Problem with applying texture
#1
Posted 18 October 2011 - 11:30 AM
Sorry If I getting on your nervs guys, but I am disappointing about that. Sauron model from edain mod is great, so I want it use for me and my friend...I added it to asset.dat and w3d and it works fine (with glorfindel_skl and animations), but it has no texture. Or more specificaly only one part of texture is showing. I dont know what is wrong or what I must to do. I tryed add code to hero.ini : RandomTexture = musauron.tga, but it doesnt work. I can add some screenshots how it looks like if it is importent to solve a problem.
I will be very greatfull for your help and your time.
#2
Posted 18 October 2011 - 01:25 PM
#3 Guest_faithy14_*
Posted 18 October 2011 - 03:32 PM
#4
Posted 19 October 2011 - 11:55 AM
#5 Guest_faithy14_*
Posted 19 October 2011 - 02:20 PM
ElvenSauron.ini (One who is buildable in fortress as common hero):
;----------------------------------------------------------------------------------------------------------- ; Sauron ;----------------------------------------------------------------------------------------------------------- ; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SauronToSauronRingEnabler ; SpecialPowerTemplate = SpecialAbilitySauronToSauronRing ; TriggeredBy = Upgrade_RingHero ; End ; ; Behavior = SpecialPowerModule ModuleTag_SauronToSauronRingStarter ; SpecialPowerTemplate = SpecialAbilitySauronToSauronRing ; UpdateModuleStartsAttack = Yes ; StartsPaused = Yes ; End ; ; Behavior = ToggleMountedSpecialAbilityUpdate SauronToSauronRing ; SpecialPowerTemplate = SpecialAbilitySauronToSauronRing ; MountedTemplate = MordorSauron_RingHero ; SynchronizeTimerOnSpecialPower = whatever ; UnpackTime = 2000 ; PreparationTime = 0 ; none, cause we hop onto our mount in no time at all <img src='http://forums.revora.net/public/style_emoticons/<#EMO_DIR#>/smile.gif' class='bbc_emoticon' alt=':)' /> ; PackTime = 0 ; none, cause we hop onto our mount in no time at all <img src='http://forums.revora.net/public/style_emoticons/<#EMO_DIR#>/smile.gif' class='bbc_emoticon' alt=':)' /> ; OpacityTarget = .0 ; How see-thru to be at peak of change ; AwardXPForTriggering = 0 ; IgnoreFacingCheck = Yes ; End ; ; Behavior = DoCommandUpgrade Module_DoCommandUpgrade ; TriggeredBy = Upgrade_RingHero ; GetUpgradeCommandButtonName = Command_SauronToSauronRing ; End ; Behavior = SquishCollide ModuleTag_06 ; ;nothing ; End ; Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan ; End ; ; Behavior = HitReactionBehavior HitReactionBehaviorModuleTag ; HitReactionLifeTimer1 = 2700 ; level 1 (light damage) hit reaction animations in msec ; HitReactionLifeTimer2 = 3366 ; level 2 (medium damage) hit reaction animations in msec ; HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in msec ; HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger ; HitReactionThreshold2 = 100.0 ; level 2 (medium damage) threshold trigger ; HitReactionThreshold3 = 300.0 ; level 3 (heavy damage) threshold trigger ; End ; ---------------------------------------------------------------------- ; Ring Upgrade ; ---------------------------------------------------------------------- ; Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe ; PassengerFilter = NONE +TheDroppedRing ; ObjectStatusOfContained = UNSELECTABLE ENCLOSED ; ContainMax = 1 ; AllowEnemiesInside = No ; AllowAlliesInside = No ; AllowNeutralInside = No ; AllowOwnPlayerInsideOverride = Yes ; EnterSound = Sauron_RingReturnedMS ; EntryOffset = X:0.0 Y:0.0 Z:0.0 ; EntryPosition = X:0.0 Y:0.0 Z:0.0 ; ExitOffset = X:0.0 Y:0.0 Z:0.0 ; StatusForRingEntry = HOLDING_THE_RING ; UpgradeForRingEntry = Upgrade_RingHero ; ObjectToDestroyForRingEntry = NONE +TheDroppedRing ; FXForRingEntry = FX_OneRingFlareSauron ; End ; ; Behavior = ModelConditionUpgrade ModulTag_RingHeroMC ; TriggeredBy = Upgrade_RingHero ; RequiresAllTriggers = Yes ; AddConditionFlags = ONE_RING ; End ; ; ; ; Behavior = FXListDie ModuleTag_AnnounceWeLostTheRing ; DeathFX = AnnounceFortressDeathLostRingFX ; End ; ; Behavior = CreateObjectDie ModuleTag_DropTheRing ; CreationList = OCL_TheOneRing ; UpgradeRequired = Upgrade_RingHero ; End ; Behavior = ProductionUpdate ProductionUpdateModuleTag ; GiveNoXP = Yes ; End
