBONE TargetBoneOverride = BAT_PELVIS InitialDelay = 400 400 UNIFORM ;In milliseconds End ParticleSystem Name = LightningStrike3 FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_SWORDBONE TargetBoneOverride = BAT_PELVIS InitialDelay = 800 800 UNIFORM ;In milliseconds End ParticleSystem Name = LightningStrike FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_SWORDBONE TargetBoneOverride = BAT_PELVIS InitialDelay = 1200 1200 UNIFORM ;In milliseconds End ParticleSystem Name = LightningStrike2 FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_SWORDBONE TargetBoneOverride = BAT_PELVIS InitialDelay = 1600 1600 UNIFORM ;In milliseconds End ParticleSystem Name = LightningStrike3 FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_SWORDBONE TargetBoneOverride = BAT_PELVIS InitialDelay = 2000 2000 UNIFORM ;In milliseconds End End
Replace it with...
;------------------------- FXList FX_GandalfLightningSwordBlastWeapon ;;Gandalf! ParticleSystem Name = LightningStrike FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_SWORDBONE TargetBoneOverride = BAT_PELVIS End ParticleSystem Name = LightningStrike2 FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_SWORDBONE TargetBoneOverride = BAT_PELVIS InitialDelay = 400 400 UNIFORM ;In milliseconds End ParticleSystem Name = LightningStrike3 FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_SWORDBONE TargetBoneOverride = BAT_PELVIS InitialDelay = 800 800 UNIFORM ;In milliseconds End ParticleSystem Name = LightningStrike FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_SWORDBONE TargetBoneOverride = BAT_PELVIS InitialDelay = 1200 1200 UNIFORM ;In milliseconds End ParticleSystem Name = LightningStrike2 FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_SWORDBONE TargetBoneOverride = BAT_PELVIS InitialDelay = 1600 1600 UNIFORM ;In milliseconds End ParticleSystem Name = LightningStrike3 FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_SWORDBONE TargetBoneOverride = BAT_PELVIS InitialDelay = 2000 2000 UNIFORM ;In milliseconds End ;;Our WK :P Ownage! ParticleSystem Name = LightningStrike FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_WEAPONA_FX TargetBoneOverride = BAT_PELVIS End ParticleSystem Name = LightningStrike2 FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_WEAPONA_FX TargetBoneOverride = BAT_PELVIS InitialDelay = 400 400 UNIFORM ;In milliseconds End ParticleSystem Name = LightningStrike3 FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_WEAPONA_FX TargetBoneOverride = BAT_PELVIS InitialDelay = 800 800 UNIFORM ;In milliseconds End ParticleSystem Name = LightningStrike FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_WEAPONA_FX TargetBoneOverride = BAT_PELVIS InitialDelay = 1200 1200 UNIFORM ;In milliseconds End ParticleSystem Name = LightningStrike2 FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_WEAPONA_FX TargetBoneOverride = BAT_PELVIS InitialDelay = 1600 1600 UNIFORM ;In milliseconds End ParticleSystem Name = LightningStrike3 FollowBone:Yes OrientToObject = Yes CreateBoneOverride = B_WEAPONA_FX TargetBoneOverride = BAT_PELVIS InitialDelay = 2000 2000 UNIFORM ;In milliseconds End End
That should fix ur wierd thing
#17 Guest_Guest_boltonbrowne_*_*
Posted 23 October 2009 - 11:15 PM
The Lightning Sword FX hasn't changed anything. If it has, It's made the ray brighter perhaps...but It doesn't look like the anims that play when Gandalf fires off his Lightning sword..
Also, Ridder Geel, I'll take a look at your tutorial! I hope I can script in the knockback for the WK without destroying anything
@ Oblivionator - If you successfully make your flaming sword effect with the WK's bone... can you tell me how to do the exact same thing, except with a blue glow?
Thanks guys...
*hopes the Lightning Sword can be fixed*
#18
Posted 24 October 2009 - 01:45 AM
Ridder Geel, I've played around with the weapon code for getting knockback effects for the witch-king.
So far, I've managed to give him the 'magic' damage and metaimpact stuff.. and when he hits units - he hits a big group of them. THE PROBLEM IS... WK hits them, but most of them just die on the spot while 1 unit goes flying. How do I get them all to go flying?
-The Witch-King of Angmar
#19
Posted 24 October 2009 - 01:51 AM
#20
Posted 24 October 2009 - 11:51 AM
Here's the bit of code...
; Push back
MetaImpactNugget ; A Nugget that throws things back with force
; HeroResist = .75
ShockWaveAmount = 60
ShockWaveRadius = 40
ShockWaveArc = 40 ; Should generally be equal to damage arc
ShockWaveTaperOff = 1.0
ShockWaveSpeed = 0.0
ShockWaveZMult = 1.3
End
End
Which bit do I have to tweak?
-The Witch-King of Angmar
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