does anyone know how to give the tower guard the shield formation that gives 75% armor and 85% less speed it looks like this
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
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.
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.
Posted 14 January 2014 - 10:55 PM
so do i add all of this code or do i replace them im confused
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
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
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.
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
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
Posted 26 January 2014 - 10:45 PM
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
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
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 and from what I understood this was not the case?
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