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2 part question, please and thank you.

cah sorceror angmar power ability create a hero meta impact nugget metaimpactnugget

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#1 Alastarr1

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Posted 24 April 2014 - 08:24 PM

Hello everyone! Second post I've got here so far...

Anyways, I want to do two different things, and I'm not quite sure how to get either of them done, first...

I'd like to be able to make it so when my CaH characters, or anyone that uses Blademaster turns it on, it gives them a meta impact damage, I already know how to add such things as meta impact and radius to things, I just don't know how I'd apply it to Blademaster so that when in that state, my hero(es) do that meta impact/radial damage.
 

 

Edit : Nevermind about my second issue.
My second issue is with the Sorceror ability from the Angmar faction, you know, the guys that use Soul Freeze and Corpse Rain, yah, them. I want to be able to use one of their abilities (or any, I suppose) on my CaH heroes, but how would one go about taking off the requirment of sacrificing acolytes (or whatever they are called) to use the spell? I'm pretty sure I can figure out how to get the actual ability in CaH, and how to add a cooldown, I just want to make it so I don't need little dudes to sacrifice in order to use them.

Thank you all! I will be awaiting for your kind, generous help.

 

Edit : FORGOT TO MENTION! I am using RJ's sweet mod, and I mod his ini files instead of the orignal games, normally that does not really matter, as most of the stuff is still the same, but sometimes things get lost in translation. If anyone has experience with his files, that would be a huge plus, but certaintly not required. I can most likely navigate any normal ini file information you give me. THANKS AGAIN!


Edited by Alastarr1, 25 April 2014 - 03:04 PM.


#2 Ridder Geel

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Posted 26 April 2014 - 03:07 PM

You would need to give him a new weapon when in hero mode, and then give that weapon a meta impact damage :p

Or do you not mean when he attacks?


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#3 Alastarr1

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Posted 27 April 2014 - 02:33 AM

You would need to give him a new weapon when in hero mode, and then give that weapon a meta impact damage :p

Or do you not mean when he attacks?

 

Alright, so I figured out how to do it for everyone that uses a "Hero mode" like that, but I can't find out how to do it for my Create-a-Hero, everyone that uses blademaster or some ability that is similar, they have a "hero weapon" that they use in that mode. The thing is, if I was to make this weapon, I would not know how to make it so that my CaH hero would use it during blademaster, Also, I could not find a "hero" weapon for Glorfindel's purity blade, like I did with all other character's...this could be an RJ's mod only issue, I don't know. If you can shed any light on these things, I'd really appreciate it. Thank you.



#4 Ridder Geel

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Posted 27 April 2014 - 01:26 PM

I'm not sure what your current problem is?

Are you able to activate the weapon during the blademaster? Or not yet?


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#5 Alastarr1

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Posted 27 April 2014 - 03:11 PM

I don't know how to attach the weapon to that ability...for instance.

Weapon ArgelebHeroSword    ; RJ
  LeechRangeWeapon      = Yes
  AttackRange           = RJ_STANDARD_MELEE_ATTACK_RANGE
  MeleeWeapon           = Yes
  DelayBetweenShots     = RJ_ARGELEB_DELAYBETWEENSHOTS             
             ; time between shots, msec
  PreAttackDelay        = RJ_ARGELEB_PREATTACKDELAY                 ; 400 is sword swing delay time before contact with target.
  PreAttackType         = PER_SHOT ; Do the delay each time we attack a new target
  FireFX                = FX_GondorSwordHit
  FiringDuration        = RJ_ARGELEB_FIRINGDURATION                 ; Duration of the sword swing
  RadiusDamageAffects = ENEMIES NEUTRALS ; From 1.07

  DamageNugget                        ; A basic Nugget that just does damage
    Damage        = RJ_ARGELEB_DAMAGE                    
    Radius        = 20.0
    DamageArc       = 180 ; From 1.07
    DelayTime     = 0
    DamageType    = HERO
    DamageFXType  = SWORD_SLASH
    DeathType     = NORMAL
  End

