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How can ido to give to Sauron and Saruman the word of power?


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#1 vegetassj2345

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Posted 19 December 2011 - 12:57 PM

Again, many years ago i did this modification but now i don't remember how can i do it!

#2 Titan Cronus

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Posted 19 December 2011 - 02:43 PM

Hey.

Heve a look at Gandalf's file for the special power code and then at his commandset for the command button, then add the special power code to the Sauron/Saruman file and the command button to their commandsets. You need to add in an upgrade to the "TriggeredBy = " line to trigger the upgrade when the hero reaches a partticuloar level (eg "TriggeredBy = Upgrade_AragornOathbreakers"). Or, if you want it to be useable from the start of a game then comment out the trigger line and change the "StartsPaused = Yes" to "No".

GL.

Edited by Titan Cronus, 19 December 2011 - 02:50 PM.

Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#3 Ridder Geel

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Posted 19 December 2011 - 02:43 PM

Take a look at this tutorial... It does this for the witch king, but the basics are the same:
http://www.the3rdage...?apage=637#page
Ridder Geel

#4 modboy451

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Posted 19 December 2011 - 03:00 PM

Hey, I would reccomend using the search feature in the forums or checking alot of the tutorials online or just working for yourself... alot of the time all of your questions have been asked already somewhere and most likely answered somewhere. :) gl with your modding btw.

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.


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#5 vegetassj2345

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Posted 19 December 2011 - 06:21 PM

Hey, I would reccomend using the search feature in the forums or checking alot of the tutorials online or just working for yourself... alot of the time all of your questions have been asked already somewhere and most likely answered somewhere. :) gl with your modding btw.


Done, you are all great! all very helpful! THANK YOU!

Edited by vegetassj2345, 19 December 2011 - 06:21 PM.


#6 vegetassj2345

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Posted 22 December 2011 - 09:26 PM

Hey, I would reccomend using the search feature in the forums or checking alot of the tutorials online or just working for yourself... alot of the time all of your questions have been asked already somewhere and most likely answered somewhere. :) gl with your modding btw.


Done, you are all great! all very helpful! THANK YOU!


update : i did all but the power doesn't work! i can click on it but nothing happens.

#7 modboy451

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Posted 23 December 2011 - 03:54 PM

Post your code for the power from Witchking.ini it has to do with you have it required to have an upgrade but you havn't given any way to do that...

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

#8 vegetassj2345

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Posted 23 December 2011 - 04:08 PM

Post your code for the power from Witchking.ini it has to do with you have it required to have an upgrade but you havn't given any way to do that...


yes i post now:
but i wanted to add the word of power to Saruman so i post the code of Saruman.

;------------------------------------------------------------------------------
; Saruman
Object IsengardSaruman
; *** ART Parameters ***

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
; This is required for garrisoned objects - please put in all objects.
ButtonImage = HISaruman

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPSaruman

DescriptionStrategic = CONTROLBAR:LW_ToolTip_Saruman

Draw = W3DScriptedModelDraw ModuleTag_DRAW

OkToChangeModelColor = Yes

StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD

ExtraPublicBone = STAFFFX

DefaultModelConditionState
Model = IUSaruman_SKN
Skeleton = IUSaruman_SKL
WeaponLaunchBone = PRIMARY STAFFFX
End

ModelConditionState = USER_3
Model = IUSaruman_SKN
WeaponLaunchBone = PRIMARY STAFFFX
Shadow = SHADOW_ADDITIVE_DECAL
ShadowSizeX = 200;
ShadowSizeY = 200;
ShadowTexture = EXGandalfGlow;
End

; --- Idle Anims
IdleAnimationState
StateName = Idle
Animation = IDLB ; Bored Idle
AnimationName = IUSaruman_IDLB
AnimationMode = ONCE
AnimationPriority = 20
End

Animation = IDLC ; Bored Idle
AnimationName = IUSaruman_IDLC
AnimationMode = ONCE
AnimationPriority = 3
End

Animation = IDLD ; Bored Fidget
AnimationName = IUSaruman_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End

AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation = FLYA
AnimationName = IUSaruman_FLYA
AnimationMode = LOOP
End
End

; --- Dying anims
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = IUSaruman_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

AnimationState = DYING SPLATTED
Animation
AnimationName = IUSaruman_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING AFLAME
Animation = DieAflame
AnimationName = IUSaruman_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = DieB
AnimationName = IUSaruman_DIEB
AnimationMode = ONCE
End
End

