HELP @ Modding
#1
Posted 12 August 2010 - 08:28 PM
I'm new to modding and i only managed to change spells for some characters and attribute points etc. all the small things that dont realy require coding and such.
And im sitting here with a couple of questions which i can't realy find the answer for ( or i misunderstood them )
1: how to add heroes from other factions/fortresses to another ( so in the end i would end up with mordor fortress having mordor/isengard/angmar/wild heroes so basically having all evil heroes in 1 fortress.
2: how can i make sauron and galadriel be a general hero so i dont need the ring to be able to spawn them.
3: how can i change the witch kings sword into the big mace of sauron. ( this isnt realy important )
4: how can i add mounts to any hero, like gandalf riding a flying fellbeast. ( if its possible? )
5: how can i add a Goblin or any other character and/or hero to the create-a-hero menu so i can change its spells etc. ( i ask this because i dont want my own created hero to have the same powers as the originals )
6: Is it possible to be able to select ANY special power which will all be max lvl in the powers menu for create-a-hero. ( i changed something myself but didnt worked out "spells were not all shown in the list"
Just so u guys understand me, i want ALL evilfaction heroes to be in ALL evilfaction fortresses and also ALL goodfaction heroes be in ALL goodfaction fortresses. ( including Sauron as general hero in evil and galadriel in good )
Or to make it easier, change the files to my liking (will ask you what to change).
It will be quite alot of work i guess though but because im not good at coding etc i was curious if someone can/want to change the files for me.
Kind Regards,
War-Craze
EMAIL: jackass338@hotmail.com - for those who can/want to change the files for me.
#2
Posted 12 August 2010 - 10:21 PM
BuildableHeroesMP = CreateAHero ElvenElrond ElvenLegolas ElvenHaldir ElvenThranduil ElvenGlorfindel ElvenArwen
This line determines what Hero each faction has ..
So Add the names of all together :(all one one line )
CreateAHero ElvenElrond ElvenLegolas ElvenHaldir ElvenThranduil ElvenGlorfindel ElvenArwen RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf DwarvenGloin DwarvenGimli DwarvenDain
But this will have 16 heroes for Good side .. a bit much as the Hero icons fill up the screen
2 . same goes for Galadriel ..but you have to redo the Health Modules to be like the Respawn modules of the usual heroes
3. With Modelling Programs .. not easy but doable
4. With Modelling Programs .. not easy but doable
5 . never really messed with CAH
6. never really messed with CAH
#3
Posted 12 August 2010 - 10:26 PM
BuildableHeroesMP = CreateAHero GondorPippin GondorMadril GondorBeregond GondorBoromir GondorFaramir GondorAragornMP GondorGandalf
To a line like that you must add all the heroes from either the good or the evil factions...
2. take the ones from the ringheroes line under the BuildableHeroesMP and add those to that list.
for the heroes you may need to add new revival commandbuttons, use the search function in the forums to find out how. (this has been asked many times before)
3. Requires modeling... Take weapon from one model, put it in the other, rebind it all export it... put it in the correct place... create a new asset.dat and it should be ready for the game... alot of work though, it may seem like not much, but doing this requires at least some skill in binding and the use of RenX or 3ds max.
4. You can add mounts to other heroes, but this yet again requires modeling! (similar to 4)
5. change your CAH into a normal hero... follow this tutorial:
http://www.the3rdage...tem-116?addview
Or is this not what you mean? If its not you might want to create a new CAH class.. which is even more work
http://www.the3rdage...item-46?addview
6. If you want to edit the powers so when you select one you get the last level one... you need to remove the requirements for the last level spells and then make the last level spells available at lvl 1.
