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Problem with applying texture


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#1 faithy14

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Posted 18 October 2011 - 11:30 AM

Hi all,
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 ReallyFat

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Posted 18 October 2011 - 01:25 PM

did you add the textures to asset.dat? and you may have to try moving around UVWs, with unwrap. depends on whether ingame it grey, or PURPLE if purple you almsot certainly didnt add it to asset.dat. screenshots would be nice

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#3 Guest_faithy14_*

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Posted 18 October 2011 - 03:32 PM

Yes You are right. I dont understnad how could I forgot do this. :) Thanks a lot for your post....you safe a lot of time to me with ivestigating of this problem. You make me very happy bro..hehe :)

#4 ReallyFat

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Posted 19 October 2011 - 11:55 AM

Lol

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#5 Guest_faithy14_*

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Posted 19 October 2011 - 02:20 PM

I have a few new questions, so I hope you will help me if you will know how. I want make this Sauron Elf act like the fortress when I pick up the ring and he will change after that to MordorSauron witch is RingHero. Here is some code witch i used for this transform but game still shutdown and i get error massage game.dat......

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
	End
but it cannot help.

Please help me solve this problem, I will be very happy :D

#6 faithy14

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Posted 19 October 2011 - 02:39 PM

I solved problem with black aura, so here is other question. MordorSauron (RingHero) has no visible ring on his hand how can i create it, because he has it in the texture but it is not visible. How can I create something like forged blade but only in the part of hand where should be eventualy ring?

#7 ReallyFat

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Posted 19 October 2011 - 02:45 PM

you gotta edit the w3d. as for the sauron code why it contains nothing but behaviours?
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.

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#8 ReallyFat

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Posted 19 October 2011 - 02:48 PM

i think it is in slow death behaviour. you know as soon as that kills him he fires a shockwave? make a wweapon that uses an OCL. im quite sure that you could have one that is FireWeaponWhenDead, so you press the button, kill him, add the OCL to create MordorSauron_RingHero, have it fire right ther, and volia new Sauron.
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.

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#9 faithy14

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Posted 19 October 2011 - 04:31 PM

It is not complete ini of sauron only special power witch change normal sauron to ring hero, if you want complete one here it is:
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 :D :D

#10 ReallyFat

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Posted 19 October 2011 - 05:02 PM

i can make a weapon for you and the fire weapon on death behaviour is here

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

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#11 ReallyFat

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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
End
theres 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
End
your OCL try it

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#12 Elric

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Posted 19 October 2011 - 10:13 PM

One Question: Do you want it so that the ring is nessasary for elven sauron to have his command button activated? because that is easy to do and then it will activate the command button that you can then push, the best way to do this is;

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 faithy14

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Posted 20 October 2011 - 10:14 AM

Dragon Rider yes, this is what I exactly want, but ring must be gived to elven sauron no to the fortress for activating command button....I had it all done, but when the elven sauron (5000 health point) change to MordorSauron (RingHero 25 000 health point)...health point doesnt change to 25 000, but model, texture and everything all is changed. Do you know what do with it? And when tha MordorSauron_RingHero is destroyed ElvenSauron doent appear in fortress to respawn.

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 Elric

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Posted 20 October 2011 - 09:17 PM

For the Health problem from my experience, it should change.

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.

#15 faithy14

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Posted 21 October 2011 - 07:52 AM

Ou it is nice from you, thanke you very much :) Ok I uploaded it, here are links, for sauron.ini and elvensauron.ini :
My link
My link

#16 ReallyFat

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Posted 21 October 2011 - 02:56 PM

but you know sauron really aint an elf lol
didnt what i said work, with the weapon and OCL

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#17 faithy14

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Posted 21 October 2011 - 03:22 PM

I dont remember what exactly Sauron is, but if I know in Silmarilion is known as Elf or Man, but I am not sure. And I was not able do it with weapon sauronspawn, I can try it once more but it is harder for me than this what i used. I am not sure how it have to look like in the elvensauron.ini...it has work like OCLSpecialPower? , However I am realy greatful to you and Dragon Rider, that you are helping me. :)

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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