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Editing Campaign Units


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#1 Dark Aragorn

Dark Aragorn
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Posted 26 June 2010 - 02:44 AM

Hi, I have just recently joined the Forum because I have a small problem.

Basically, I use the Rise of the Witch King Arcade Edition mod made by ZenBKage, which I consider a very good mod. Now for personalisation purposes, I have edited the Mod frequently for my own amusement, doing things such as changing names of characters (Raurgoroth to Morgoth for example) changing characters in completely different ways (making Ghost Ships travel anywhere, or giving chars new moves), disabled house colours and even made the campaigns of BFME 2 playable alongside the expansions campaign (including fusing the Epilogue to the end of the Angmar campaign and making playable a completely unused level involving Goblin Heads). I would like to point out that I edited these for my self only, so no plagarist mod will be released.

Now my problem is this:
Earlier i mentioned adding the campaigns back in to the game, which is no problem on its own, I even added Drogoth back in to the Evil Erebor map as EA were forced to change that because of similarities to The Hobbit. So I clearly know how to ban and allow characters for their respective levels (ie Glorfindel appearing in good missions only) which is the reason this broblem has forced me to request help. Basically, I was intending on adding the two specially made Porters that came with the mod to be spawned in their respective aligned missions (Evilgoodporter for evil missions and Goodevilporter for good missions) so i can basically mock up the game in missions where a fortress (where you can create these two from) is not used or unavailable (Barrow-Downs for example). These are methods I tried previously:

Firstly, I added the Porters to the list of carryover units, then added the Porter not to be used in the Delay carryover spawn section. This made the Porter to use appear in the first level of each campaign, but not in any subsequent levels, where it would never appear again. This I thought was odd because an original mistake I made for BFME 2 campaign allowed Glorfindel to appear in every Evil Campaign mission, a mistake that ironically does not work for the Porter.

Trying again I decided to see if I can use the heroes I intended to eventually make playable through the Porters instead (considering the only difference I could think of was that Glorfindel was a hero and the porter was not). These heroes were evil ones that ZenBKage created from 'Scratch' like raurgoroth. Trying again I got the same result, first mission, no others.

Next I tried using Gollum to Spawn the Porters in (this was because Gollum came with the game unlike the others) though I realised ZenBKage edited a second Gollum in the game so i used that one instead (because that is the one that actually can spawn things), again failure. I tested regular Gollum to see if it can be done, and again failure.

Lastly I tried to trick it by putting as many porters as there were missions in the Carry over list and took one off the delay lists per mission (such as the level that introduces Hwaldar being the 'third' level by then three porters would be available, two from two previous missions wouldn't appear but the other hopefully would). Though the result was different it was less pleasing, because this time none appeared to begin with.

Is there anyway to get characters that are not usually playable in Campaign mode to appear beyond the first level they are allowed into?
I think what i've written may not be clear enough, if anyone requests it I will quote everything I edited per attempt and see if anyone can find a problem and hopefully find a solution.

#2 Prolong

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Posted 29 June 2010 - 03:16 AM

I think that might only work if you have corresponding scripts in the map itself tbh. But I do not know, I've never done much with campaign.

Example script from map ang barrow downs:

*** IF ***
Is there a delayed-carryover object of type 'AngmarHwaldar' belonging to Player '<Local Player>' still waiting to spawn
*** THEN ***
Find the first delayed-carryover unit of type 'AngmarHwaldar' belonging to Player '<Local Player>' and create it at Waypoint 'Spawn Hwaldar Here', then assign name UnitRef 'Hwaldar' to reference it.
Set timer 'Timer - Hwaldar Adjust' to expire in 1 frames.
*** ELSE ***
Spawn Unit 'Hwaldar' of type 'AngmarHwaldar' on Team 'PlyrAngmar/Hwaldar' at waypoint Waypoint 'Spawn Hwaldar Here'
Set timer 'Timer - Hwaldar Adjust' to expire in 1 frames.

Edited by Prolong, 29 June 2010 - 03:20 AM.





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