Mappers should study the location while designing their map. All this application does is pinpoint a couple of locations.
THORONGILs Showcase
#21
Posted 19 September 2013 - 10:11 PM
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
#22
Posted 11 November 2013 - 06:03 AM
However using this command resolves that problem.
-preferLocalFiles [allows you to read .ini's instead from .big files ]
( location of your ini's )
( your actual Shortcut )
other useful parameters:
-scriptDebug2 [Very practical for debugging mapscripts]
-noshellmap
-win [ windowed mode ]
Edited by THORONGlL, 11 November 2013 - 07:03 AM.
#23
Posted 11 November 2013 - 08:44 AM
That's why we put gamedata.ini inside an Data/ini/object folder.
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#24
Posted 26 November 2013 - 08:28 PM
Map.ini example
Give Elrond word of power
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;ELROND ABILITIES;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandSet ElrondCommandSet 1 = Command_Guard 2 = Command_ToggleElrondWarriorWeapon 3 = Command_SpecialAbilityWordOfPower 13 = Command_AttackMove 14 = Command_Stop 15 = Command_Guard End Object Elrond AddModule ModuleTag_WordOfPower_Override Behavior = SpecialPowerModule ModuleTag_WordStarter SpecialPowerTemplate = SpecialAbilityWordOfPower UpdateModuleStartsAttack = Yes StartsPaused = Yes End End AddModule ModuleTag_WordOfPower_Override 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 End End
#25
Posted 26 November 2013 - 08:29 PM
Map.ini Example
Choose the level a hero start with
Object RohanAragorn AddModule Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus_Override LevelToGrant = 5 MPOnly = Yes End End End
#26
Posted 26 November 2013 - 08:35 PM
INI Example
Give veterency to a rank 1 troll in this case but could also be given to Mumakil. The veternacy is the improved look a Troll or mumakil +rank 2 has
ExperienceLevel EvilMonsterLevel1 TargetNames = MordorMountainTroll MordorDrummerTroll RequiredExperience = EXPERIENCE_REQUIRED_EVIL_MONSTER_1 ExperienceAward = EXPERIENCE_AWARD_EVIL_MONSTER_1 Rank = 1 Upgrades = Upgrade_MountainTrollVeterancy AttributeModifiers = EvilMonsterBasicKnockbackResist ExperienceAwardOwnGuysDie = 1 SelectionDecal Texture = decal_I_level1 Texture2 = decal_evil_CO Style = SHADOW_MERGE_DECAL OpacityMin = 80% OpacityMax = 100% MinRadius = 85 MaxRadius = 140 MaxSelectedUnits = 1 End END
#27
Posted 26 November 2013 - 08:40 PM
INI modding example
Be able to create Grond in great siege works
Two Files required for editing:
- Commandset.ini
- Commandbutton.ini
Commandset.ini, first find this :
CommandSet MordorSiegeWorksCommandSet 1 = Command_ConstructMordorCatapult 2 = Command_ConstructMordorSiegeTower 3 = Command_ConstructMordorBatteringRam 4 = Command_Sell End
Replace with:
CommandSet MordorSiegeWorksCommandSet 1 = Command_ConstructMordorCatapult 2 = Command_ConstructMordorSiegeTower 3 = Command_ConstructMordorBatteringRam 4 = Command_ConstructMordorGrond 5 = Command_Sell End
Commandbutton.ini, find this :
CommandButton Command_ConstructMordorGrond Command = UNIT_BUILD Object = MordorGrond Options = NEED_UPGRADE CANCELABLE NeededUpgrade = Upgrade_StructureLevel3 TextLabel = CONTROLBAR:ConstructMordorGrond ButtonImage = BMGreatSiegeWorks_Grond ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipBuildMordorGrond Radial = Yes InPalantir = Yes ShowProductionCount = Yes ; UnitSpecificSound = GondorArcherVoiceBuy End
Replace with:
CommandButton Command_ConstructMordorGrond Command = UNIT_BUILD Object = MordorGrond Options = NEED_UPGRADE CANCELABLE NeededUpgrade = Upgrade_StructureLevel1 TextLabel = CONTROLBAR:ConstructMordorGrond ButtonImage = BMGreatSiegeWorks_Grond ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipBuildMordorGrond Radial = Yes InPalantir = Yes ShowProductionCount = Yes ; UnitSpecificSound = GondorArcherVoiceBuy End
Stats
Max.1 at a time
Cost: 5000
Health: 8000
Constructed from Mordor Seige works
#28
Posted 27 November 2013 - 07:07 AM
We have the article page for this kind of thing.
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