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#1 Gurvemeh

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Posted 06 January 2014 - 03:02 AM

does anyone know how to give the tower guard the shield formation that gives 75% armor and 85% less speed it looks like this

Shield.jpg



#2 Titan Cronus

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Posted 08 January 2014 - 11:38 AM

Hey there.

 

You do it in the menhordes.ini. You will need to create a new childobject for the horde with the new formation and then change the attributemodifier and commandsets and whatnot. :)

 

This is the code for the Porcupine formation:



ChildObject GondorTowerShieldGuardHordePorcupine GondorTowerShieldGuardHorde

	// Note - for alternate formations, all info outside of the Contain Behavior module is ignored.
	// Any modifications need to be done via the Attribute Modifiers in the contain module. 
	Behavior = HordeContain ModuleTag_HordeContain
		FrontAngle = 360	//	Can't be flanked
		FlankedDelay = 2000
		ObjectStatusOfContained = 
		InitialPayload					= GondorTowerShieldGuard GOOD_MEN_HORDE_SIZE
		Slots							= 15
		PassengerFilter					= NONE +INFANTRY
		ShowPips						= No
		ThisFormationIsTheMainFormation = No	//Used to determine which armorset to use (and anything else we want!)
		RandomOffset					= X:2 Y:1
		RanksToReleaseWhenAttacking		= 0
		RanksToJustFreeWhenAttacking   = 0
		AttributeModifiers				= GondorTowerShieldGuardHordePorcupine
		IsPorcupineFormation			= Yes
		MinimumHordeSize				= 5

		AlternateFormation				= GondorTowerShieldGuardHorde
		VisionRearOverride				= 100%
		VisionSideOverride				= 100%
		NotComboFormation				= Yes // this formation is not suitable for combo, so it will switch out of this when combo-ing

		// Banner Carrier info		
		BannerCarriersAllowed			= GondorInfantryBanner												// types of units that are allowed as banner carriers
		BannerCarrierPosition			= UnitType:GondorTowerShieldGuard	Pos:X:0.0 Y:0.0		// (DEFAULT) position of banner carrier
		
		RankInfo	= RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:20 Y:0	Position:X:-16.18 Y:11.76		Position:X:6.18 Y:-19.02	Position:X:6.18 Y:19.02	Position:X:-16.18 Y:-11.76	Position:X:36.54 Y:16.27	Position:X:-39.13 Y:8.32	Position:X:26.77 Y:-29.73	Position:X:-4.18 Y:39.78	Position:X:-20 Y:-34.64	Position:X:26.77 Y:29.73	Position:X:-39.13 Y:-8.32	Position:X:36.54 Y:-16.27	Position:X:-20 Y:34.64	Position:X:-4.18 Y:-39.78
	End
End

And this is code for Gondor fighters Block formation:

ChildObject GondorFighterHordeBlock GondorFighterHorde

	// Note - for alternate formations, all info outside of the Contain Behavior module is ignored.
	// Any modifications need to be done via the Attribute Modifiers in the contain module. 
	Behavior = HordeContain ModuleTag_HordeContain
		FrontAngle						= 270
		FlankedDelay					= 2000
		ObjectStatusOfContained			= 
		InitialPayload					= GondorFighter GOOD_MEN_GIANT_HORDE_SIZE
		Slots							= 15
		PassengerFilter					= NONE +INFANTRY
		ShowPips						= No
		ThisFormationIsTheMainFormation = No	//Used to determine which armorset to use (and anything else we want!)
		AttributeModifiers				= GondorFighterBlock
		RandomOffset					= X:0 Y:0
		MeleeBehavior = Amoeba
		End
		
		// Banner Carrier info		
		BannerCarriersAllowed	= GondorInfantryBanner										// types of units that are allowed as banner carriers
		BannerCarrierPosition	= UnitType:GondorFighter	Pos:X:46.0 Y:0.0		// (DEFAULT) position of banner carrier
		
		RankInfo = RankNumber:1 UnitType:GondorFighter Position:X:34 Y:0			Position:X:34 Y:10				Position:X:34 Y:-10				Position:X:34 Y:20				Position:X:34 Y:-20
		RankInfo = RankNumber:2 UnitType:GondorFighter Position:X:22 Y:0 Leader 1 0	Position:X:22 Y:10 Leader 1 1	Position:X:22 Y:-10 Leader 1 2	Position:X:22 Y:20 Leader 1 3	Position:X:22 Y:-20 Leader 1 4
		RankInfo = RankNumber:3 UnitType:GondorFighter Position:X:10 Y:0 Leader 2 0	Position:X:10 Y:10 Leader 2 1	Position:X:10 Y:-10 Leader 2 2	Position:X:10 Y:20 Leader 2 3	Position:X:10 Y:-20 Leader 2 4
		
