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mounting with a duration?


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#1 raksha0xx

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Posted 24 March 2012 - 08:40 PM

Hi,

1. I want to ask if it's possible to make a unit/horde mount on another unit/horde for special duration... and if the duration is over it unmounts?

2. Is there a possibility to have a special power, that doesn't disable the unit to do anything during the UnpackTime, PreparationTime, PersistentPrepTime, PackTime. That means, that the unit is still able to use other specialpowers or to attack, walk....
OR is there a possibility to make a unit use a specialpower after a special duration?

Would be great if you could answer my questions : )

#2 Yaroslav

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Posted 25 March 2012 - 12:09 AM

Hi,

1. I want to ask if it's possible to make a unit/horde mount on another unit/horde for special duration... and if the duration is over it unmounts?

2. Is there a possibility to have a special power, that doesn't disable the unit to do anything during the UnpackTime, PreparationTime, PersistentPrepTime, PackTime. That means, that the unit is still able to use other specialpowers or to attack, walk....
OR is there a possibility to make a unit use a specialpower after a special duration?

Would be great if you could answer my questions : )

1)ie you want make mount unit/horde at the expiration of the time became to the umount unit/horde ?
IF YES: 1.1)This can be done simply to make these units the lifetime and after death they are not mounted. but not suitable.
1.2)This can be done, but it will not be easy:
I need to use:AttributeModifier.ini, upgrade.ini, specialpower.ini, DisaerObject.ini, commandbutton.ini, commandset.ini, scripts.lua, scriptsevents.xml
point: to leadership to this unit(in the unit.ini) and the ability to change mount/unmount like witch-king, THEN in AttributeModifier.ini modifier is to make this leadership and add to him "Upgrade = Upgrade_Drafted Delay: 1000" */ delay - time what you want \* then, I think not necessarily. add this ability to commandbutton.ini and commandset.ini THEN specified in (in the unit.ini) function, which refers to scriptsevents.xml THEN in scriptsevents.xml do new condition which call function in scripts.lua THEN in scripts.lua do function which "DoSpecialPower" and specialPower module change mount/unmount.



it is difficult to understand, but it is possible to do. There need to be smart about how to relate such difficult things. If you are an experienced coder - do it yourself.
For me it is not difficult, and later I'll post the necessary code snippets.

example: I do Shelob, depending on the level increased in size. I put a manual, but there is need to improve conditions in the scripts of events.

Edited by Yaroslav, 25 March 2012 - 12:12 AM.


#3 raksha0xx

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Posted 25 March 2012 - 02:13 AM

First of all: Thank you for you reply ;)

I'm not really sure, if I understood what you say...
1.1) What do you mean exactly? Do you mean, that I have to make an OCL. And the OCL includes the umounted version?
1.2)hmm I think I understand... like this? (in case of the attributemodifier?)

ModifierList SpellBookDraft
Category = LEADERSHIP
Duration = 0 // Duration is forever when set to 0
Upgrade = Upgrade_Drafted Delay:60000 // give drafted upgrade and umount after specified delay
End


and wouldn't it be easier just to use this entry instead of the things in the scripts?:

Behavior = DoCommandUpgrade ModuleTag_UpgradeDrafted
TriggeredBy = Upgrade_Drafted
GetUpgradeCommandButtonName = Command_SpecialAbilityUnmountHorde
End



EDIT: I already tested this. It works.
Thank you for your help.

Edited by raksha0xx, 25 March 2012 - 11:17 AM.


#4 Yaroslav

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Posted 25 March 2012 - 04:03 PM

and wouldn't it be easier just to use this entry instead of the things in the scripts?:

Behavior = DoCommandUpgrade ModuleTag_UpgradeDrafted
TriggeredBy = Upgrade_Drafted
GetUpgradeCommandButtonName = Command_SpecialAbilityUnmountHorde
End



EDIT: I already tested this. It works.
Thank you for your help.

Oh, I forgot all about DoCommandUpgrade))))

#5 raksha0xx

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Posted 26 March 2012 - 09:31 PM

Oh, I forgot all about DoCommandUpgrade))))


Yes, if you just add this entry it does also work well ;)



There's a new question I have.

The horde members of this horde are using the skeleton of boromir.
Now I want to make them all use the "horn of gondor" animation during they use the specialpower what makes them mount on the other horde. Means, that they all have to use these animations:

; -- Horn anims
AnimationState = UNPACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNC
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = LOOP
End
End


I hope you can help me with this problem.

#6 Yaroslav

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Posted 29 March 2012 - 10:12 PM

Oh, I forgot all about DoCommandUpgrade))))


Yes, if you just add this entry it does also work well ;)



There's a new question I have.

The horde members of this horde are using the skeleton of boromir.
Now I want to make them all use the "horn of gondor" animation during they use the specialpower what makes them mount on the other horde. Means, that they all have to use these animations:

; -- Horn anims
AnimationState = UNPACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNC
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = LOOP
End
End


I hope you can help me with this problem.




; -- Horn anims
AnimationState = UNPACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNC
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = LOOP
End
End


; -- Horn anims
; Add whith space AnimationState for u reason.

AnimationState = UNPACKING SPECIAL_POWER_1 MOUNTED
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_POWER_1 MOUNTED
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_POWER_1 MOUNTED
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNC
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1 MOUNTED
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = LOOP
End
End

#7 raksha0xx

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Posted 18 April 2012 - 11:51 AM

I'm very sorry that I didn't reply the last two weeks... wasn't at home and had no internet....


and sorry yaroslav, but that's not what I wanted to have....

The problem in this case isn't that they can't use the animation if they are mounted. The problem is that the units in this horde really aren't able to use the animations anytime.
maybe you'll know a solution.

Thank you

#8 Kwen

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Posted 18 April 2012 - 12:24 PM

You could probably accomplish this using Scripts, enable an upgrade, then when duration time is done, upgrade is removed. And once upgrade is removed, the special ability is no longer active, thus unit dismounts.

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#9 raksha0xx

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Posted 18 April 2012 - 12:34 PM

Thank you Kwen,
but I already solved the first problem of unmounting after duration.
My last question was how is it possible to make the units of this horde use the animations of the Horn of Gondor I told you before?

If you have only the unit and not the horde, the unit uses the animations of the horn.
But if you have the horde, noone of the horde members uses the animations.
How do I fix this problem?


EDIT:
I've solved this problem now ;)

AnimationState = SPECIAL_WEAPON_ONE
StateName = ATA1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
EnteringStateFX = FX_BoromirHorn
End


this is the code for the solution.

Edited by raksha0xx, 19 April 2012 - 08:18 PM.





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