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#1 War-Craze

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Posted 12 August 2010 - 08:28 PM

Hi, first of all I'm War-Craze.

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 JUS_SAURON

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Posted 12 August 2010 - 10:21 PM

1 . Once youve set up the Mod files properly go to the playertemplate file

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 Ridder Geel

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Posted 12 August 2010 - 10:26 PM

1. Change lines in the playertemplate.ini...
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) :p

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 :p
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
End
would 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

Ridder Geel

#4 War-Craze

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Posted 12 August 2010 - 10:35 PM

Thank you for your replies,

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 War-Craze

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Posted 13 August 2010 - 06:34 PM

Hey there i got a problem with adding all evil faction hero's to all evil faction fortresses this is what i did at the following files
-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 DeeZire

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Posted 13 August 2010 - 11:00 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.

#7 War-Craze

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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 Gfire

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Posted 14 August 2010 - 10:07 PM

With some more complex coding you could make the fortress show an entirely new commandset instead of just a different part of the same one. Thus, allowing you to have up to 32 heroes and a back button. However, it would be buggy. When you deselect the fortress it wouldn't revert to the main fortress commandset and it might take a second to switch sets.
Greetings, community.

#9 War-Craze

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Posted 16 August 2010 - 02:15 PM

I fixed the fortress hero thing, i now have 13 heroes in 1 fortress which can all be recruited and be revived including ringheroes and create a hero

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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