I'm trying to figure out how to allow CaH classes to use another CaH class's items. For example, giving Firebrand (the flaming sword in the Captain of Gondor class) to any of the Wizard classes (Wanderer, Avatar, Hermit) I know a little something with INI, but me playing around and finding it for myself has left me with no outcomes.
Also, I am using RJ's Rotwk mod, and when I mod things I mod his files instead, it's a little bit easier to be honest, and his files are the ones I've learned best (Though they aren't too different from the originals, so that if you guys know how to help me, I should still be able to find what I need.)
#1
Posted 24 April 2014 - 03:39 AM
#2
Posted 24 April 2014 - 10:03 AM
Hello and welcome!
This is a coding question, and as such does not belong in the Graphics forum. I've moved it to the appropriate place
No fuel left for the pilgrims
#3
Posted 24 April 2014 - 03:49 PM
Thanks for the welcome! I don't suppose you can shed some light on my issue, maybe?
#4
Posted 24 April 2014 - 05:04 PM
Actually this is a graphics and a coding question
You would need to change the model of the Create a Hero to allow it to even be able to have that sword. Then you need to code it in..
Look at tutorials on model editing on the3rdage.net to see how to edit models
If you don't know what models you are looking for the names can be found in the data\ini\object\createahero\createaheromodels.inc.
First you open the data\ini\object\createahero\createaheromodelconditionupgrades.inc to find out what model conditions the unit gets as a wizard, then look in the other inc to see which one matches the conditions.
Example the hermit is:
(createaheromodelconditionupgrades.inc)
Behavior = ModelConditionUpgrade ModuleTag_IstariWizard_SubClass_2 TriggeredBy = Upgrade_CreateAHero_ClassIstariWizard Upgrade_CreateAHero_SubClass_2 ConflictsWith = Upgrade_CreateAHeroMapMode RequiresAllTriggers = Yes RemoveConditionFlagsInRange = CREATE_A_HERO_00 CREATE_A_HERO_65 AddConditionFlags = CREATE_A_HERO_08 End // Upgrade for Hermit Wizard (Creation Screen) Behavior = ModelConditionUpgrade ModuleTag_IstariWizard_SubClass_2_MM TriggeredBy = Upgrade_CreateAHeroMapMode Upgrade_CreateAHero_ClassIstariWizard Upgrade_CreateAHero_SubClass_2 RequiresAllTriggers = Yes RemoveConditionFlagsInRange = CREATE_A_HERO_00 CREATE_A_HERO_65 AddConditionFlags = CREATE_A_HERO_09 End
CREATE_A_HERO_09 and CREATE_A_HERO_08 are both used for the hermit, one is for in the creation menu and the other for ingame, so you will need to edit 2 models...
These link to these:
(createaheromodels.inc)
ModelConditionState = CREATE_A_HERO_08 Model = CHWZ_HR_U_SKN Skeleton = CHWZ_YW_U_SKL ModelAnimationPrefix = CHWZ_YW PortraitImageName = CPHermit ButtonImageName = HICAHHermit WeaponLaunchBone = PRIMARY WizStaff02_FXBO End // WIZARD HERMIT Upgrade_CreateAHeroMapMode Upgrade_CreateAHero_ClassIstariWizard Upgrade_CreateAHero_SubClass_3 ModelConditionState = CREATE_A_HERO_09 Model = CHWZ_HR_C_SKN Skeleton = CHWZ_YW_C_SKL ModelAnimationPrefix = CHWZ_YW PortraitImageName = CPHermit ButtonImageName = HICAHHermit WeaponLaunchBone = PRIMARY WizStaff02_FXBO End
So the models you are looking for for the hermit are the CHWZ_HR... models
They can be found in Art\w3d\ch\
Figure out how to import them, make sure they are bound correctly and such, and then we can continue from there, I'd say see if you can also figure out how to import the sword model from the Captain of Gondor yourself as well
I believe the things you need to do that require modeling and such are described in one way or another on the3rdage.net
Let us know if you run into any issues
#5
Posted 24 April 2014 - 07:18 PM
Thanks for being so detialed and helpful, I'll be sure to ask any questions here if I need to. Much obliged.
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