code from specialpower.ini:
SpecialPower SpecialAbilitySauronToSauronRing Enum = SPECIAL_TOGGLE_MOUNTED ; Why do you need an enum for an ini defined class? ReloadTime = 1000 End
commandbutton.ini
CommandButton Command_SauronToSauronRing
Command = SPECIAL_POWER
Options = NEED_UPGRADE
NeededUpgrade = Upgrade_RingHero
TextLabel = CONTROLBAR:Blahbblahblah
ButtonImage = whatever
ButtonBorderType = ACTION ;whatever it would normally say for a special power
DescriptLabel = CONTROLBAR:ToolTipblahblahblah
InPalantir = Yes
End
Other question is how to add black aura witch have Nazguls and Witchking when they purchase DreadVisage, because I take specialpower DreadVisage from them and add it to ElvenSauron.ini but it doesnt work...negative leadership work good but aura is not showed, I find something like that:
ModelConditionState = USER_3 ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100 Endbut it cannot help.
Please help me solve this problem, I will be very happy
#6
Posted 19 October 2011 - 02:39 PM
#7
Posted 19 October 2011 - 02:45 PM
and it will be best if you give the elven sauron a power to toggle called the one ring lets say. you can have an ability that kills this sauron as soon as you press the button, and creates a new one there.
#8
Posted 19 October 2011 - 02:48 PM
or you could make it really easy, that when you press the button it changes the model and the skin and the commandset. that is by far the best way to do it.
#9
Posted 19 October 2011 - 04:31 PM
Object ElvenSauron ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPElvenSauron ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIGlorfindel DescriptionStrategic = CONTROLBAR:LW_ToolTip_Glorfindel Draw = W3DScriptedModelDraw ModuleTag_DRAW RandomTexture = musauron.tga 0 eusauron.tga RandomTexture = eusauron.tga RandomTexture = excloudnazgul.tga StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD OkToChangeModelColor = No GlowEnabled = Yes DefaultModelConditionState Model = mugorthaur Skeleton = EUGlrfdl_SKL ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100 End ; ModelConditionState = USER_3 ; ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100 ; End ; ModelConditionState = WEAPONSET_HERO_MODE USER_3 ; ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes ; ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes ; End ModelConditionState = = USER_4 ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes End ; ModelConditionState = USER_3 ; ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes ; End ; --- Transition Anims ; --- Idle Anims IdleAnimationState Animation = IDLB AnimationName = EUGlrfdl_IDLB AnimationMode = ONCE End Animation = IDLC AnimationName = EUGlrfdl_IDLC AnimationMode = ONCE End Animation = IDLD AnimationName = EUGlrfdl_IDLD AnimationMode = ONCE End Animation = IDLE AnimationName = EUGlrfdl_IDLE AnimationMode = ONCE End StateName = Idle BeginScript CurDrawableHideSubObject("spear") Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end EndScript End AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation AnimationName = EUGlrfdl_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SheatheSword") end EndScript End AnimationState = STUNNED_STANDING_UP Animation AnimationName = EUGlrfdl_GTPA AnimationMode = ONCE AnimationSpeedFactorRange= 1.5 1.5 End End AnimationState = STUNNED Animation AnimationName = EUGlrfdl_LNDA AnimationMode = ONCE End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SheatheSword") end EndScript End ; --- Dying anims AnimationState = DYING SPLATTED Animation AnimationName = EUGlrfdl_LNDA AnimationMode = ONCE End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SheatheSword") end EndScript End AnimationState = DYING AFLAME Animation = DieAflame AnimationName = EUGlrfdl_MFDA AnimationMode = LOOP End End AnimationState = DYING Animation AnimationName = EUGlrfdl_DTHA AnimationMode = ONCE AnimationPriority = 10 End End AnimationState = PARALYZED Animation AnimationName = EUGlrfdl_IDLB AnimationMode = LOOP