I'm Gourbish, from France.
I joined your community cause to ask you a question in coding for BFME2 ROTWK.
I created a hero (Agandaur) from the model and skeleton of AngmarWitchking (which has a unmounted version and a mounted version).
The model and the anims work good (thank to those who made so many tutorials in the community !).
But now, I'm in front of an unsolved problem : I made a power like this :
;---------LIGHTNING ATTACK------------------------------------------------------------------------ Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AgandaurLightningEnabler SpecialPowerTemplate = SpecialAbilityAgandaurLightningAttack TriggeredBy = Upgrade_CreateAHeroBallLightning_Level3 End Behavior = SpecialPowerModule ModuleTag_SpecialAbilityAgandaurLightning SpecialPowerTemplate = SpecialAbilityAgandaurLightningAttack UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = HeroWizardVoiceAttack End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_AgandaurLightningUpdate SpecialPowerTemplate = SpecialAbilityAgandaurLightningAttack SkipContinue = Yes UnpackTime = 2000 ;1000 PreparationTime = 1 PersistentPrepTime = 2000 ;1000 PackTime = 500 AwardXPForTriggering = 0 StartAbilityRange = AGANDAUR_LIGHTNING_START_RANGE ApproachRequiresLOS = Yes SpecialWeapon = AgandaurLightningWeapon MustFinishAbility = Yes WhichSpecialWeapon = 1 BusyForDuration = 2500 End
And a weapon like that :
Weapon AgandaurLightningWeaponMounted ... FireFX = FX_AgandaurLightningFireFXMounted ... DamageNugget // A basic Nugget that just does damage ... End DamageNugget // A basic Nugget that just does damage ... End MetaImpactNugget // A Nugget that throws things back with force ... End End
I made a new FXList (corresponding to FireFX in the weapon) to make the lightning FX linked to the corrected bone of the skeleton (LEFTHAND for the unmunted model). So it works well for this model.
But I have to do the same thing for the mounted model but there is a problem : for the mounted model, I want to link the FX with the bone SWORDBONE.
And here is my problem !
- I tried to use the options "RequiredConditions = MOUNTED" and "RejectedConditions = MOUNTED" in the WeaponFireSpecialAbilityUpdate, in order to have 2 WeaponFireSpecialAbilityUpdate : 1 for UNMOUNTED, 1 for MOUNTED. In this case, each WeaponFireSpecialAbilityUpdate has a different Weapon, and each Weapon has the good FXList for his FireFX.
But I didn't succeed in using that correctly.
- I searched many things, and tried many codes but I didn't find a solution.
I think that the problem could be solve if we would be able to do that :
1) Is it possible to have 2 FireFX for a Weapon depending on model conditions ?
2) Is it possible to have 2 Weapons for a WeaponFireSpecialAbilityUpdate depending on model conditions ?
3) Is it possible to have different ParticleSystem for a FXList depending on model conditions ?
4.a) Is it possible to have 2 CommandSet for a Unit depending on model conditions ?
4.b) Of maybe is it possible to switch the CommandSet when activating a power (like the ToggleMounted ability here) ?
I hope my post is clear and not too heavy !
Thank you in advance for your help, and thank's for the site and the community which helps new modders with tutorials and discussions.
Gourbish.
Edited by Gourbish, 04 November 2011 - 09:29 PM.