1 Hero
#1
Posted 22 July 2011 - 03:02 PM
#2
Posted 22 July 2011 - 03:09 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#3
Posted 22 July 2011 - 03:40 PM
I know that when he dies he starts at level 1. i just haven't seen any tutorials on how to exactly do it. which is what i am asking how to do. So, he starts at level 1 and has a potential to get to level 10 but if he dies starts at level 1 again.
so how do i start making him so its a new hero each time like you said?
Edited by Dragon Rider, 22 July 2011 - 03:42 PM.
#4
Posted 22 July 2011 - 04:19 PM
Inside the object's code : (This should work in Rise of The Witch King, idk about BFME2)Its possible just no waypoint so it starts in the middle of the building instead of walking out the entrance but instead walks through its walls but its ok for now.
I know that when he dies he starts at level 1. i just haven't seen any tutorials on how to exactly do it. which is what i am asking how to do. So, he starts at level 1 and has a potential to get to level 10 but if he dies starts at level 1 again.
so how do i start making him so its a new hero each time like you said?
MaxSimultaneousOfType = 1
And delete the object's revive behavior (if it has it) (Behavior = RespawnUpdate)
to make sure you can't revive the hero everytime it dies.
Edited by Mr_Troy, 22 July 2011 - 04:22 PM.
#5
Posted 22 July 2011 - 10:53 PM
#6
Posted 22 July 2011 - 11:02 PM
Edit:
Ok, i have taken a good look at his death behaviours and i saw an eva event for when he dies it complete but i dont understand which part of the code i need...
Edited by Dragon Rider, 22 July 2011 - 11:10 PM.
#7
Posted 23 July 2011 - 03:53 AM
For one unit only...
; ***DESIGN parameters ***
Side = Wild
EditorSorting = UNIT
ThreatLevel = SHELOB_THREAT_LEVEL
ThingClass = MEDIUM_MONSTER
MaxSimultaneousOfType = 1
TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER
WeaponSet
Conditions = None
Weapon = PRIMARY ShelobMandibles
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
Give him an Active body module...
Body = ActiveBody ModuleTag_Body
MaxHealth = 10000
End
And comment out all the respawn rules...
; Body = RespawnBody ModuleTag_RespawnBody
; MaxHealth = 10000 ;;;WILD_SHELOB_HEALTH ;BALANCE Shelob Health
; PermanentlyKilledByFilter = NONE ;Who kills me permanently?
; End
; Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn
; DeathFX = FX_ShelobDieToRespawn ;FXList to play when killed-to-respawn
; DeathAnimationTime = 1133 ;How long DeathAnim will take.
;
; RespawnAnim = SELECTED ;Animation to play when respawning.
; RespawnFX = FX_Resurrection ;FXList to play when respawning.
; RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
; AutoRespawnAtObjectFilter = CASTLE_KEEP
; ButtonImage = HIShelob_res
;
; ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
; ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
; RespawnRules = AutoSpawn:Yes Cost:1500 Time:90000 Health:100% ;DEFAULT VALUES
;
; End
#8
Posted 24 July 2011 - 05:29 PM
I set my money in game to 21000 and i bought my hero building for 5000, it builds then i buy aragorn for another 5000 and he comes out and everything works but i still have 5000 but it wont let me buy a second one. Now then when i do the elven version of the building and build legolas or elrond i can buy doubles of them and triples anyone know why i can only get one aragorn but multiple elronds and legolas?
#9
Posted 24 July 2011 - 06:21 PM
#10
Posted 28 July 2011 - 01:29 AM
#11
Posted 02 August 2011 - 11:58 AM
Just had an interesting thought while reading this topic. In regards to allowing a hero to level up and 'revive' from a non-fortress building, I have a couple of ideas, just some food for thought.
Retaining levels:
On each level up of the hero, a Player upgrade is permanently granted, either directly through experiences levels if it works, or if not then indirectly through some fake 'special ability'.
The building the hero comes from has either multiple commandsets switched by the player upgrade, or some other system. However the Mumakil Pen creates rank 2 Mumakil later on basically, however that works, can't remember
The point here is that the Player upgrades granted by the levelling of the hero switch the commandset of the building(s) that produce the hero. Thus, the levels of the hero are retained! (Not the exact amount of experience though but that's pretty minor really)
Reviving:
The aim here is really just to change the icon/text of the 'Recruit' button to a 'Revive' button, mimicing the real one, and, depending on the modder's preference, hiding the button altogether while the hero is alive.
To achieve this, the hero has an attribute modifier that grants a non-permanent Player upgrade. This in essence just tells us that the hero is alive. This upgrade can then be used in the same principle as before to alter commandsets, or it could be used in a 'Toggling Commandbutton' kind of way if possible.
So, just ideas here, I really hope someone tries this out! (I don't really have the time right now)
#12
Posted 04 August 2011 - 09:32 PM
Hey all,
Just had an interesting thought while reading this topic. In regards to allowing a hero to level up and 'revive' from a non-fortress building, I have a couple of ideas, just some food for thought.
Retaining levels:
On each level up of the hero, a Player upgrade is permanently granted, either directly through experiences levels if it works, or if not then indirectly through some fake 'special ability'.
The building the hero comes from has either multiple commandsets switched by the player upgrade, or some other system. However the Mumakil Pen creates rank 2 Mumakil later on basically, however that works, can't remember
The point here is that the Player upgrades granted by the levelling of the hero switch the commandset of the building(s) that produce the hero. Thus, the levels of the hero are retained! (Not the exact amount of experience though but that's pretty minor really)
Ah... that should solve the problem I am having with Cirdan in TEA:CE. A long time ago, I tried to grant level upgrades through the actual hero unit. That didn't work though. Using a building though and changing it's commandset should do the trick.
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