; --- Stunned anims

AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = IUSaruman_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation
AnimationName = IUSaruman_LNDA
AnimationMode = ONCE
End
End

AnimationState = BURNINGDEATH
Animation
AnimationName = IUSaruman_MFDA
AnimationMode = LOOP
Distance = 50
End
End

AnimationState = PARALYZED
Animation
AnimationName = IUSaruman_IDLB
AnimationMode = LOOP
End
End

;;; DOMINATE SPECIAL POWER ;;;
AnimationState = PACKING_TYPE_1
StateName = Dominate
Animation
AnimationName = IUSaruman_TNTB
AnimationMode = ONCE
AnimationBlendTime = 5
End
FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf
End

;;; SPEECH CRAFT SPECIAL POWER ;;;
AnimationState = PACKING_TYPE_2
StateName = Spped_Craft
Animation
AnimationName = IUSaruman_TNTB
AnimationMode = ONCE
End
FXEvent = Frame:15 Name: FX_SpeechCraft
End

; --- Moving Anims


AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = IUSaruman_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End

; This is what happens when Saruman gives uses his speech craft
AnimationState = MOVING USING_SPECIAL_ABILITY
Flags = RANDOMSTART
Animation = IUSaruman_RUNB
AnimationName = IUSaruman_RUNB
AnimationMode = LOOP
End
End



AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = IUSaruman_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOVING ATTACKING
Animation = IUSaruman_RUNB ;RUNB
AnimationName = IUSaruman_RUNB
AnimationMode = LOOP
End
End

AnimationState = MOVING
Animation = IUSaruman_RUNA
AnimationName = IUSaruman_RUNA
AnimationMode = LOOP
End
End

;;; FIRE BALL SPECIAL POWER ;;;
AnimationState = SPECIAL_WEAPON_ONE
Animation = Throwing Fireball
AnimationName = IUSaruman_ATKB
AnimationMode = ONCE
End
FrameForPristineBonePositions = 27
End

;;; WIZARD BLAST SPECIAL POWER ;;;
AnimationState = SPECIAL_WEAPON_TWO
StateName = Attacking
Animation
AnimationName = IUSaruman_ATKB
AnimationMode = ONCE
End
FrameForPristineBonePositions = 27
End

;;; LIGHTING BOLT SPECIAL POWER ;;;
AnimationState = SPECIAL_WEAPON_THREE
Animation = Throwing Fireball
AnimationName = IUSaruman_SPCA
AnimationMode = ONCE
UseWeaponTiming = Yes
End

FrameForPristineBonePositions = 48
End

; --- Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A
Animation = IUSaruman_ATKC
AnimationName = IUSaruman_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End

Animation = IUSaruman_ATKD
AnimationName = IUSaruman_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

AnimationState = WAR_CHANT
;Animation = Chant
; AnimationName = IUSaruman_TNTA
; AnimationMode = ONCE
;End
Animation = Chant
AnimationName = IUSaruman_TNTB
AnimationMode = LOOP
End
End

AnimationState = EMOTION_TAUNTING
Animation = Chant
AnimationName = IUSaruman_TNTA
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_CELEBRATING
Animation = Chant
AnimationName = IUSaruman_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION
Animation = Hit_Level_1_a
AnimationName = IUSaruman_HITA
AnimationMode = ONCE
End
End

; ATTACKING
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = IUSaruman_IDLA
AnimationMode = LOOP
End
End

TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = IUSaruman_ATNA
AnimationMode = ONCE
End
End

TransitionState = TRANS_Selected_To_Idle
Animation = ATND
AnimationName = IUSaruman_ATND
AnimationMode = ONCE
End
End

; LEVEL Up Anim
AnimationState = LEVELED
Animation = Yippee
AnimationName = IUSaruman_TNTA
AnimationMode = ONCE
End
End

; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = IUSaruman_IDLA
AnimationMode = LOOP
End
End

AnimationState = RAISING_FLAG
Animation = Chant
AnimationName = IUSaruman_TNTA
AnimationMode = ONCE
End
Animation = Chant
AnimationName = IUSaruman_TNTB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = IUSaruman_ATNB
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End

;;; WORD OF POWER ANIMS ON FOOT ;;;
AnimationState = SPECIAL_WEAPON_ONE
StateName = Attacking
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_SPCK
AnimationMode = ONCE
End
FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast
End



