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Lindon Horse Archer Banner Carrier Glitch


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#1 Prolong

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Posted 04 April 2010 - 02:42 AM

Look at this image. The horde on top is a Rivendell Lancer horde, notice that the banner carrier is included in the purple "selection" ... thingie. The horde on the bottom is a Lindon horde, its banner is not. I can't figure out why, does anybody know?

lindonbug.jpg

BFME II players might want code as Lindons are a RotWK unit:

CODE
;------------------------------------------------------------------------------
;
; ElvenRivendellArcherHorde
;
;------------------------------------------------------------------------------

Object ElvenRivendellArcherHorde

; This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_RivendellArcher
SelectPortrait = UPHorseArcherPortrait

Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_CELEBRATING
DefaultModelConditionState
Model = None ;InvisHrdeTmp5x1
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkEURIL
End
End

Side = Elves
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeElvenRivendellArcher
DisplayNameStrategic = CONTROLBAR:LW_Unit_ElvenRivendellArcherHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_ElvenRivendellArcherHorde

WeaponSet
Conditions = None
Weapon = PRIMARY NormalMissileHordeRangefinder ; Spear
End

; *** AUDIO Parameters ***;

; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"

BuildCost = ELVEN_RIVENDELLARCHER_BUILDCOST
BuildTime = ELVEN_RIVENDELLARCHER_BUILDTIME
VisionRange = ELVEN_RIVENDELLARCHER_HORDE_VISION_RANGE
VisionSide = 50%
VisionRear = 25%
VisionBonusPercentPerFoot = 1.0%
ShroudClearingRange = ELVEN_RIVENDELLARCHER_SHROUD_RANGE
CommandPoints = 80

FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.

CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1
MinCrushVelocityPercent = 50% ; Has to be moving at at least 25% of full speed.
CrushDecelerationPercent = 30% ; Lose 10 percent (100/5 horde members) of max velocity when crushing.
CrushKnockback = 40 ; how hard we knock back crushed units.
CrushZFactor = 1.0 ; How much we knock upwards.

TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAVALRY HORDE MELEE_HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND
CommandSet = ElvenRivendellArcherHordeCommandSet

ThreatLevel = ELVEN_RIVENDELLARCHER_HORDE_THREAT
ThreatBreakdown ElvenRivendellLancerHorde_DetailedThreat
AIKindOf = CAVALRY
End

Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = CavalryHorde
End

Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = CavalryFunctions
AttackPriority = AttackPriority_Cavalry
End

Behavior = HorseHordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = ElvenRivendellArcher GOOD_RIDER_LARGE_HORDE_SIZE
Slots = 10
PassengerFilter = NONE +CAVALRY +ElvenRivendellLancerBanner +ElvenRivendellArcherBanner
ShowPips = No
RandomOffset = X:2 y:3
MeleeBehavior = Amoeba
End

ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)

; Banner Carrier info
BannerCarriersAllowed = ElvenRivendellArcherBanner ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:ElvenRivendellArcher Pos:X:75.0 Y:0.0 ; (DEFAULT) position of banner carrier for archer horde ;;,;; UnitType:ElvenRivendellLancer

RankInfo = RankNumber:1 UnitType:ElvenRivendellArcher Position:X:45 Y:0 Position:X:45 Y:20 Position:X:45 Y:-20 Position:X:45 Y:40 Position:X:45 Y:-40
RankInfo = RankNumber:2 UnitType:ElvenRivendellArcher Position:X:10 Y:0 Leader 1 0 Position:X:10 Y:20 Leader 1 1 Position:X:10 Y:-20 Leader 1 2 Position:X:10 Y:40 Leader 1 3 Position:X:10 Y:-40 Leader 1 4

RanksToReleaseWhenAttacking = 1 2

MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End

Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End

Behavior = HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
ScanWidth = 70.0 ; A little less than the width of the horde (which is 2 * 40 = 80)
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = CAVALRY_FEAR_SCAN_RADIUS

AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End

LocomotorSet
Locomotor = NormalCavalryHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_MOUNTED_FAST_HORDE_SPEED
End

Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_ElvenBasicTraining
LevelsToGain = 1
LevelCap = 2
End


Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_ElvenSilverthornArrows
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_ElvenHeavyArmor
End


;;,;; Behavior = AISpecialPowerUpdate RivendellLancerHordeCaptureBuildingAI
;;,;; CommandButtonName = Command_CaptureBuilding
;;,;; SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
;;,;; End

Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End


;///////////////////
; AISpecialPowers
;///////////////////

Behavior = AISpecialPowerUpdate ElvenMirkwoodArcherHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End

Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 40.0
GeometryHeight = 20.0
GeometryIsSmall = No


// *** AUTO RESOLVE DATA ***

AutoResolveUnitType = AutoResolveUnit_Cavalry
AutoResolveCombatChain =AutoResolve_SoldierCombatChain ;;,;; AutoResolve_CavalryCombatChain

AutoResolveBody = AutoResolve_ElvenRivendellArcherHordeBody ;;,;; AutoResolve_ElvenRivendellLancerHordeBody