End End ; AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode ; StateName = STATE_ready ; Animation = ATKF ; AnimationName = GUAragorn_SKL.GUAragorn_ATKF ; AnimationMode = ONCE ; UseWeaponTiming = Yes ; End ; Flags = RESTART_ANIM_WHEN_COMPLETE ; FXEvent = Frame:25 Name: FX_BladeMasterHitOrient ; FXEvent = Frame:45 Name: FX_BladeMasterHitOrient ; End ; ; AnimationState = FIRING_OR_PREATTACK_A ; StateName = STATE_ready ; Animation = ATKD ; AnimationName = GUAragorn_SKL.GUAragorn_ATKD ; AnimationMode = ONCE ; UseWeaponTiming = Yes ; AnimationPriority = 3 ; End ; Animation = ATKE ; AnimationName = GUAragorn_SKL.GUAragorn_ATKE ; AnimationMode = ONCE ; UseWeaponTiming = Yes ; AnimationPriority = 2 ; End ; Flags = RESTART_ANIM_WHEN_COMPLETE ; End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = EUGlrfdl_ATKSV2 AnimationMode = LOOP End Flags = RANDOMSTART BeginScript CurDrawableHideSubObject("spear") EndScript End AnimationState = MOVING ATTACKING Flags = RANDOMSTART Animation = RUNB AnimationName = EUGlrfdl_RUNB ;euglrfdl_wlka AnimationMode = LOOP End StateName = NoSword BeginScript CurDrawableHideSubObject("spear") Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SheatheSword") end EndScript End AnimationState = MOVING Flags = RANDOMSTART Animation = RUNA AnimationName = EUGlrfdl_RUNB ;euglrfdl_wlka AnimationMode = LOOP End StateName = NoSword BeginScript CurDrawableHideSubObject("spear") Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SheatheSword") end EndScript End AnimationState = USER_1 Animation AnimationName = EUGlrfdl_SPCA ;EUGlrfdl_MCINA AnimationMode = ONCE AnimationSpeedFactorRange = 0.75 0.75 End End AnimationState = USER_2 Animation AnimationName = EUGlrfdl_SPCB AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 0.8 End End AnimationState = SPECIAL_WEAPON_ONE Animation AnimationName = EUGlrfdl_SPCB AnimationMode = ONCE End End AnimationState = PACKING_TYPE_3 PACKING StateName = AtAttentionIdle SimilarRestart = Yes Animation = ATNB AnimationName = EUGlrfdl_ATNB AnimationMode = LOOP AnimationBlendTime = 30 End BeginScript CurDrawableShowSubObjectPermanently("GORTHAUR") CurDrawableShowSubObjectPermanently("OBJECT01") CurDrawableShowSubObjectPermanently("STACHELN") CurDrawableShowSubObjectPermanently("SWORD") CurDrawableShowSubObjectPermanently("UMHANG") EndScript End AnimationState = PACKING_TYPE_3 UNPACKING StateName = AtAttentionIdle SimilarRestart = Yes Animation = ATNB AnimationName = EUGlrfdl_ATNB AnimationMode = LOOP AnimationBlendTime = 30 End BeginScript CurDrawableHideSubObjectPermanently("GORTHAUR") CurDrawableHideSubObjectPermanently("OBJECT01") CurDrawableHideSubObjectPermanently("STACHELN") CurDrawableHideSubObjectPermanently("SWORD") CurDrawableHideSubObjectPermanently("UMHANG") EndScript End ; Attacking Anims [Weapon_A] AnimationState = FIRING_OR_PREATTACK_A StateName = Sword Animation = ATKA AnimationName = EUGlrfdl_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGlrfdl_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKC AnimationName = EUGlrfdl_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript CurDrawableHideSubObject("spear") EndScript End ; ATTACKING AnimationState = ATTACKING Animation = ALERT_1 AnimationName = EUGlrfdl_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 StateName = STATE_Bored_Sword Animation = Hit_Level_1_A AnimationName = EUGlrfdl_HITA AnimationMode = ONCE End End AnimationState = HIT_REACTION HIT_LEVEL_2 StateName = STATE_Bored_Sword Animation = Hit_Level_1_A AnimationName = EUGlrfdl_HITA AnimationMode = ONCE End End AnimationState = HIT_REACTION HIT_LEVEL_3 StateName = STATE_Bored_Sword Animation = Hit_Level_1_A AnimationName = EUGlrfdl_HITA AnimationMode = ONCE End End ; --------- Selected Anims and Transitions TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = EUGlrfdl_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Selected_To_Idle Animation = ATNC AnimationName = EUGlrfdl_ATNC AnimationMode = ONCE End End AnimationState = LEVELED Animation = LevelUp AnimationName = EUGlrfdl_LVLA AnimationMode = ONCE AnimationSpeedFactorRange = 0.75 0.75 End End AnimationState = RAISING_FLAG Animation = CHRA AnimationName = EUGlrfdl_CHRA AnimationMode = LOOP End End AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = EUGlrfdl_ATNB AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("spear") Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End ;----Emotion Animations AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = EUGlrfdl_CHRA AnimationMode = ONCE AnimationPriority = 10 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_TAUNTING Animation AnimationName = EUGlrfdl_TNTA AnimationMode = LOOP End End AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH Animation = Taunting AnimationName = EUGlrfdl_TNTA AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ; READY IDLE AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = EUGlrfdl_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End End ; Draw = W3DScriptedModelDraw Icon ; ModelConditionState = NONE ; Model = bbox ; End ; End #include "..\..\..\includes\StunDrawModuleSmall.inc" ; ***DESIGN parameters *** Side = Mordor EditorSorting = UNIT ThreatLevel = ELVEN_SAURON_THREAT_LEVEL ThingClass = CHARACTER_UNIT TransportSlotCount = TRANSPORTSLOTCOUNT_HERO BuildCost = ELVEN_SAURON_BUILDCOST BuildTime = ELVEN_SAURON_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG DisplayMeleeDamage = 500 MaxSimultaneousOfType = 1 ;;;;;; WEAPON SETS ;;;;;; WeaponSet Conditions = None Weapon = PRIMARY GondorAragornSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY GondorAragornHeroSword End WeaponSet Conditions = CONTAINED Weapon = PRIMARY GarrisonedUnitBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ;------ Armor Sets -------- ArmorSet Conditions = None Armor = ElvenSauronArmor DamageFX = NormalDamageFX End VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% BountyValue = SAURON_BOUNTY_VALUE RecruitText = CONTROLBAR:GorthaurRecruit ReviveText = CONTROLBAR:GorthaurRevive Hotkey = CONTROLBAR:GorthaurHotkey DisplayName = OBJECT:MordorSauron CrusherLevel = 0 ;Can I crush anything? CommandSet = ElvenSauronCommandSet CommandPoints = 1 IsTrainable = Yes CanPathThroughGates = Yes MaxSimultaneousOfType = 1 ; *** AUDIO Parameters ***; ; VoiceAttack = SauronModVoiceAttack ; VoiceFear = EVA:SauronHelpMe ; VoiceCreated = EVA:SauronCreated ; VoiceCreated = +SOUND:CampOrcCreateSauronGlobal ;VoiceFullyCreated = EVA:SauronCreated ;VoiceFullyCreated = +SOUND:CampOrcCreateSauronGlobal ; VoiceMove = SauronVoiceMoveMS ; VoicePriority = 94 ; VoiceSelect = SauronModVoiceSelect ; VoiceGuard = SauronVoiceMove ; UnitSpecificSounds ; VoiceEnterUnitEvilMenTransportShip = SauronVoiceMoveMS ; VoiceEnterUnitMordorMumakil = SauronVoiceMoveMS ; VoiceEnterUnitSlaughterHouse = SauronVoiceMoveMS ; VoiceGarrison = SauronVoiceMoveMS ; VoiceInitiateCaptureBuilding = SauronVoiceMoveMS ; End CrowdResponseKey = ElfHero #include "..\..\..\includes\StandardUnitEvaEvents.inc" Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Humanoid_Male Elf Elf_Male Unit Infantry Hero ;UnitWeight = 2 End EvaEventDieOwner = SauronDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ;For deaths you can respawn from, use the DeathFX ; Warn the player when the enemy gets Sauron. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = EnemySauronSeen ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = EnemySauronSeen AnnouncementEventAlly = None AnnouncementEventOwner = None OnlyIfVisible = Yes ; Don't announce if hidden in the shroud CountAsFirstSightedAnnoucement = Yes ; Don't re-annouce if going into shroud & back UseObjectsPosition = No ; Play from central Fortress, not at Sauron's position CreateFakeRadarEvent = Yes ; Allow player to jump to Sauron after hearing annoucement End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallSoldier Animation:EUGLRFDL_SKL.EUGLRFDL_LNDA Frames:5 AnimationSound = Sound:BodyFallSoldier Animation:EUGLRFDL_SKL.EUGLRFDL_DTHA Frames:34 AnimationSound = Sound:FootstepDirtA Animation:EUGlrfdl_SKL.EUGlrfdl_RUNA Frames:9 18 28 38 48 58 AnimationSound = Sound:FootstepDirtA Animation:EUGlrfdl_SKL.EUGlrfdl_RUNB Frames:9 18 28 38 48 58 End ;------------------------------- Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 300 TauntAndPointUpdateDelay = 10000 AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_Base // AddEmotion = FearIdle_Base // AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base // AddEmotion = HeroCheerIdle_Base // AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base AddEmotion = CheerForAboutToCrush_Base End ; *** ENGINEERING Parameters ***-------------------------------------------------------------------------------- RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY HEAVY_MELEE_HITTER COMMANDCENTER PathfindDiameter = 40.0 CamouflageDetectionMultiplier = 2.0 Body = RespawnBody ModuleTag_RespawnBody MaxHealth = 6000 ;BALANCE Glorfindel Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;DeathFX = FX_WitchKingDeath ;FXList to play when killed-to-respawn DeathAnimationTime = 5133 ;How long DeathAnim will take. RespawnAnim = LEVELED ;Animation to play when respawning. ; RespawnFX = FX_Resurrection ;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HIElvenSauron RespawnAsTemplate = MordorNekromantSauron ;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:No Cost:4000 Time:120 Health:100% ;DEFAULT VALUES End ; Behavior = SubObjectsUpgrade Costume_01a ; TriggeredBy = Upgrade_HeroCostume_01 ; UpgradeTexture = euarwen.tga 0 musauron.tga ; UpgradeTexture = euglrfdl.tga 0 eusauron.tga ; UpgradeTexture = euglrfdl.tga 0 eusauron.tga ; UpgradeTexture = euglrfdl.tga 0 eusauron.tga ; RecolorHouse = No ; End Behavior = AttributeModifierAuraUpdate ModuleTag_FearMe StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = SauronFear RefreshDelay = 5000 Range = 250.0 ObjectFilter = ANY +INFANTRY +CAVALRY TargetEnemy = Yes MaxActiveRank = 1 ;Only affects level 1 rank units End Behavior = AutoHealBehavior ModuleTag_GlorfindelHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End ; autoability for casting Wind Rider and Blade of Purity, Wind Rider Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End #include "..\..\..\includes\DefaultInvisibilityUpdate.inc" Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 CanAttackWhileContained = Yes AILuaEventsList = ImladrisGlorfindelFunctions End LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2000 ;msec End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 5000 SinkRate = 10.0 DestructionDelay = 1800 ;Weapon = FINAL RingHeroDeathShockwave End ;;; DOMINATE SPECIAL POWER ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DominateEnabler SpecialPowerTemplate = SpecialAbilityWormtongueCorrodeAllegiance TriggeredBy = Upgrade_WormtongueCorrodeAllegiance End Behavior = SpecialPowerModule ModuleTag_DominateEnemySpecialPowerModule SpecialPowerTemplate = SpecialAbilityWormtongueCorrodeAllegiance StartsPaused = Yes UpdateModuleStartsAttack = Yes ;InitiateSound = WormtongueVoiceCorrodeAllegiance ;this doesn't work End Behavior = DominateEnemySpecialPower ModuleTag_DominateEnemySpecialPower SpecialPowerTemplate = SpecialAbilityWormtongueCorrodeAllegiance UnpackingVariation = 1 StartAbilityRange = 200.0 AttributeModifierAffects = ANY +HERO NOT_FLYING_UNITS -MordorFellBeast -MordorFellBeastInterface -MordorWitchKingOnFellBeast; only heroes DominateRadius = 60 DominatedFX = FX_WormtongueCorrodeAllegiance TriggerFX = FX_SarumanDominateTrigger UnpackTime = 2000 PreparationTime = 1 FreezeAfterTriggerDuration = 2500 End ; ===== Blade Of Purity -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GlorfindelBladeOfPurityEnabler SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity TriggeredBy = Upgrade_GlorfindelBladeOfPurity End Behavior = SpecialPowerModule ModuleTag_GlorfindelBladeOfPurityStarter SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 2.0 End Behavior = SpecialAbilityUpdate ModuleTag_GlorfindelBladeOfPurityUpdate SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity TriggerAttributeModifier = GlorfindelBladeOfPurity AttributeModifierDuration = 30000 End Behavior = AutoAbilityBehavior ModuleTag_BladeOfPurityAutoAbility SpecialAbility = SpecialAbilityGlorfindelBladeOfPurity MaxScanRange = 200 Query = 1 ALL ENEMIES End ;------------------------ Blade Master ------------------------------------------ Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler SpecialPowerTemplate = SpecialAbilityAragornBladeMaster TriggeredBy = Upgrade_AragornBladeMaster End Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special SpecialPowerTemplate = SpecialAbilityAragornBladeMaster StartsPaused = Yes End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing. SpecialPowerTemplate = SpecialAbilityAragornBladeMaster HeroAttributeModifier = AragornBladeMaster HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini UnpackTime = 1 ; insant unpack TriggerSound = AragornBladeMaster End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 100 ; level 1 (light damage) hit reaction animations in ms HitReactionLifeTimer2 = 1000 ; level 2 (medium damage) hit reaction animations in ms HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger End ;----------------------------------------------------------------------------------------------------------- ; Sauron ;----------------------------------------------------------------------------------------------------------- ; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SauronToSauronRingEnabler ; SpecialPowerTemplate = SpecialAbilitySauronToSauronRing ; TriggeredBy = Upgrade_RingHero ; End ; ; Behavior = SpecialPowerModule ModuleTag_SauronToSauronRingStarter ; SpecialPowerTemplate = SpecialAbilitySauronToSauronRing ; UpdateModuleStartsAttack = Yes ; StartsPaused = Yes ; End ; ; Behavior = ToggleMountedSpecialAbilityUpdate SauronToSauronRing ; SpecialPowerTemplate = SpecialAbilitySauronToSauronRing ; MountedTemplate = MordorSauron_RingHero ; SynchronizeTimerOnSpecialPower = SpecialAbilityVerschlingendeFinsternis SpecialAbilityGorthaurFlammenschlag SpecialAbilityDominateEnemySaruman SpecialAbilityMachtderVerdammten SpecialAbilityAragornBladeMaster SpecialAbilityWaffenstillstandAnnatar SpecialAbilityMouthOfSauronDissent SpecialAbilityArmeeausHirngespinsten SpecialAbilityTolinGaurhoth ; UnpackTime = 2000 ; PreparationTime = 0 ; none, cause we hop onto our mount in no time at all <img src='http://forums.revora.net/public/style_emoticons/<#EMO_DIR#>/smile.gif' class='bbc_emoticon' alt=':)' /> ; PackTime = 0 ; none, cause we hop onto our mount in no time at all <img src='http://forums.revora.net/public/style_emoticons/<#EMO_DIR#>/smile.gif' class='bbc_emoticon' alt=':)' /> ; OpacityTarget = .0 ; How see-thru to be at peak of change ; AwardXPForTriggering = 0 ; IgnoreFacingCheck = Yes ; End ; ; Behavior = DoCommandUpgrade Module_DoCommandUpgrade ; TriggeredBy = Upgrade_RingHero ; GetUpgradeCommandButtonName = Command_SauronToSauronRing ; End ; Behavior = SquishCollide ModuleTag_06 ; ;nothing ; End ; Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan ; End ; ; Behavior = HitReactionBehavior HitReactionBehaviorModuleTag ; HitReactionLifeTimer1 = 2700 ; level 1 (light damage) hit reaction animations in msec ; HitReactionLifeTimer2 = 3366 ; level 2 (medium damage) hit reaction animations in msec ; HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in msec ; HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger ; HitReactionThreshold2 = 100.0 ; level 2 (medium damage) threshold trigger ; HitReactionThreshold3 = 300.0 ; level 3 (heavy damage) threshold trigger ; End ; ---------------------------------------------------------------------- ; Ring Upgrade ; ---------------------------------------------------------------------- ; --------------------------------------------------------------------------- ; Aufnehmen des Ringes durch Ringheld / Einzigartiges und neues Module by Ea ; --------------------------------------------------------------------------- ; Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe ; PassengerFilter = NONE +TheDroppedRing ; ObjectStatusOfContained = UNSELECTABLE ENCLOSED ; ContainMax = 1 ; AllowEnemiesInside = No ; AllowAlliesInside = No ; AllowNeutralInside = No ; AllowOwnPlayerInsideOverride = Yes ; EnterSound = Sauron_RingReturnedMS ; EntryOffset = X:0.0 Y:0.0 Z:0.0 ; EntryPosition = X:0.0 Y:0.0 Z:0.0 ; ExitOffset = X:0.0 Y:0.0 Z:0.0 ; StatusForRingEntry = HOLDING_THE_RING ; UpgradeForRingEntry = Upgrade_RingHero ; ObjectToDestroyForRingEntry = NONE +TheDroppedRing ; FXForRingEntry = FX_OneRingFlareSauron ; End ; ; Behavior = ModelConditionUpgrade ModulTag_RingHeroMC ; TriggeredBy = Upgrade_RingHero ; RequiresAllTriggers = Yes ; AddConditionFlags = ONE_RING ; End ; ; ; ; Behavior = FXListDie ModuleTag_AnnounceWeLostTheRing ; DeathFX = AnnounceFortressDeathLostRingFX ; End ; ; Behavior = CreateObjectDie ModuleTag_DropTheRing ; CreationList = OCL_TheOneRing ; UpgradeRequired = Upgrade_RingHero ; End ; Behavior = ProductionUpdate ProductionUpdateModuleTag ; GiveNoXP = Yes ; End ;--------------------- Start Leadership bonus --------------- Behavior = AttributeModifierAuraUpdate ModuleTag_ElvenSauronLeadership StartsActive = No ;If no, requires upgrade to turn on. BonusName = ElvenSauronLeadership TriggeredBy = Upgrade_Level2 RefreshDelay = 2000 Range = 200 AntiCategory = BUFF ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_Level2 End Behavior = SpecialPowerModule ModuleTag_ElvenSauronLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End ;--------------------- End Leadership bonus --------------- ;---------DREAD VISAGE------------------------------------------------------------------------ Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DreadVisage SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_DreadVisage End Behavior = SpecialPowerModule ModuleTag_DreadVisageUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisageAura StartsActive = No ;If no, requires upgrade to turn on. TriggeredBy = Upgrade_DreadVisage RefreshDelay = 2000 Range = WITCHKING_DREADVISAGE_EFFECT_RADIUS_MOUNTED TargetEnemy = Yes AntiCategory = LEADERSHIP BUFF BonusName = GenericDebuff ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -HORDE End Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear InitiallyActive = No TriggeredBy = Upgrade_DreadVisage WhichSpecialPower = 1 GenerateFear = Yes EmotionPulseRadius = WITCHKING_DREADVISAGE_EFFECT_RADIUS_MOUNTED EmotionPulseInterval = 2000 End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 25 GeometryIsSmall = Yes ;Shadow = SHADOW_DECAL ;ShadowSizeX = 20 ;ShadowSizeY = 20 ;ShadowTexture = ShadowI End
And your idea is not bad, I realy think it can work, but I dont know which one behaviour I must use and what everything write to the ini.....if you have a time can you please write some parts of this codes witch you mean? Maybe I realised how it must be write but it can take o long time and nerves
#10
Posted 19 October 2011 - 05:02 PM
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 5000
SinkRate = 10.0
DestructionDelay = 1800
;Weapon = FINAL RingHeroDeathShockwave ;;<--- could make it SauronSpawn
End
SauronSpawn is the weapon that i will try to make, it fires OCL_SauronSpawn
which contains MordorSauron_RingHero
ill try that for you
#11
Posted 19 October 2011 - 05:22 PM
Weapon SauronSpawn AttackRange = 300 WeaponSpeed = 801 ; dist/sec HitPercentage = 100 ; When this weapon is used it will hit exactly 100% of the time. DelayBetweenShots = 2000 ; time between shots, msec PreAttackDelay = 400 PreAttackType = PER_SHOT ; Do the delay each time we attack a new target FiringDuration = 1100 AntiAirborneVehicle = Yes AntiAirborneMonster = Yes RadiusDamageAffects = ENEMIES NOT_SIMILAR WeaponOCLNugget WeaponOCLName = OCL_SauronSpawn End Endtheres your weapon
; Create Sauron out of thin air. ObjectCreationList OCL_SauronSpawn CreateObject ObjectNames = MordorSauron_RingHero Count = 1 ; Originally 4 FadeIn = Yes FadeTime = 2000 IgnoreCommandPointLimit = Yes Disposition = SPAWN_AROUND DispositionAngle = 90 ;SpawnAround uses this as the arc between guys DispositionIntensity = 200 ; and this for distance from center UseJustBuiltFlag = Yes StartingBusyTime = 5000 End Endyour OCL try it
#12
Posted 19 October 2011 - 10:13 PM
Give the command button a required upgrade and the upgrade would be the Upgrade_RingHeroFortress so that when the ring get to your fort it activates the button thus making you be able to trigger it and sauron turning into ringhero sauron.