End



#include "..\..\..\includes\StunDrawModuleSmall.inc"

; ***DESIGN parameters ***
Side = Isengard
EditorSorting = UNIT
ThreatLevel = SARUMAN_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = SARUMAN_BUILDCOST
BuildTime = SARUMAN_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = SARUMAN_DAMAGE

TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = None
Weapon = PRIMARY SarumanWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End

VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_HERO

MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%

BountyValue = ISENGARD_SARUMAN_BOUNTY_VALUE
DisplayName = OBJECT:IsengardSaruman
RecruitText = CONTROLBAR:IsengardSarumanRecruit
ReviveText = CONTROLBAR:IsengardSarumanRevive
Hotkey = CONTROLBAR:IsengardSarumanHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles

CommandSet = SarumanCommandSet
CommandPoints = 75


; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_SarumanBody

AutoResolveArmor
Armor = AutoResolve_SarumanArmor
End

AutoResolveWeapon
Weapon = AutoResolve_SarumanWeapon
End

;AutoResolveLeadership = AutoResolve_SarumanBonus


; *** AUDIO Parameters ***;

VoiceAttack = SarumanVoiceAttack
VoiceAttackCharge = SarumanVoiceAttackCharge
;VoiceCreated = CampOrcCreateSaruman ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
;VoiceFullyCreated = CampOrcCreateSaruman ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFear = SarumanVoiceHelpMe
VoiceGuard = SarumanVoiceMove
VoiceMove = SarumanVoiceMove
VoiceMoveWhileAttacking = SarumanVoiceDisengage
VoicePriority = 92
VoiceSelect = SarumanVoiceSelectMS
VoiceSelectBattle = SarumanVoiceSelectBattle

SoundImpact = ImpactHorse

UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = SarumanVoiceMove
VoiceEnterUnitMordorMumakil = SarumanVoiceMove
VoiceEnterUnitSlaughterHouse = SarumanVoiceMove
VoiceGarrison = SarumanVoiceMove
VoiceInitiateCaptureBuilding = SarumanVoiceMove
End

CrowdResponseKey = EvilMen1

#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = SarumanDie ;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

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Hero
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_ATKB Frames:39 104
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_ATKC Frames:43 92
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_ATKD Frames:13 29 55
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_ATRA Frames:9 20 31 43 55 67
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_DIEB Frames:20
AnimationSound = Sound:BodyFallGenericNoArmor Animation:IUSaruman_SKL.IUSaruman_DIEB Frames:34
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_GTPA Frames:51 75 113 139
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_HITA Frames:12
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_IDLC Frames:116 188
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_IDLD Frames:43
AnimationSound = Sound:BodyFallGenericNoArmor Animation:IUSaruman_SKL.IUSaruman_LNDA Frames:4
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_MFDA Frames:10 19 29 39 48 57 66
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_RUNA Frames:11 22 34 46 57 69
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_RUNB Frames:10 23 36 49 62 75
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_TNTA Frames:36 49 103 123
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_TNTB Frames:24 111
End


; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE NOTIFY_OF_PREATTACK ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT HEAVY_MELEE_HITTER
PathfindDiameter = 40.0

Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = SARUMAN_HEALTH ;BALANCE Saruman Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
CheerRadius = EMOTION_CHEER_RADIUS
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING
;DeathAnim = STUNNED ;Model condition to play when killed-to-respawn
DeathFX = FX_SarumanDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 5500 ;1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_SarumanInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_SarumanRespawn ;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 = HISaruman_res

;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:2250 Time:90000 Health:100% ;DEFAULT VALUES
End

Behavior = AutoHealBehavior ModuleTag_SarumanHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AttackPriority = AttackPriority_Infantry
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
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

LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_FAST_HERO_SPEED
End

LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = 32
End

LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 4000 ;msec
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL SarumanVoiceDie
ShadowWhenDead = No
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 3000 ; level 1 (light damage) hit reaction animations in ms
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
End

;;; FIRE BALL SPECIAL POWER ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FireballEnabler
SpecialPowerTemplate = SpecialAbilitySarumanFireball
TriggeredBy = Upgrade_SarumanFireBall
End