  MetaImpactNugget       ; From 1.07 A Nugget that throws things back with force
    HeroResist            = .85 ;.75
    ShockWaveAmount        = 20
    ShockWaveRadius        = 8
    ShockWaveArc        = 120
    ShockWaveTaperOff = 1
  End
End

 

Nothing in that code tells me that this weapon is attached to Argeleb's Weapon Master ability, yet he uses it when he goes into that mode. I'm sure I'm looking at the wrong spot, but do you understand my issue now? If I was to make a weapon just like this for my CaH hero, I would not know how to make the weapon usable in blademaster "Hero" mode. 



#6 Echo

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Posted 27 April 2014 - 05:03 PM

You have to change that in the hero's ini.

 

every hero has a default WeaponSet. All you need to do is create a new WeaponSet for the hero mode, like in Aragorn's case:

    WeaponSet
        Conditions        = WEAPONSET_HERO_MODE
        Weapon            = PRIMARY    GondorAragornHeroSword
    End

So whenever Aragorn has the model condition "WEAPONSET_HERO_MODE", the weapon GondorAragornHeroSword is activated. You will also need this:

    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
        SpecialPowerTemplate = SpecialAbilityAragornBladeMaster ; the special power template we need
        TriggeredBy = Upgrade_AragornBladeMaster ; the upgrade we need to enable this ability
    End

      Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter               
        SpecialPowerTemplate    = SpecialAbilityAragornBladeMaster ; need this special power template
        StartsPaused            = Yes ; if you say "No" here, your hero will get this power from the beginning and you will not need the Enabler code above. If you say yes, requires upgrade to turn it on, like in this case.
    End

    Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate   ; HeroModeSpecialAbilityUpdate means that this power will look for the WEAPONSET_HERO_MODE model condition and activate it
        SpecialPowerTemplate    = SpecialAbilityAragornBladeMaster ; the special power template we need
        HeroAttributeModifier    = AragornBladeMaster ; the attribute modifier we use 
        HeroEffectDuration        = 25000 ; how long do we want WEAPONSET_HERO_MODE to be active? 
        UnpackTime              = 1 ; insant unpack
        TriggerSound            = AragornBladeMaster
    End

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#7 Alastarr1

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Posted 27 April 2014 - 06:40 PM

That second part, where would I put that...for my create-a-hero?

 

Nevermind, create-a-heroes are so confusing and difficult to custom, I'm lucky I even managed to edit what I did with them so far, so I am just going to give up on them having a blademaster weapon. Thank you all for your aid, sorry to waste your time. @__@


Edited by Alastarr1, 27 April 2014 - 06:43 PM.


#8 Echo

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Posted 27 April 2014 - 08:19 PM

I've never tried to custom Create-a-Heroes, I'm mainly modding for BFME 1, so I can't tell. That second part would go in the **ENGINEERING PARAMETERS** section.


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#9 Alastarr1

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Posted 28 April 2014 - 12:42 AM

I've never tried to custom Create-a-Heroes, I'm mainly modding for BFME 1, so I can't tell. That second part would go in the **ENGINEERING PARAMETERS** section.

Hah yah, don't ever try, it's soul-shattering. EA should make a more mod-friendly version for tubs of lame like me. XD



#10 Ridder Geel

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Posted 28 April 2014 - 09:54 PM

Oh gosh.. now that I look at EA's code.. yea.. that stuff's a mess :xd: (Createaheroweaponupgrade.inc)

   WeaponSet
        Conditions        = WEAPONSET_CREATE_A_HERO_WS_01 WEAPONSET_HERO_MODE
        Weapon            = PRIMARY    CreateAHeroBasicMeleeWeaponHeroMode
    End

You would need to do that for almost off of the possible WEAPONSET_CREATE_A_HERO_WS_'s...