		RanksToReleaseWhenAttacking = 1
				
		AlternateFormation = GondorFighterHorde
		MeleeAttackLeashDistance = 1   //How far the hordes	can	move from the center of	the	horde when melee attacking.				  
		BackUpMinDelayTime		 = 1	//The minimum amount of	time to	delay before backing up
		BackUpMaxDelayTime		 = 3000	//The maximum amount of	time to	delay before backing up
		BackUpMinDistance		 = 1	//The minimum number of	cells to backup
		BackUpMaxDistance		 = 3	//The maximum number of	cells to backup
		BackupPercentage		 = 80%	//The amount of	chance that	a unit will	back up.		
	End
End

And here is the part of code in the normal horde code that connects it to the porcupine formation: 


	
	Behavior = HordeContain ModuleTag_HordeContain
		FrontAngle 		= 180
		FlankedDelay 		= 4000
		ObjectStatusOfContained = 
		InitialPayload 		= GondorTowerShieldGuard GOOD_MEN_GIANT_HORDE_SIZE
		Slots 			= 15
		PassengerFilter		= NONE +INFANTRY
		ShowPips 		= No
		ThisFormationIsTheMainFormation = Yes	//Used to determine which armorset to use (and anything else we want!)
		RandomOffset		= X:0 Y:0
		MeleeBehavior = Amoeba
			FacingBonus	= 30.0
			AngleLimitCos	= -0.17
			InnerRange	= 30
			OuterRange	= 80
			OuterRangeBuildings	= 140
		End

		// Banner Carrier info		
		BannerCarriersAllowed	= GondorInfantryBanner										// types of units that are allowed as banner carriers
		BannerCarrierPosition	= UnitType:GondorFighter	Pos:X:70.0 Y:0.0		// (DEFAULT) position of banner carrier
		
		RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:50 Y:0		Position:X:50 Y:20		Position:X:50 Y:-20		Position:X:50 Y:40		Position:X:50 Y:-40 
		RankInfo = RankNumber:2 UnitType:GondorTowerShieldGuard Position:X:30 Y:0 Leader 1 0	Position:X:30 Y:20 Leader 1 1	Position:X:30 Y:-20 Leader 1 2	Position:X:30 Y:40 Leader 1 3	Position:X:30 Y:-40 Leader 1 4
		RankInfo = RankNumber:3 UnitType:GondorTowerShieldGuard Position:X:10 Y:0 Leader 2 0	Position:X:10 Y:20 Leader 2 1	Position:X:10 Y:-20 Leader 2 2	Position:X:10 Y:40 Leader 2 3	Position:X:10 Y:-40 Leader 2 4
		
		RanksToReleaseWhenAttacking = 1 

		AlternateFormation = GondorTowerShieldGuardHordePorcupine
		MeleeAttackLeashDistance = 1   //How far the hordes	can	move from the center of	the	horde when melee attacking.				  
		BackUpMinDelayTime		 = 1	//The minimum amount of	time to	delay before backing up
		BackUpMaxDelayTime		 = 3000	//The maximum amount of	time to	delay before backing up
		BackUpMinDistance		 = 1	//The minimum number of	cells to backup
		BackUpMaxDistance		 = 3	//The maximum number of	cells to backup
		BackupPercentage		 = 80%	//The amount of	chance that	a unit will	back up.
	End

The line your looking for in there is "AlternateFormation = GondorTowerShieldGuardHordePorcupine" and in the code for the new formation is "AlternateFormation = GondorTowerShieldGuardHorde.

 

 

 

I hope that theres enough there to help get you started. if your still stuck,let us know. :thumbsuphappy:


Edited by Titan Cronus, 08 January 2014 - 11:44 AM.

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 Gurvemeh

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Posted 14 January 2014 - 10:55 PM

so do i add all of this code or do i replace them im confused



#4 Titan Cronus

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Posted 15 January 2014 - 07:46 PM

No, you just edit it. Sorry bout that man lol.

The code was just to get you started. There's enough there to work out all you need to know. I wasn't being funny but was just trying to encourage you to work it out as apposed to give you all the code directly :thumbsuphappy:

 

In short, the "Behavior = HordeContain" code blocks determine exactly what units the horde is made of and their exact locations. It also determines what alternate formation the horde has, if any (like, AlternateFormation = GondorTowerShieldGuardHordePorcupine). The alternate formation is technically a different horde, a copy of the same horde with a different formation. This alternate formation horde is a childobject of the original horde but with a different "Behavior = HordeContain" code block with your alternate formation instead of the original one (the code lines "RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:50 Y:0" ect. have been edited). What happens when you click the change formation button in game is that your actually swapping between the two hordes.

 

The Gondor Fightet code i gave you was to give you an idea of what you might want your new formation to look like as i think thats the closest formation to what i think your after.