Behavior = SpecialPowerModule ModuleTag_FireballStarter
SpecialPowerTemplate = SpecialAbilitySarumanFireball
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = SarumanVoiceAttackFireball
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate
SpecialPowerTemplate = SpecialAbilitySarumanFireball
WhichSpecialWeapon = 1
SkipContinue = Yes

UnpackTime = 800
PreparationTime = 1
PersistentPrepTime = 1000
PackTime = 100

AwardXPForTriggering = 0

StartAbilityRange = SARUMAN_FIREBALL_RANGE
MustFinishAbility = Yes
SpecialWeapon = SarumanFireball
End

Behavior = AutoAbilityBehavior ModuleTag_FirBallAutoAbility
SpecialAbility = SpecialAbilitySarumanFireball
MaxScanRange = #SUBTRACT( SARUMAN_FIREBALL_RANGE 25 )
Query = 1 ALL ENEMIES -STRUCTURE
End


;;; DOMINATE SPECIAL POWER ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DominateEnabler
SpecialPowerTemplate = SpecialAbilityDominateEnemy
TriggeredBy = Upgrade_SarumanDominate
End

Behavior = SpecialPowerModule ModuleTag_DominateEnemySpecialPowerModule
SpecialPowerTemplate = SpecialAbilityDominateEnemy
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
InitiateSound = SarumanVoiceDominate
End

Behavior = DominateEnemySpecialPower ModuleTag_DominateEnemySpecialPower
SpecialPowerTemplate = SpecialAbilityDominateEnemy
UnpackingVariation = 1
StartAbilityRange = 200.0

AttributeModifierAffects = ALL -DOZER -HERO -STRUCTURE -ARMY_OF_DEAD -MOVE_ONLY -AngmarThrallMaster ENEMIES NEUTRAL

DominateRadius = 60 ;100 ;150
DominatedFX = FX_SarumanDominateTargets
TriggerFX = FX_SarumanDominateTrigger

UnpackTime = 2000
PreparationTime = 1
FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
End

;;; SPEECH CRAFT LEVEL GAIN SPECIAL POWER ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
SpecialPowerTemplate = SpecialAbilityKingsFavor
TriggeredBy = Upgrade_SarumanSpeechCraft
End

Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
SpecialPowerTemplate = SpecialAbilityKingsFavor
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
InitiateSound = SarumanVoiceSpeechCraft
End

Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
SpecialPowerTemplate = SpecialAbilityKingsFavor
UnpackingVariation = 2
StartAbilityRange = 200.0
; LevelFX = FX_PorterDeliver

Experience = 50
RadiusEffect = 100
AcceptanceFilter = KINGSFAVOR_OBJECTFILTER
LevelFX = FX_LevelUp

UnpackTime = 2000
PreparationTime = 1
FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
End

;;; WIZARD BLAST SPECIAL POWER ;;;
Behavior = SpecialPowerModule ModuleTag_WizardBlastStarter
SpecialPowerTemplate = SpecialPowerTelekeneticPush
UpdateModuleStartsAttack = Yes
InitiateSound = SarumanVoiceAttackWizardBlast
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WizardBlastUpdate
SpecialPowerTemplate = SpecialPowerTelekeneticPush
WhichSpecialWeapon = 2 ;
SkipContinue = Yes
UnpackTime = 700
PreparationTime = 1
PersistentPrepTime = 1000
PackTime = 100

AwardXPForTriggering = 0
StartAbilityRange = 80.0
MustFinishAbility = Yes
SpecialWeapon = SarumanWizardBlast
End

Behavior = AutoAbilityBehavior ModuleTag_WizardBlastAutoAbility
SpecialAbility = SpecialPowerTelekeneticPush
MaxScanRange = #SUBTRACT( GANDALF_FORCE_ATTACK_RANGE 25 )
Query = 1 ALL ENEMIES -STRUCTURE
End


;//---------------------------------LIGHTNING BLAST-----------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IstariLightEnabler
SpecialPowerTemplate = SpecialAbilityLightingBolt
TriggeredBy = Upgrade_SarumanThunderBolt
End
Behavior = SpecialPowerModule ModuleTag_IstariLightPower
SpecialPowerTemplate = SpecialAbilityLightingBolt
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = SarumanVoiceAttackCharge
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IstariLightUpdate
SpecialPowerTemplate = SpecialAbilityLightingBolt
SkipContinue = Yes
UnpackTime = 1500
PreparationTime = 1
PersistentPrepTime = 1000
PackTime = 500
AwardXPForTriggering = 0
StartAbilityRange = 290; Note: This has to be smaller than the weapon range or it'll never succeed
ApproachRequiresLOS = Yes
SpecialWeapon = SarumanLightningBlastWeapon
MustFinishAbility = Yes
WhichSpecialWeapon = 3
BusyForDuration = 2500
End