AutoResolveArmor
RequiredUpgrades = Upgrade_ElvenHeavyArmor
Armor = AutoResolve_ElvenRivendellArcherHeavyArmor ;;,;; AutoResolve_ElvenRivendellLancerHeavyArmor
End

AutoResolveArmor
ExcludedUpgrades = Upgrade_ElvenHeavyArmor
Armor = AutoResolve_ElvenRivendellArcherArmor ;;,;; AutoResolve_ElvenRivendellLancerArmor
End

AutoResolveWeapon
RequiredUpgrades = Upgrade_ElvenSilverthornArrows
Weapon = AutoResolve_ElvenRivendellArcherWeapon ;;,;; AutoResolve_ElvenLorienArcherUpgradedWeapon
End

AutoResolveWeapon
ExcludedUpgrades = Upgrade_ElvenSilverthornArrows
Weapon = AutoResolve_ElvenRivendellArcherWeapon ;;,;; AutoResolve_ElvenLorienArcherWeapon
End

WorldMapArmoryUpgradesAllowed = Upgrade_ElvenBasicTraining Upgrade_ElvenSilverthornArrows Upgrade_ElvenHeavyArmor
End


CODE
ChildObject ElvenRivendellArcherBanner ElvenRivendellLancerBanner

; *** AUDIO Parameters ***;

VoiceAttack = ElfHorseArcherVoiceAttack
VoiceAttackCharge = ElfHorseArcherVoiceAttackCharge
VoiceAttackStructure = ElfHorseArcherVoiceAttackBuilding
VoiceAttackMachine = ElfHorseArcherVoiceAttack
VoiceCreated = ElfHorseArcherVoiceSalute
VoiceFullyCreated = ElfHorseArcherVoiceSalute
VoiceGuard = ElfHorseArcherVoiceMove
VoiceMove = ElfHorseArcherVoiceMove
VoiceMoveToCamp = ElfHorseArcherVoiceMoveCamp
VoiceMoveWhileAttacking = ElfHorseArcherVoiceDisengage
VoicePriority = 53
VoiceRetreatToCastle = ElfHorseArcherVoiceMoveRetreat
VoiceSelect = ElfHorseArcherVoiceSelectMS
VoiceSelectBattle = ElfHorseArcherVoiceSelectBattle

SoundCrushing = RohirrimCrushing ;Sound made when crushing another unit underhoof
SoundImpact = ImpactHorse
SoundMoveStart = GondorHorseMoveStart

VoiceEnterStateAttack = ElfHorseArcherVoiceEnterStateAttack
VoiceEnterStateAttackCharge = ElfHorseArcherVoiceEnterStateAttackCharge
VoiceEnterStateAttackStructure = ElfHorseArcherVoiceEnterStateAttackBuilding
VoiceEnterStateAttackMachine = ElfHorseArcherVoiceEnterStateAttackBuilding
VoiceEnterStateMove = ElfHorseArcherVoiceEnterStateMove
VoiceEnterStateMoveToCamp = ElfHorseArcherVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = ElfHorseArcherVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = ElfHorseArcherVoiceEnterStateMoveRetreat

UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = ElfHorseArcherVoiceMoveShip
VoiceGarrison = ElfHorseArcherVoiceMove
VoiceInitiateCaptureBuilding = ElfHorseArcherVoiceCaptureBuilding
End

CrowdResponseKey = Elf

#include "..\..\..\Includes\StandardUnitEvaEvents.inc"

ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURrmBnr_ACCL Frames: 8 30
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURrmBnr_RUNA Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURrmBnr_RUNB Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURrmBnr_RUNC Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURrmBnr_TNL1 Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURrmBnr_TNR1 Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURrmBnr_TRNL Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURrmBnr_TRNR Frames: 0
AnimationSound = Sound: HorseWhinny Animation: RURrmBnr_CHRB Frames: 8
AnimationSound = Sound: HorseWhinny Animation: RURrmBnr_CHRC Frames: 15
AnimationSound = Sound: HorseWhinny Animation: RURrmBnr_DIEA Frames: 0
;AnimationSound = Sound: HorseWhinny Animation: RURrmBnr_DIEB Frames: 0
AnimationSound = Sound: BodyFallGeneric1 Animation: RURrmBnr_DIEA Frames: 10 46
;AnimationSound = Sound: BodyFallGeneric1 Animation: RURrmBnr_DIEB Frames: 11
AnimationSound = Sound: BodyFallGeneric1 Animation: RURrmBnr_LNDA Frames: 3 11
;AnimationSound = Sound: TauntHitShieldPitchShifted Animation: RURrmBnr_TNTB Frames: 12 29
;need means for filtering for upgraded horse shields!
End

End


#2 Nertea

Nertea

    ...lo sa raptor!

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Posted 04 April 2010 - 04:26 AM

Is the banner noted in the experiencelevels code?

sig.png
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.


#3 drogoth232

drogoth232

    What a shame

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Posted 04 April 2010 - 04:37 AM

Instafix although it never seemed to happen to me...
Wait... what?

#4 Prolong

Prolong
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Posted 04 April 2010 - 05:10 PM

Instafix indeed, nice call. :p




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