Jump to content


Photo

How to make Balrog and Sauron buildables


  • Please log in to reply
4 replies to this topic

#1 vegetassj2345

vegetassj2345
  • Members
  • 201 posts

Posted 12 December 2011 - 12:40 PM

I have rise of the witch king patch u2.02 last version.How can i make Sauron and the Balrog buildables in the fortrees as normal heroes?
Pls,can u explain me how to make them buildables step by step? i'm not expert in modding.


i tried this:



You have to copy the Balrog code from neautralunits and make a new file for it. Then, change the object's name. Next, change this code...
#include "..\includes\StandardUnitEvaEvents.inc"

to this...
#include "..\..\..\includes\StandardUnitEvaEvents.inc"

and delete this
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = BALROG_LIFETIME
MaxLifetime = BALROG_LIFETIME
DeathType = FADED
End

Add a buildcost and time under ENGINIEERING PARAMETERS. Last, of course, add your new balrog to the team in playertemplate.ini. That's about it.

BUT MY GAME CRASHES WHEN I TRY TO START IT




Than you for your answers.

Edited by vegetassj2345, 12 December 2011 - 02:52 PM.


#2 modboy451

modboy451

    A small Big-time Modder!

  • Project Team
  • 783 posts
  • Location:U.S.A
  •  Experienced INI Coder, Advanced Rigger/Binder.

Posted 12 December 2011 - 04:29 PM

Did you remember to change the name of the New Balrog File?

There is an easier way actually :) Do this...

ChildObject Balrog MordorBalrog

Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
End

BuildCost = (yourvaluehere)
BuildTime = (yourvaluehere)

#include "..\..\..\includes\StandardUnitEvaEvents.inc
End

EDIT: There are more Behaviors you would have to add for correct re-spawning and such :p

and paste that at the bottom of
data\ini\object\neutral\neutralunits.ini

Edited by modboy451, 12 December 2011 - 04:33 PM.

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


Posted Image
Posted Image
Posted Image
Posted Image

#3 vegetassj2345

vegetassj2345
  • Members
  • 201 posts

Posted 12 December 2011 - 05:16 PM

Did you remember to change the name of the New Balrog File?

There is an easier way actually :) Do this...

ChildObject Balrog MordorBalrog

Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
End

BuildCost = (yourvaluehere)
BuildTime = (yourvaluehere)

#include "..\..\..\includes\StandardUnitEvaEvents.inc
End

EDIT: There are more Behaviors you would have to add for correct re-spawning and such :p

and paste that at the bottom of
data\ini\object\neutral\neutralunits.ini


I'm trying to do what u told me but i don't know where to add the lines that u suggested me (childobject etc)...and also i don't know which behaviour should i modify for re-spawning and health regeneration...?

i tried to do smth but, again, i have a crash when i start to load the game...


note:

This is so strange because i remember well that i modified with success some years ago the ini files, and i had the Barlog buildable...without doing these long and complicate procedures.

Edited by vegetassj2345, 12 December 2011 - 05:40 PM.


#4 modboy451

modboy451

    A small Big-time Modder!

  • Project Team
  • 783 posts
  • Location:U.S.A
  •  Experienced INI Coder, Advanced Rigger/Binder.

Posted 12 December 2011 - 05:35 PM

I'm trying to do what u told me but i don't know where to add the lines that u suggested me (childobject etc)...and also i don't know which behaviour should i modify for re-spawning and health regeneration...?


No, Don't ADD THEM... just copy that whole block:
ChildObject Balrog MordorBalrog

Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
End

BuildCost = (yourvaluehere)
BuildTime = (yourvaluehere)

#include "..\..\..\includes\StandardUnitEvaEvents.inc
End

and paste it at the VERYVERYVERY BOTTOM of Neutralunits.ini :) what the "childobject is" is it "copies" the exact code of the Balrog... but so you don't have to copy the whole entire thing... then when we put all the stuff in there... it Adds/overwrites the old in the original... WITHOUT touching the original... so you have a brand new object with a different name...

and i would try looking for it in another Hero's .ini... The best way to learn is to try it yourself :)

Edited by modboy451, 12 December 2011 - 05:36 PM.

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


Posted Image
Posted Image
Posted Image
Posted Image

#5 vegetassj2345

vegetassj2345
  • Members
  • 201 posts

Posted 12 December 2011 - 06:16 PM

I unistalled the patch 2.02 and i extract the standard ini.big in the data folder.Then i did this things as a king arvedui suggested.



i have made balrog a hero before but he was a ring hero. i can try to help you.

first i copied the balrog frfom neutral units and put him in data\ini\objects\evil faction\units\wild

then i changed balrogs object name from mordorbalrog to WildBalrog

then i change the line

#include "..\includes\StandardUnitEvaEvents.inc"


to

#include "..\..\..\includes\StandardUnitEvaEvents.inc"


then get rid of

Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = BALROG_LIFETIME
MaxLifetime = BALROG_LIFETIME
DeathType = FADED
End



then add lines

BuildCost =
BuildTime =


after the = put number you want

then go to playertemplate.ini and search factionwild

then find line BuildableHeroesMP and put in WildBalrog

hope this helped

Now i have another error, the game tells me that there is an error about the buildcost factor.I put buildcost and buildtime under the design section of the new balrog unit. i wrote like this:

; ***DESIGN parameters ***
DisplayName = OBJECT:Balrog
;//DisplayMeleeDamage = BALROG_DAMAGE_DISPLAY

Side = Neutral
EditorSorting = UNIT
ThreatLevel = BALROG_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushWeapon = BalrogCrush
Buildcost = 11000
Buildtime = 60

Edited by vegetassj2345, 12 December 2011 - 07:10 PM.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users