Example:
CommandButton Command_CreateAHero_SpecialAbilityTeleportLevel3 Command = SPECIAL_POWER SpecialPower = SpecialAbilityStoreObjectsForLevel3Teleport Options = CONTEXTMODE_COMMAND NEED_TARGET_POS TextLabel = CONTROLBAR:TeleportLevel3 ButtonImage = HSKingDainSummonRoyalGuard ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipTeleportLevel3 InPalantir = Yes RadiusCursorType = DominateRadiusCursor CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassIstariWizard CreateAHeroUIMinimumLevel = 10 CreateAHeroUIPrerequisiteButtonName = Command_CreateAHero_SpecialAbilityTeleportLevel2 CreateAHeroUICostIfSelected = CAH_TELEPORTLEVEL3_COST Endwould change into:
CommandButton Command_CreateAHero_SpecialAbilityTeleportLevel3 Command = SPECIAL_POWER SpecialPower = SpecialAbilityStoreObjectsForLevel3Teleport Options = CONTEXTMODE_COMMAND NEED_TARGET_POS TextLabel = CONTROLBAR:TeleportLevel3 ButtonImage = HSKingDainSummonRoyalGuard ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipTeleportLevel3 InPalantir = Yes RadiusCursorType = DominateRadiusCursor CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassIstariWizard CreateAHeroUIMinimumLevel = 1 CreateAHeroUICostIfSelected = CAH_TELEPORTLEVEL3_COST End
#4
Posted 12 August 2010 - 10:35 PM
I will try out some stuff in the hope i will be able to get what i want.
And will search some more on the forum.
Kind Regards,
War-Craze
Edited by War-Craze, 12 August 2010 - 10:44 PM.
#5
Posted 13 August 2010 - 06:34 PM
-commandset.ini
-commandbutton.ini
-playertemplate.ini
but the game just crashes at start up ( im on Rise of the Witch King )
These are the only 3 ini's i edited ( i added them to buildable MP also ) which actually adds them to the fortress, i did the same to all fortresses so the slots should all be maximized at 20.
If someone can help me please let me know whats wrong because i dont know what to change or what is wrong, i think myself the commandrangestart and commandrangecount are wrong but i dont know what to set them at.
i did this in playertemplate.ini
BuildableHeroesMP = CreateAHero AngmarHwaldar AngmarKarsh AngmarMorgramir AngmarRogash AngmarWitchking WildGoblinKing WildAzog WildShelob MordorGothmog MordorWitchKingOnFellBeast MordorMouthOfSauron KhamulFellBeast MorgomirFellBeast IsengardWormTongue IsengardLurtz IsengardSharku IsengardSaruman Drogoth // Alatar Pallando Drogoth;// NeutralGollum EvilMenBlackRider EvilMenBlackRider MordorFellBeast MordorFellBeast
I did this in commandset.ini
CommandSet MordorFortressCommandSet InitialVisible = 7 //Main Menu 1 = Command_ConstructMordorPorter ; 2 = Command_ConstructMordorBlackRiderHorde 2 = Command_SelectRevivablesMordorFortress 3 = Command_FireWeaponMordorFortressMagmaCauldrons 4 = Command_FireWeaponMordorFortressSpireFireball 5 = Command_SelectUpgradesMordorFortress 6 = Command_Sell //Upgrades Menu 8 = Command_PurchaseUpgradeMordorFortressDoomPyres 9 = Command_PurchaseUpgradeMordorFortressLavaMoat 10 = Command_PurchaseUpgradeMordorFortressFireArrows 11 = Command_PurchaseUpgradeMordorFortressMagmaCauldrons 12 = Command_PurchaseUpgradeMordorFortressMorgulSorcery 13 = Command_PurchaseUpgradeMordorFortressGorgorothSpire 14 = Command_RadialBack //Hero Menu 15 = Command_RingHeroReviveSlot 16 = Command_CreateAHeroReviveSlot // Note we also need an extra slot for the Create A Hero 17 = Command_GenericReviveSlot1 18 = Command_GenericReviveSlot2 19 = Command_GenericReviveSlot3 20 = Command_GenericReviveSlot4 21 = Command_GenericReviveSlot5 22 = Command_GenericReviveSlot6 23 = Command_GenericReviveSlot7 24 = Command_GenericReviveSlot8 25 = Command_GenericReviveSlot9 26 = Command_GenericReviveSlot10 27 = Command_GenericReviveSlot11 28 = Command_GenericReviveSlot12 29 = Command_GenericReviveSlot13 30 = Command_GenericReviveSlot14 it seems to crash on the slots, when i remove them till slot 13 it works fine ( but not all heroes are shown and cant be revived once dead 31 = Command_GenericReviveSlot15 32 = Command_GenericReviveSlot16 33 = Command_GenericReviveSlot17 34 = Command_GenericReviveSlot18 35 = Command_GenericReviveSlot19 36 = Command_GenericReviveSlot20 37 = Command_RadialBack End CommandSet IsengardFortressCommandSet InitialVisible = 6 //Main menu can select heroes, upgrades sub menus, or build a porter. 