P.S: Upgrade_RingHeroFortress is not a real upgrade, you will have to find the upgrade located in the playertemplate.ini under the ElvenFaction.
#13
Posted 20 October 2011 - 10:14 AM
Here is code:
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SauronToSauronRing SpecialPowerTemplate = SpecialAbilitySauronToSauronRing TriggeredBy = Upgrade_RingHero Upgrade_FortressRingHero End Behavior = SpecialPowerModule ModuleTag_SauronToSauronRingStarter SpecialPowerTemplate = SpecialAbilitySauronToSauronRing UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = ToggleMountedSpecialAbilityUpdate SauronToSauronRing SpecialPowerTemplate = SpecialAbilitySauronToSauronRing MountedTemplate = MordorSauron_RingHero ; SynchronizeTimerOnSpecialPower = UnpackTime = 2000 PreparationTime = 0 ; none, cause we hop onto our mount in no time at all <img src='http://forums.revora.net/public/style_emoticons/<#EMO_DIR#>/smile.gif' class='bbc_emoticon' alt=':)' /> PackTime = 0 ; none, cause we hop onto our mount in no time at all <img src='http://forums.revora.net/public/style_emoticons/<#EMO_DIR#>/smile.gif' class='bbc_emoticon' alt=':)' /> OpacityTarget = .0 ; How see-thru to be at peak of change AwardXPForTriggering = 0 IgnoreFacingCheck = Yes End ; Behavior = DoCommandUpgrade Module_DoCommandUpgrade ; TriggeredBy = Upgrade_RingHero ; GetUpgradeCommandButtonName = Command_SauronToSauronRing ; End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End ; ---------------------------------------------------------------------- Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = NONE +TheDroppedRing ObjectStatusOfContained = UNSELECTABLE ENCLOSED ContainMax = 1 AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes ; EnterSound = Sauron_RingReturnedMS EntryOffset = X:0.0 Y:0.0 Z:0.0 EntryPosition = X:0.0 Y:0.0 Z:0.0 ExitOffset = X:0.0 Y:0.0 Z:0.0 StatusForRingEntry = HOLDING_THE_RING UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero ObjectToDestroyForRingEntry = NONE +TheDroppedRing ; FXForRingEntry = FX_OneRingFlareSauron End Behavior = FXListDie ModuleTag_AnnounceWeLostTheRing DeathFX = AnnounceFortressDeathLostRingFX End Behavior = CreateObjectDie ModuleTag_DropTheRing CreationList = OCL_TheOneRing UpgradeRequired = Upgrade_RingHero Upgrade_FortressRingHero End
Edited by faithy14, 20 October 2011 - 12:38 PM.
#14
Posted 20 October 2011 - 09:17 PM
As for the respawn problem: Send me a Sauron.ini and i will do it for you and i will also try and do the healthbar. i just reinstalled Windows AGAIN and i havent installed bfme2 yet.
#16
Posted 21 October 2011 - 02:56 PM
didnt what i said work, with the weapon and OCL
#17
Posted 21 October 2011 - 03:22 PM
EDIT: Ok I got it but only partialy. When I pick up the ring and give it to ElveSauron and push the button Sauron_RingHero spawn next to the ElvenSauron and both are alive but proble wit healt points is removed.....but I need elvensauron die when other one is spawned, any idea?
Come on Men, where are you disappear? Do you have any idea how to do that? :(
Edited by faithy14, 24 October 2011 - 02:37 PM.
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