Is it possible to add a special attack (in this case wounding arrow) to a normal unit (in this case a Mirkwood Archer)?
I am just gonna do this for the individual unit, not a whole horde.
Also, when making a map in worlbuilder, if a single unit is added, their commandset doesn't... umm... function.
For example, they have no option for ugrades or abilities, and the stance button it there, but it is unable to be changed. Any idea on how to fix this?
I have tried using scripting in worldbuilder, but failed. Is there a (relatively easy i hope) way to accomplish this in coding?
How to Add Power to Normal Units
Started by The_Morgul_Lord, Jul 04 2010 12:27 AM
4 replies to this topic
#1
Posted 04 July 2010 - 12:27 AM
#2
Posted 04 July 2010 - 01:38 AM
Check out the Haradrim Archers' "Barbed Arrows" and the Men of Dale's "Black Arrows" powers...I think those are what you're looking for.
WWJBD - What Would Jack Bauer Do?
#3
Posted 04 July 2010 - 02:55 AM
I don't know. I learned nothing after going through their respective ini files... I don't know how to add the new button or anything. And in the men of dale ini, i saw nothing about how to change to black arrows.
#4
Posted 04 July 2010 - 07:57 AM
I don't know. I learned nothing after going through their respective ini files... I don't know how to add the new button or anything. And in the men of dale ini, i saw nothing about how to change to black arrows.
Concerning the Change of weapon
CODE
WeaponSet
Conditions = None
Weapon = PRIMARY DwarvenArcherBow
Weapon = TERTIARY DwarvenArcherBowBombard
Weapon = QUINARY DwarvenMenOfDaleBlackArrows
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = QUINARY FROM_PLAYER FROM_SCRIPT ; not from ai
End
;;;horde
Behavior = SpecialPowerModule ModuleTag_BlackArrowsStarter
SpecialPowerTemplate = SpecialAbilityBlackArrows
UpdateModuleStartsAttack = Yes
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BlackArrowsWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityBlackArrows
; this has to be longer than the weapon firing time on the members or
; else the horde will fire its regular weapon and blow away the members' ai.
PackTime = 2000
StartAbilityRange = #SUBTRACT( DWARVEN_MENOFDALE_RANGE 100 )
SpecialWeapon = DwarvenMenOfDaleBlackArrowsRangeFinder
ApproachUntilMembersInRange = Yes
TriggerSound = YeomanArcherVoiceAttackCharge
End
But you want it for one unit not the horde ...?
As the game does not use one unit normally I can assume you are making
a HERO out of one unit and giving him powers right ??
Then your first goal is to create a new Object using the MirwoodArcher as a base
Change him into a Hero with new respawn health modules and proper Kind'Ofs
Add the Arrow weapon Behaviour similiar to Faramirs ...
Then give him a proper commandset with the new power
Its all possible but much simpler using a -mod than a map.ini
#5
Posted 06 July 2010 - 08:47 PM
Yes, I have heard that it is easier with a mod. The only problem is that I don't know how to make a mod, and I only want to make a few maps. Also, I do not know how to go about making new objects using a map.ini...