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Code That's Not Used Anymore


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#1 DeeZire

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Posted 23 July 2010 - 04:30 AM

Having not been involved with EA/BFME for quite a few years now (and with most of the dev team gone) I have no memory of a couple of things and was wondering if anyone had made any use of them since, or if anyone was willing to try and figure out how to make them work?

The fist one is this;-
Behavior = WargBehavior ModuleTag_WargBehaviour
End
All I recall about this is that it should be used on the NeutralWarg and IsengardWargRider objects, as the module is hardcoded to instantiate some behaviour for those objects exclusively, but I don't remember the parameters or what exactly it did. You can include it on the objects without any parameters but obviously you see no effect.

The second one is this;-
Behavior = WoundArrowUpdate ModuleTag_WoundArrowUpdateModule
End
Again I don't remember the parameters for this but I'm sure it goes on a unit that has a special power with Enum = SPECIAL_WOUND_ARROW - using it without the required parameters cases a crash when the special power completes. Ii may be that it should be placed on the wound arrow projectile itself since IIRC the projectile then travels through any object dealing it's damage as it goes, but again same effect when no parameters are specified.

And finally;-
Behavior = RousingSpeechUpdate ModuleTag_11
	SpecialPowerTemplate = SpecialAbilityRousingSpeech
	StartAbilityRange = 8.0
	UpdateInterval = 100
	ApproachRequiresLOS = No
	ModifierName = RohanCharge
	ObjectFilter = ANY +CAVALRY -STRUCTURE
	BonusRadius = 250
	SpeechDuration = 2500
;;	UniqueBenefactorLabel = LordOfTheMark
	LeaderFX = FX_TheodenSpeechFX
	FollowerFX = FX_TheodenFollowerFX
	CreateWave = Yes
	WaveWidth = 50
  End
This causes weird behaviour even though I know I have used it correctly, and I know it should be used on an object that has a special power with Enum = SPECIAL_ROUSING_SPEECH but it seems even if you can get it to work it will only ever trigger once.

So has anyone any ideas or thoughts?

#2 Kwen

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Posted 23 July 2010 - 06:11 AM

Well isn't rousing speech along the lines of Glorious Charge? If defines CAVALRY, and has a ModifierName RohanCharge.

The Warg one... Hmmm, I would like it to be some sort of variant to the normal cavalry functions to include Warg. Perhaps it links it to specific attributes that aren't associated with anything other the Wargs?

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#3 JUS_SAURON

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Posted 23 July 2010 - 10:30 AM

Found this in CINE_RohanTheodenCavalry

CODE
Behavior = SpecialPowerModule ModuleTag_10
SpecialPowerTemplate = SpecialAbilityRousingSpeech
UpdateModuleStartsAttack = Yes
InitiateSound = TheodenRousingSpeech
End

Behavior = RousingSpeechUpdate ModuleTag_11
SpecialPowerTemplate = SpecialAbilityRousingSpeech
StartAbilityRange = 8.0
UpdateInterval = 100

;UnpackTime = 700
;PreparationTime = 100
;PersistentPrepTime = 500
;PackTime = 233
ApproachRequiresLOS = No
ModifierName = RohanCharge

ObjectFilter = ANY +CAVALRY -STRUCTURE

BonusRadius = 250
SpeechDuration = 2500
; UniqueBenefactorLabel = LordOfTheMark ; This makes sure multiple Theodens are not cumulative
; Bonus
; Type = EXTRA_MAX_HEALTH
; Duration = 15000 ;msec
; Amount = 1.2
; End
LeaderFX = FX_TheodenSpeechFX
FollowerFX = FX_TheodenFollowerFX
CreateWave = Yes
WaveWidth = 50
End


I wonder if you uncomment the EXTRA_MAX_HEALTH stuff if any change ...

and the one you posted is in Faramir's code as well but not used by him

seams EA decided on SpecialAbilityTheodenGloriousCharge instead

#4 Prolong

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Posted 25 July 2010 - 04:24 AM

Wow. Nothing quite like pulling behaviors that are never used out of thin air. :p How do you guys know this stuff even exists if WargBehavior and WoundArrowUpdate are never used in a BFME game?