 

 

Im not the best at explaining what i mean so sorry if im not making sence. I hope that you anyway :thumbsuphappy:

 

 

ADDED: If your just editing the horde, you'll basically be changing the RankInfo positions in the alternate formation childobject horde.


Edited by Titan Cronus, 15 January 2014 - 07:53 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


#5 Gurvemeh

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Posted 16 January 2014 - 05:18 PM

ok i changed it and it crashed because the porcupine thing doesnt exist so i deleted from the award system thing now when i start the game i purchase my tower guards and when i click thier formation they just stand still. and do nothing 



#6 Ridder Geel

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Posted 21 January 2014 - 01:54 PM

So what does your code look like now?

And you dont really have to delete the child object for the porcupine formation, you can just make another child object that does the other formation ;)


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#7 Gurvemeh

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Posted 26 January 2014 - 10:45 PM

ChildObject GondorTowerShieldGuardHorde_Summoned GondorTowerShieldGuardHorde
 
    IsTrainable      =    No
    CommandPoints =    0
    CommandSet      =    GondorTowerShieldGuardCommandSet_Summoned
    EquivalentTo  =    GondorTowerShieldGuardHorde
 
    DisplayName = OBJECT:HordeGondorTowerGuard
    
    Behavior = HordeContain ModuleTag_HordeContain
        FrontAngle = 180
        FlankedDelay = 4000
        ObjectStatusOfContained = 
        InitialPayload = GondorTowerShieldGuard_Summoned GOOD_MEN_GIANT_HORDE_SIZE
        Slots = 15
        PassengerFilter    = NONE +INFANTRY
        ShowPips = No
        ThisFormationIsTheMainFormation = Yes    //Used to determine which armorset to use (and anything else we want!)
        RandomOffset=X:0 Y:0
        MeleeBehavior = Amoeba
            FacingBonus            =    30.0
            AngleLimitCos        =    -0.17
            InnerRange            =    30
            OuterRange            =    80
            OuterRangeBuildings    =    140
        End
 
        RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard_Summoned Position:X:50 Y:0        Position:X:50 Y:20        Position:X:50 Y:-20        Position:X:50 Y:40        Position:X:50 Y:-40 
        RankInfo = RankNumber:2 UnitType:GondorTowerShieldGuard_Summoned Position:X:30 Y:0 Leader 1 0    Position:X:30 Y:20 Leader 1 1    Position:X:30 Y:-20 Leader 1 2    Position:X:30 Y:40 Leader 1 3    Position:X:30 Y:-40 Leader 1 4
        RankInfo = RankNumber:3 UnitType:GondorTowerShieldGuard_Summoned Position:X:10 Y:0 Leader 2 0    Position:X:10 Y:20 Leader 2 1    Position:X:10 Y:-20 Leader 2 2    Position:X:10 Y:40 Leader 2 3    Position:X:10 Y:-40 Leader 2 4
        
        RanksToReleaseWhenAttacking = 1 
 
        AlternateFormation = GondorTowerShieldGuardHorde
        MeleeAttackLeashDistance = 1   //How far the hordes    can    move from the center of    the    horde when melee attacking.                  
        BackUpMinDelayTime         = 1    //The minimum amount of    time to    delay before backing up
        BackUpMaxDelayTime         = 3000    //The maximum amount of    time to    delay before backing up
        BackUpMinDistance         = 1    //The minimum number of    cells to backup
        BackUpMaxDistance         = 3    //The maximum number of    cells to backup
        BackupPercentage         = 80%    //The amount of    chance that    a unit will    back up.
    End
    
    Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
    // This one displays the timer, but the one in the uint does the work 
        MinLifetime        = CREATE_A_HERO_REINFORCEMENT_LIFETIME
        MaxLifetime        = CREATE_A_HERO_REINFORCEMENT_LIFETIME
        DeathType        = FADED
    End    
End
 
 
this is the code i completely deleted the porcupine formation for my own reasons and replaced it with this one now when i activate the formation the soldiers dont do anything


#8 Ridder Geel

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Posted 28 January 2014 - 02:33 PM

    Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate

    // This one displays the timer, but the one in the uint does the work 
        MinLifetime        = CREATE_A_HERO_REINFORCEMENT_LIFETIME
        MaxLifetime        = CREATE_A_HERO_REINFORCEMENT_LIFETIME
        DeathType        = FADED
    End   
why a lifetimeupdate? that would mean they are timed instead of existent forever...

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#9 Gurvemeh

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Posted 28 January 2014 - 05:33 PM

whoops i copied that accidentally into this topic. Also could this code be the problem? if not is their anything in that code im missing or is that the formation from BFME 1 just put on the wrong way



#10 Ridder Geel

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Posted 23 February 2014 - 11:15 PM

So... what does you code look like now?

The other code you posted looks like its a summoned horde :xd: and from what I understood this was not the case?


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