1 = Command_ConstructIsengardPorter ; 2 = Command_ConstructIsengardBerserkerHorde 2 = Command_SelectRevivablesIsengardFortress 3 = Command_SelectUpgradesIsengardFortress 4 = Command_IsengardWizardsTowerLightningStrike 6 = Command_Sell //Improvements 7 = Command_PurchaseUpgradeIsengardFortressMurderOfCrows 8 = Command_PurchaseUpgradeIsengardFortressBurningForges 9 = Command_PurchaseUpgradeIsengardFortressExcavations 10 = Command_PurchaseUpgradeIsengardFortressOrcfireMunitions 11 = Command_PurchaseUpgradeIsengardFortressIronPlating 12 = Command_PurchaseUpgradeIsengardFortressWizardsTower 13 = Command_SpecialAbilityMurderOfCrows 14 = Command_RadialBack //Heroes 16 = Command_RingHeroReviveSlot 17 = Command_CreateAHeroReviveSlot // Note we also need an extra slot for the Create A Hero 18 = Command_GenericReviveSlot1 19 = Command_GenericReviveSlot2 20 = Command_GenericReviveSlot3 21 = Command_GenericReviveSlot4 22 = Command_GenericReviveSlot5 23 = Command_GenericReviveSlot6 24 = Command_GenericReviveSlot7 25 = Command_GenericReviveSlot8 26 = Command_GenericReviveSlot9 27 = Command_GenericReviveSlot10 28 = Command_GenericReviveSlot11 29 = Command_GenericReviveSlot12 30 = Command_GenericReviveSlot13 31 = Command_GenericReviveSlot14 it seems to crash on the slots, when i remove them till slot 13 it works fine ( but not all heroes are shown and cant be revived once dead 32 = Command_GenericReviveSlot15 33 = Command_GenericReviveSlot16 34 = Command_GenericReviveSlot17 35 = Command_GenericReviveSlot18 36 = Command_GenericReviveSlot19 37 = Command_GenericReviveSlot20 38 = Command_RadialBack End CommandSet AngmarFortressCommandSet InitialVisible = 7 //Main Menu 1 = Command_ConstructAngmarPorter 2 = Command_SelectRevivablesAngmarFortress 3 = Command_SelectUpgradesAngmarFortress 4 = Command_FireWeaponAngmarFortressSanctumFrostball 6 = Command_Sell //Upgardes Menu 8 = Command_PurchaseUpgradeAngmarFortressBanners 9 = Command_PurchaseUpgradeAngmarFortressSpikes 10 = Command_PurchaseUpgradeAngmarFortressIceMunitions 11 = Command_PurchaseUpgradeAngmarFortressHouseOfLamentation 12 = Command_PurchaseUpgradeAngmarFortressIceWalls 13 = Command_PurchaseUpgradeAngmarFortressSanctum 14 = Command_RadialBack //Hero Menu 15 = Command_RingHeroReviveSlot // Note that we need an extra slot for the ring hero. 16 = Command_CreateAHeroReviveSlot // Note we also need an extra slot for the Create A Hero 17 = Command_GenericReviveSlot1 //Revives any hero. Use Slot1-Slot8 and keep them UNIQUE within the same commandset! 18 = Command_GenericReviveSlot2 19 = Command_GenericReviveSlot3 20 = Command_GenericReviveSlot4 21 = Command_GenericReviveSlot5 22 = Command_GenericReviveSlot6 23 = Command_GenericReviveSlot7 24 = Command_GenericReviveSlot8 25 = Command_GenericReviveSlot9 26 = Command_GenericReviveSlot10 27 = Command_GenericReviveSlot11 28 = Command_GenericReviveSlot12 29 = Command_GenericReviveSlot13 30 = Command_GenericReviveSlot14 it seems to crash on the slots, when i remove them till slot 13 it works fine ( but not all heroes are shown and cant be revived once dead 31 = Command_GenericReviveSlot15 32 = Command_GenericReviveSlot16 33 = Command_GenericReviveSlot17 34 = Command_GenericReviveSlot18 35 = Command_GenericReviveSlot19 36 = Command_GenericReviveSlot20 37 = Command_RadialBack End CommandSet WildFortressCommandSet InitialVisible = 6 //Main Menu 1 = Command_ConstructWildPorter ; 2 = Command_ConstructWildBabyDrakeHorde 2 = Command_SelectRevivablesWildFortress 3 = Command_SelectUpgradesWildFortress 4 = Command_PurchaseNewFireDrake 6 = Command_Sell //Upgrades Menu 7 = Command_PurchaseUpgradeWildFortressBatCloud 8 = Command_PurchaseUpgradeWildFortressRazorSpines 9 = Command_PurchaseUpgradeWildFortressFireArrows 10 = Command_PurchaseUpgradeWildFortressWebCocoon 11 = Command_PurchaseUpgradeWildFortressDragonNest 12 = Command_SpecialAbilityBatCloud 13 = Command_RadialBack //Hero Menu 14 = Command_RingHeroReviveSlot // This is for the ring hero, don't remove. 15 = Command_CreateAHeroReviveSlot // Note we also need an extra slot for the Create A Hero 16 = Command_GenericReviveSlot1 //Revives any hero. Use Slot1-Slot8 and keep them UNIQUE within the same commandset! 17 = Command_GenericReviveSlot2 18 = Command_GenericReviveSlot3 19 = Command_GenericReviveSlot4 20 = Command_GenericReviveSlot5 21 = Command_GenericReviveSlot6 22 = Command_GenericReviveSlot7 23 = Command_GenericReviveSlot8 24 = Command_GenericReviveSlot9 25 = Command_GenericReviveSlot10 26 = Command_GenericReviveSlot11 27 = Command_GenericReviveSlot12 28 = Command_GenericReviveSlot13 29 = Command_GenericReviveSlot14 it seems to crash on the slots, when i remove them till slot 13 it works fine ( but not all heroes are shown and cant be revived once dead 30 = Command_GenericReviveSlot15 31 = Command_GenericReviveSlot16 32 = Command_GenericReviveSlot17 33 = Command_GenericReviveSlot18 34 = Command_GenericReviveSlot19 35 = Command_GenericReviveSlot20 36 = Command_RadialBack End
i did this in commandbutton.ini
CommandButton Command_GenericReviveSlot1 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot2 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot3 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot4 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot5 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot6 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot7 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot8 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot9 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot10 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot11 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot12 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot13 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot14 same for this one, once i remove those slots 14-20 here it starts working again, but once the hero dies i cant revive him Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot15 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot16 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot17 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot18 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot19 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_GenericReviveSlot20 Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE;Hides button while disabled. TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_RingHeroReviveSlot Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE NEED_UPGRADE;Hides button while disabled. NeededUpgrade = Upgrade_RingHero Upgrade_FortressRingHero TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_CreateAHeroReviveSlot Command = REVIVE Options = HIDE_WHILE_DISABLED CANCELABLE NEED_UPGRADE;Hides button while disabled. NeededUpgrade = Upgrade_AllowBuildCreateAHero TextLabel = CONTROLBAR:GenericReviveHero ;ButtonImage = ***Filled in automatically! No need to specify a button image. ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGenericReviveHero InPalantir = No Radial = Yes End CommandButton Command_SelectRevivablesMordorFortress Command = PUSH_VISIBLE_COMMAND_RANGE TextLabel = CONTROLBAR:SelectRevivablesMordorFortress ButtonImage = UCCommon_EvilHeroes ButtonBorderType = SYSTEM DescriptLabel = CONTROLBAR:ToolTipCommandSelectRevivablesMordorFortress Radial = Yes CommandRangeStart = 15 //Starts its counting at 0, so command button 8 is 7 CommandRangeCount = 37 End CommandButton Command_SelectRevivablesIsengardFortress Command = PUSH_VISIBLE_COMMAND_RANGE TextLabel = CONTROLBAR:SelectRevivablesIsengardFortress ButtonImage = UCCommon_EvilHeroes ButtonBorderType = SYSTEM DescriptLabel = CONTROLBAR:ToolTipCommandSelectRevivablesIsengardFortress Radial = Yes CommandRangeStart = 16 //Starts its counting at 0, so command button 8 is 7 CommandRangeCount = 38 End CommandButton Command_SelectRevivablesAngmarFortress Command = PUSH_VISIBLE_COMMAND_RANGE TextLabel = CONTROLBAR:SelectRevivablesDwarvenFortress ButtonImage = UCCommon_EvilHeroes ButtonBorderType = SYSTEM DescriptLabel = CONTROLBAR:ToolTipCommandSelectRevivablesDwarvenFortress Radial = Yes CommandRangeStart = 15 //Starts its counting at 0, so command button 8 is 7 CommandRangeCount = 37 End CommandButton Command_SelectRevivablesWildFortress Command = PUSH_VISIBLE_COMMAND_RANGE TextLabel = CONTROLBAR:SelectRevivablesGoblinFortress ButtonImage = UCCommon_EvilHeroes ButtonBorderType = SYSTEM DescriptLabel = CONTROLBAR:ToolTipCommandSelectRevivablesWildFortress Radial = Yes CommandRangeStart = 14 //Starts its counting at 0, so command button 8 is 7 CommandRangeCount = 36 End Changed the commandrangestart - count back to normal to make the game work like it did before. Please help because im getting crazy of these errors and i cant find any solution.
Edited by War-Craze, 13 August 2010 - 09:49 PM.
#6
Posted 13 August 2010 - 11:00 PM
(i) you dont have any of the Ring Heroes in your BuildableHeroesMP lists even though you have buttons for their revival in the Fortress Command Sets, this will cause bad crashiness.
(ii) there is a hardcoded limit of 33 entries for any CommandSet and you have more than that, this is why the game crashes in your case.
#7
Posted 14 August 2010 - 04:12 PM
Two issues;-
(i) you dont have any of the Ring Heroes in your BuildableHeroesMP lists even though you have buttons for their revival in the Fortress Command Sets, this will cause bad crashiness.
(ii) there is a hardcoded limit of 33 entries for any CommandSet and you have more than that, this is why the game crashes in your case.
I changed the revive slot to 16 so the max command line is 33 now and i also made new command_generivereviveslots up to 16, and i changed the commandrangestart+count and i can now spawn all the heroes i want and maximum reviveable at once is 17 including my create a hero but. once all spawned and drogoth dies i cant revive him, i can revive the others though.
Thank you for the max 33 entries command, that was the main issue. the ring heroes are not as general hero yet, i think i leave them as ring hero because they make it overpowered. And as the game says: "ringheroes" they are meant to be overpowered to i dont like adding them by thinking back to the idea.
Or is there any possible way to change the max entries to 36 or whatever i want?
Edited by War-Craze, 14 August 2010 - 04:35 PM.
#8
Posted 14 August 2010 - 10:07 PM
#9
Posted 16 August 2010 - 02:15 PM
now im trying to give sauron more powers, like word of power or any other special ability, because he only has 1 destroying power which isnt alot for a ring hero.
so is there anyone that can tell me what to do to give sauron word of power or any other ability?
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