Behavior = AutoAbilityBehavior ModuleTag_LighntingAutoAbility
SpecialAbility = SpecialAbilityLightingBolt
MaxScanRange = #SUBTRACT( SARUMAN_LIGHTNING_RANGE 25 )
Query = 1 ALL ENEMIES -STRUCTURE
End



;------- WORD OF POWER (BLUE RING BLAST) SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler
SpecialPowerTemplate = SpecialAbilityWordOfPower
TriggeredBy = Upgrade_GandalfWordOfPower
End
Behavior = SpecialPowerModule ModuleTag_WordStarter
SpecialPowerTemplate = SpecialAbilityWordOfPower
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWordOfPower
WhichSpecialWeapon = 1
SkipContinue = Yes

UnpackTime = 1700
PackTime = 1
FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.

AwardXPForTriggering = 0
StartAbilityRange = 80.0

SpecialWeapon = GandalfWordOfPower
End


;///////////////////
; AISpecialPowers
;///////////////////

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End


Behavior = AISpecialPowerUpdate GandalfToggleMountedAI
CommandButtonName = Command_SpecialAbilitySpeechCraft
SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
SpecialPowerRadius = 30.0
End

Behavior = AISpecialPowerUpdate WizardBlastAI
CommandButtonName = Command_SpecialAbilityIsengardWizardBlast
SpecialPowerAIType = AI_SPECIAL_POWER_GANDALF_WIZARD_BLAST
SpecialPowerRadius = 100
End

Behavior = AISpecialPowerUpdate FireballAI
CommandButtonName = Command_SarumanFireball
SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
End

Behavior = AISpecialPowerUpdate ThunderboltAI
CommandButtonName = Command_SarumanThunderBolt
SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
End

Behavior = AISpecialPowerUpdate DominateAI
CommandButtonName = Command_SpecialAbilityDominateEnemy
SpecialPowerAIType = AI_SPECIAL_POWER_DOMINATE_ENEMY
SpecialPowerRadius = 200
End

;//---------------------------------------------------------------------------------------

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
ShadowSizeX = 19
ShadowSizeY = 19
ShadowTexture = ShadowI
End

Edited by vegetassj2345, 23 December 2011 - 04:08 PM.


#9 JUS_SAURON

JUS_SAURON

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Posted 24 December 2011 - 12:47 AM

learn to use the codeboxes ... like this


Does the button show greyed or in colour ??

Best way to test is to unpause the power

StartsPaused = No

Saruman should trigger the power if the commandbutton is in his commenset

Edited by JUS_SAURON, 24 December 2011 - 12:47 AM.


#10 modboy451

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Posted 24 December 2011 - 08:20 PM

learn to use the codeboxes ... like this

StartsPaused = No


Or just delete the line altogether
And if you delete that... you have to delete The "TriggeredBy = Upgrade_xxxxxxxxxxxxxx" also...

it would look like this...
;------- WORD OF POWER (BLUE RING BLAST) SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler
SpecialPowerTemplate = SpecialAbilityWordOfPower
End
Behavior = SpecialPowerModule ModuleTag_WordStarter 
SpecialPowerTemplate = SpecialAbilityWordOfPower
UpdateModuleStartsAttack = Yes
End

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.


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#11 vegetassj2345

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Posted 27 December 2011 - 03:03 PM

learn to use the codeboxes ... like this

StartsPaused = No


Or just delete the line altogether
And if you delete that... you have to delete The "TriggeredBy = Upgrade_xxxxxxxxxxxxxx" also...

it would look like this...
;------- WORD OF POWER (BLUE RING BLAST) SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler
SpecialPowerTemplate = SpecialAbilityWordOfPower
End
Behavior = SpecialPowerModule ModuleTag_WordStarter 
SpecialPowerTemplate = SpecialAbilityWordOfPower
UpdateModuleStartsAttack = Yes
End


AGAIN ,THANK YOU SO MUCH NOW SARUMAN HAS THE WORD OF POWER!