#5 Ridder Geel

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Posted 25 July 2010 - 02:01 PM

The game.dat :p

Deezire...
Is there a way u can find out how to make these modules work, if they work at all?
Behavior = DockUpdate ModuleTag_WhatsThisfor //Not sure anymore if this module worked... in my code i myself commented it...
	End

	Behavior = MonsterDockUpdate ModuleTag_DoYaThang //This one works, but does not really do anything at the moment
		DockedAnimationTime = 10000
		DockableObjectFilter = ALL
	End

You of all people would know how i should go about making them work... :D

I will take a look at your module things as soon as i have time for it...

Edited by Ridder Geel, 25 July 2010 - 02:05 PM.

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#6 drogoth232

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Posted 25 July 2010 - 02:50 PM

He got it to work alright :D

I was able to duplicate it (never released it) in ROTWK, but whenever Lego got to the but-end of the Mumak and the Mumak landed on his belly, Lego gots crushed :p So I never really got it to work in ROTWK....
Wait... what?

#7 Ridder Geel

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Posted 25 July 2010 - 06:55 PM

How did you make it work? :p
Ridder Geel

#8 drogoth232

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Posted 25 July 2010 - 08:55 PM

@Ridder Geel:Used Deezire's code, with a few modifications.......

I didnt release or say that "yeah I am the second that figured it out", just that...I just got it working with a few quirks..If I have misled anyone, please note that I am no coding god nor did I mean to mislead anyone...

Relooking at the code and comparing it, there were very few differences, just a minor change here and there.

@DeeZire: Forgive me, please! No one REALLY figured it out... And all your stuff needs is animations.

@everyone who wants to know how it works: It works just like in DeeZire's mod but with rules and stuff from BFME2:ROTWK (and regular BFME2) left click on image, left click on mumak and instakill..... Except in this case lego dies as well..... I also got it working on trolls, again a few quirks and DeeZire's code can work for practically any monster.

Edited by drogoth232, 25 July 2010 - 08:57 PM.

Wait... what?

#9 DeeZire

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Posted 08 September 2010 - 08:47 PM

Apologies for necro bump.

Yes you can use MonsterDock in the way I did, the only issue was over the missing animations.

Another one in case anyone may find it useful;-
Behavior = RampageBehavior ModuleTag_Rampage
	RampageHealthThreshold = [real]
	RampageLifeTimer = [real]
	RampageAngryLifeTimer = [real]
	RampageResetTimer = [real]
	RampageEnemyCheckRange = [real/float]
	RampageEnemyThreshold = [real]
	RequiredUpgrade = [optional - upgrade template]
  End
Using that module allows you to make use of the RAMPAGE_ANIMATION_ONLY AnimationState for when the object is in rampage but not attacking anything (this, plus the finer control, is how it differs from the monster rampages such as Trolls).

Edited by DeeZire, 08 September 2010 - 08:52 PM.


#10 drogoth232

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Posted 08 September 2010 - 10:21 PM

So kinda in what the Mumak does right? Oh wait, not hurting anyone... But what monster would use it? I mean every monster/animal that you can kill in the game WOULD rampage if near death. It could be useful if you made neutral animals killable.
Wait... what?

#11 DeeZire

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Posted 13 September 2010 - 10:12 PM

The difference is that using that module allows the object to rampage without dying (or when it is close to death) like monsters do, thus;-
RampageHealthThreshold = How low must my health be before I will rampage?
RampageLifeTimer = How long do I rampage for each time?
RampageAngryLifeTimer = When angry, how long do I rampage for?
RampageResetTimer = Interval (ms) between my rampages
RampageEnemyCheckRange = How near should any enemies be for me to rampage at them?
RampageEnemyThreshold = How many enemies should be near me before I rampage?
RequiredUpgrade = An upgrade I need before this whole behaviour is allowed





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