If you're up to that.. good luck :p

 

The weapon would have to look like this: (weapon.ini)

Weapon CreateAHeroBasicMeleeWeaponHeroMode
    LeechRangeWeapon      = Yes
    AttackRange           = STANDARD_MELEE_ATTACK_RANGE
    MeleeWeapon           = Yes
    FireFX                = FX_GondorSwordHit
    DelayBetweenShots     = FARAMIR_DELAYBETWEENSHOTS             // time between shots, msec
    PreAttackDelay        = FARAMIR_PREATTACKDELAY     // 400 is sword swing delay time before contact with target.
    PreAttackType         = PER_SHOT // Do the delay each time we attack a new target
    FiringDuration        = FARAMIR_FIRINGDURATION     // Duration of the sword swing
    UseInnateAttributes      = Yes

    DamageNugget                        // A basic Nugget that just does damage
        Damage        = CREATE_A_HERO_DAMAGE
        Radius        = 0.0
        DelayTime     = 0
        DamageType    = HERO
        DamageFXType  = SWORD_SLASH
        DeathType     = NORMAL
    End

    DOTNugget                        // A basic Nugget that just does damage
        Damage        = DEFAULT_POISON_DAMAGE
        AcceptDamageAdd = No
        Radius        = 0.0
        DelayTime     = 0
        DamageType    = POISON
        DamageFXType  = POISON
        DeathType     = NORMAL
        DamageInterval = 500
        DamageDuration = 10000
        SpecialObjectFilter = AFFECTED_BY_POISON_OBJECTFILTER
        RequiredUpgradeNames    = Upgrade_CreateAHeroPoisonAttack_Level1
        ForbiddenUpgradeNames    = Upgrade_CreateAHeroPoisonAttack_Level2 Upgrade_CreateAHeroPoisonAttack_Level3 Upgrade_CreateAHeroPoisonAttack_Level4
    End

    DOTNugget                        // A basic Nugget that just does damage
        Damage        = DEFAULT_POISON_DAMAGE
        AcceptDamageAdd = No
        Radius        = 0.0
        DelayTime     = 0
        DamageType    = POISON
        DamageFXType  = POISON
        DeathType     = NORMAL
        DamageInterval = 500
        DamageDuration = 15000
        SpecialObjectFilter = AFFECTED_BY_POISON_OBJECTFILTER
        RequiredUpgradeNames    = Upgrade_CreateAHeroPoisonAttack_Level2
        ForbiddenUpgradeNames    = Upgrade_CreateAHeroPoisonAttack_Level3 Upgrade_CreateAHeroPoisonAttack_Level4
    End

    DOTNugget                        // A basic Nugget that just does damage
        Damage        = DEFAULT_POISON_DAMAGE
        AcceptDamageAdd = No
        Radius        = 0.0
        DelayTime     = 0
        DamageType    = POISON
        DamageFXType  = POISON
        DeathType     = NORMAL
        DamageInterval = 500
        DamageDuration = 20000
        SpecialObjectFilter = AFFECTED_BY_POISON_OBJECTFILTER
        RequiredUpgradeNames    = Upgrade_CreateAHeroPoisonAttack_Level3
        ForbiddenUpgradeNames    = Upgrade_CreateAHeroPoisonAttack_Level4
    End

    DOTNugget                        // A basic Nugget that just does damage
        Damage        = DEFAULT_POISON_DAMAGE
        AcceptDamageAdd = No
        Radius        = 0.0
        DelayTime     = 0
        DamageType    = POISON
        DamageFXType  = POISON
        DeathType     = NORMAL
        DamageInterval = 500
        DamageDuration = 30000
        SpecialObjectFilter = AFFECTED_BY_POISON_OBJECTFILTER
        RequiredUpgradeNames    = Upgrade_CreateAHeroPoisonAttack_Level4
    End
 
  MetaImpactNugget       ; From 1.07 A Nugget that throws things back with force
    HeroResist            = .85 ;.75
    ShockWaveAmount        = 20
    ShockWaveRadius        = 8
    ShockWaveArc        = 120
    ShockWaveTaperOff = 1
  End
End

Ridder Geel




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