#12 vegetassj2345

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Posted 01 January 2012 - 07:45 PM

learn to use the codeboxes ... like this

StartsPaused = No


Or just delete the line altogether
And if you delete that... you have to delete The "TriggeredBy = Upgrade_xxxxxxxxxxxxxx" also...

it would look like this...
;------- WORD OF POWER (BLUE RING BLAST) SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler
SpecialPowerTemplate = SpecialAbilityWordOfPower
End
Behavior = SpecialPowerModule ModuleTag_WordStarter 
SpecialPowerTemplate = SpecialAbilityWordOfPower
UpdateModuleStartsAttack = Yes
End


AGAIN ,THANK YOU SO MUCH NOW SARUMAN HAS THE WORD OF POWER!


another question! if i want to create a new power, for example a wave like the wave of word of power but red, bigger and more powerful how can i do? and also if i want to create also a hero power like the explosion of the meteorite without the meteorite, how can i do?

Edited by vegetassj2345, 01 January 2012 - 07:47 PM.


#13 modboy451

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Posted 01 January 2012 - 08:22 PM

<_< hmm... I'm not positive but i think it is done with FXs (the meteor ring think...) but if you wanted to make the WOP red and bigger...


check on the main site... ;) there are things to explain that...

http://www.the3rdage...?apage=692#page

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.


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#14 vegetassj2345

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Posted 01 January 2012 - 08:30 PM

<_< hmm... I'm not positive but i think it is done with FXs (the meteor ring think...) but if you wanted to make the WOP red and bigger...


check on the main site... ;) there are things to explain that...

http://www.the3rdage...?apage=692#page


yes it says how to make it green not red and also it doesn't explain how to make it bigger...but tell me if i want to mod smth...should i experiment things by myself right? cuz if i want to use only net i can't find all my answers (especially if i want to mod the game deeply like transforming the word of power)

Edited by vegetassj2345, 01 January 2012 - 08:34 PM.


#15 JUS_SAURON

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Posted 02 January 2012 - 09:08 AM

should i experiment things by myself right?

You should ....
The forum is really for help when you get stuck .. not we'll do everything for you
I started modding a full year before even posting here ..due to slow dial-up back in the day

Red : Re-colour the FX
Bigger : Re-size the FX
OR :Use a different FX e.g taken from the Word of Doom
More powerful : Increase the damage/radius of the weapon

Edited by JUS_SAURON, 02 January 2012 - 09:10 AM.


#16 vegetassj2345

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Posted 02 January 2012 - 11:38 AM

should i experiment things by myself right?

You should ....
The forum is really for help when you get stuck .. not we'll do everything for you
I started modding a full year before even posting here ..due to slow dial-up back in the day

Red : Re-colour the FX
Bigger : Re-size the FX
OR :Use a different FX e.g taken from the Word of Doom
More powerful : Increase the damage/radius of the weapon


oh ok! thanks! this will be so helpful! :thumbsupsmiley: but really if you wouldn't tell me how to do tihs i could experiment for 3 years without resulsts XD! Thank you!

#17 ReallyFat

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Posted 02 January 2012 - 11:53 AM

Advice for you man, please make a question thread, and post em all in there. these trillion threads all over the plase are bugging me out.
as for recoloring and resizing FX, i didnt know it was possible. how d'you do it?

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#18 ReallyFat

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Posted 02 January 2012 - 11:53 AM

Advice for you man, please make a question thread, and post em all in there. these trillion threads all over the plase are bugging me out.
as for recoloring and resizing FX, i didnt know it was possible. how d'you do it?

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#19 vegetassj2345

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Posted 02 January 2012 - 02:10 PM

Advice for you man, please make a question thread, and post em all in there. these trillion threads all over the plase are bugging me out.
as for recoloring and resizing FX, i didnt know it was possible. how d'you do it?

i know that i opened many threads but as u can see i didn't opened new threads! now i just replied to this thread.

#20 modboy451

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    A small Big-time Modder!

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Posted 02 January 2012 - 07:09 PM

yes it says how to make it green not red and also it doesn't explain how to make it bigger...but tell me if i want to mod smth...should i experiment things by myself right? cuz if i want to use only net i can't find all my answers (especially if i want to mod the game deeply like transforming the word of power)

It uses green as an example... but it is the same principle for doing it red :)

and yes... but if you can't find out how.. the first place you should go is the main site... not the forum :)

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.


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