Jump to content


Photo

Balrog Animation


  • Please log in to reply
4 replies to this topic

#1 Vahagn

Vahagn
  • Members
  • 126 posts

Posted 27 February 2013 - 08:45 AM

Hey guys! I dunno if this was asked before but anyway. So, I was playing the Moria mission of the BFME 1 the other day and I noticed that the Balrog is missing something in BFME 2 and ROTWK. When Gandalf uses his "Lightning Sword" on him, he kinda falls back and is all covered in blue lights. That doesn't happen in the BFME 2. Anyone know how can we make that animation (is it an animation?!) work for ROTWK as well? I'm posting a pic as well.

bfme_hg01_16.jpg



#2 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,837 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 27 February 2013 - 10:01 AM

You need these things in the balrog's object:

        ModelConditionState = HIT_LEVEL_2
            Model = MUBalLIT_SKN
            ParticleSysBone     = RTHANDBONE BalrogSwordFlare FollowBone:yes    ; This particle system is for the "balled up whip"
            
            ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes
            ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes
            ParticleSysBone = RTWINGBONE BalrogWingSmokeLite FollowBone:yes
            ParticleSysBone = LFWINGBONE BalrogWingSmokeLite FollowBone:yes
        End

 

and

;Add this module to your map ini to get the Balrog hit reaction to gandalf's lightning jobber.
    Behavior = HitReactionBehavior ModuleTag_HitAnimModule
        HitReactionLifeTimer1 = 0
        HitReactionLifeTimer2 = 4300
        HitReactionLifeTimer3 = 0

        HitReactionThreshold1 = 0.0   
        HitReactionThreshold2 = 40.0  ; Making the exact damage the lightning sword does trigger this reaction
        HitReactionThreshold3 = 40.5  
       
        HitsParalyze = Yes
    End


Ridder Geel

#3 Vahagn

Vahagn
  • Members
  • 126 posts

Posted 27 February 2013 - 02:52 PM

Ok, so I went to object\neutral\neutralunits.ini and found the Balrog's stuff. I found this there.

; This is triggered by the single player only HitReaction module for the lightningsword		
        ModelConditionState = HIT_LEVEL_2
			Model = MUBalLIT_SKN
		End

		ModelConditionState = HERO
			Model = MUBalIGNT_SKN
			ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes
			ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes
			ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes
			ParticleSysBone = RTWINGBONE BalrogWingEmbers FollowBone:yes
			ParticleSysBone = LFWINGBONE BalrogWingEmbers FollowBone:yes

			ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes		; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX
			ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes
	                ParticleSysBone = NONE BalrogIgniteHeatWave FollowBone:no
		End

 

1. Do I have to change it to look exactly like the code you gave? 
2. Where do I go to add that second module you mentioned? I can't find map.ini. Is it in the INI.big file?



#4 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,837 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 27 February 2013 - 11:31 PM

It should be put in that object... I had the original code in there, but it was commented... So I'm surprised you don't :p


Ridder Geel

#5 Symonius

Symonius
  • Members
  • 25 posts
  • Location:The ancient shield
  • Projects:TROW Mod
  •  Just a winged modder

Posted 31 July 2016 - 12:45 PM

I know this is an old topic, but if someone is interested in how to trigger the balrog hit reaction, this is how i did that:

 

Added this to the GandalfLightningSwordBlastWeapon

 

    SpecialModelConditionNugget
        ModelConditionNames = HIT_LEVEL_2    ; Can be used to set multiple, and it doesn't use the normal hit reaction because this one is special
        ModelConditionDuration = 2000
        SpecialObjectFilter = NONE +MordorBalrog
    End

 

It simply trigger the modelcondition of the balrog, making it stagger.
For the paraysis (i don't know if the HIT_LEVEL_2 condition do that) i also added this:

 

    ParalyzeNugget
        Radius                = 0.0
        Duration            = 2000 ; or whatever you want
        SpecialObjectFilter    = NONE +MordorBalrog
        ParalyzeFX            = FX_UnitBurningElectric
    End

 

 

I hope this could help someone


"All we have to decide is what to mod with the time that is given us"





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users