Is it possible to add a hero's special attack to a normal unit? If so, how would I go about doing it? For example, adding some sort of special arrow attack to an archer.
Also, in world builder, if you make a map, and create a single unit, they do not have their command set (i think that's what its called). For example, a single ranger does not have its bombard ability, or any upgrades. You can't even change its stance. how can I avoid this, but still have one unit?
And I am only planning on adding it to a single unit, not a whole horde, in case that information was necessary...
How to add special abilites to a non-hero unit
Started by The_Morgul_Lord, Jul 03 2010 02:09 AM
4 replies to this topic
#1
Posted 03 July 2010 - 02:09 AM
#2
Posted 03 July 2010 - 03:40 AM
It is possible, definitely through coding, or possibly through scripting. I'm not a coder, but you'd probably have to create a new object for your mini-hero (otherwise the regular unit horde would also receive the changes you make ).
It may be possible with a map script, under "Map>Gameplay>Commandbutton--add to an object type". You theoretically could add "Command_SpecialAbilityWoundArrow" to all units of "GondorRanger". I haven't tried it though, but it could work. You could probably do the same for stances. I'm not sure about upgrades.
In the game, there's usually two different sets of code for a unit, and a unit's horde. So it is important to know which one you need to edit.
For future reference, try and post coding related questions in the BFME 1 or BFME 2 modding forums, as you'll probably get more help there. The WB forums are more about problems/questions concerning WB, mapping, or scripting
It may be possible with a map script, under "Map>Gameplay>Commandbutton--add to an object type". You theoretically could add "Command_SpecialAbilityWoundArrow" to all units of "GondorRanger". I haven't tried it though, but it could work. You could probably do the same for stances. I'm not sure about upgrades.
In the game, there's usually two different sets of code for a unit, and a unit's horde. So it is important to know which one you need to edit.
For future reference, try and post coding related questions in the BFME 1 or BFME 2 modding forums, as you'll probably get more help there. The WB forums are more about problems/questions concerning WB, mapping, or scripting
#3
Posted 03 July 2010 - 11:40 PM
Sorry, I will remember to post this type of question elsewhere from now on. It's just since I was trying to use wb to accomplish this that i posted here.
And sadly, your technique did not work (unlesss i did it wrong).
I figured that i should disable the delete after success option, since that would make it go away after it appears, right?
I will shortly try every possible way, but I followed what you had said and it did not work. It didnt even appear in-game. And what slot should I put ti in, it says 1-12, but arent there only 6 slots?
And sadly, your technique did not work (unlesss i did it wrong).
I figured that i should disable the delete after success option, since that would make it go away after it appears, right?
I will shortly try every possible way, but I followed what you had said and it did not work. It didnt even appear in-game. And what slot should I put ti in, it says 1-12, but arent there only 6 slots?
#4
Posted 04 July 2010 - 12:11 AM
That's okay, it's more that you might get better help with your coding type questions there Leave the "Deactivate upon success" button ticked, all that means is that the script will not do anything extra after the script has finished. So it wouldn't make it disappear. Again, i haven't tried this and don't even know if it would work, but try putting 1-6, for any slot that is empty, and see if that does anything. If not, you'll probably have to use code (which i'm pretty useless at )
#5
Posted 04 July 2010 - 12:18 AM
Thanks, but it didn't work.
I'll try posting this elsewhere.
I'll try posting this elsewhere.
Edited by The_Morgul_Lord, 04 July 2010 - 12:19 AM.
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