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Scripting a Balrog to spawn like gollum


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#1 njm1983

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Posted 28 July 2014 - 01:39 AM

So On one of my maps Ive duplicated the gollum scripts to spawn a balrog on 1 of 4 random points, However during my first test, in which the Balrog spawned on point number 1 he wouldnt move properly and couldnt be targeted. I went into my scripts and removed the wander around script and checked the rest for errors but now he wont spawn at all.

 

If anyone is interested I could send you the map and take a look at the scripts. A far as I can tell it should work.



#2 Irenë Hawnetyne

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Posted 28 July 2014 - 06:22 AM

If it were me I'd create a named Balrog object outside the map boundaries and set him to teleport to one of the points rather than spawn the object. That way you can specify his attributes as being targetable and mobile. I don't know if that would work, not being a great mapper, nonetheless you might try it.


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#3 Pasidon

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Posted 28 July 2014 - 07:04 AM

I wouldn't use the Gollum script.  I would set random spawn points, and have them all connected by waypoints.  Considering the size of your map, that may take a bit of basic scripting.   Now making him attack and respond to enemies, if wanted, would be a bit more complex but possible.



#4 njm1983

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Posted 29 July 2014 - 12:47 AM

Well I was trying to keep it simple. I assumed the gollum scripts would work. I also assumed him being on the creep team would automatically make him a target and hostile.

Maybe it would be easier to code a Balrog as a creep unit and set him to wander.

#5 njm1983

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Posted 29 July 2014 - 02:15 PM

So I got the scripts to work. However once the Balrog timer runs down he didn't respawn.

#6 Irenë Hawnetyne

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Posted 29 July 2014 - 03:25 PM

You might remove or extend infinitely his timer in a map.ini?


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#7 MattTheLegoman

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Posted 29 July 2014 - 03:32 PM

There is certainly that. =D

 

Although we could get Nazgul to let us make a new Balrog unit that stays forever and maybe even is indestructable?

 

And I'm also thinking of the Balrog moving occasionally into a slower moving evil light and fire and smoke particle effect on the ground (similar to what we see in Khazad-dum before the actual Balrog is revealed - just the sight of the special effects scared away the goblins).


Edited by MattTheLegoman, 29 July 2014 - 03:34 PM.

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#8 Irenë Hawnetyne

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Posted 29 July 2014 - 03:34 PM

MtL, it's not exactly a work of art to remove timers and extend health values beyond the norm. Just have a look around, it's five minutes' work.


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#9 -SilverBane-

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Posted 30 July 2014 - 05:19 AM

That's 1 minute work, not five :p

try adding this into your map.ini


Object MordorBalrog

RemoveModule ModuleTag_LifetimeUpdate

ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_02New
MaxHealth = 10000 ; M_BALROG_HEALTH
End
End

End



Simple!

PS: i have made it from phone

2qm3dd5.jpg


#10 Tacalmo

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Posted 11 January 2015 - 03:18 AM

Um... WHY do you want a wild Balrog??

Edited by Tacalmo, 11 January 2015 - 03:33 AM.

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#11 Irenë Hawnetyne

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Posted 11 January 2015 - 02:18 PM

Um... why not?


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#12 Tacalmo

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Posted 11 January 2015 - 04:25 PM

Just wondering
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#13 Tacalmo

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Posted 11 January 2015 - 04:27 PM

There is a Balrog under Mordor in world builder, called Balrog_NOFIRE or something like that, that may solve your problem. Or you can script it to just cast the spell every time it runs out.
My 2 cents
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#14 Irenë Hawnetyne

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Posted 11 January 2015 - 08:42 PM

Not to be rude, but it might be a good idea to base your suggestions on a little bit of fact - as far as I'm aware, '_NOFIRE' has nothing to do with extending summon lifetimes.


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#15 Tacalmo

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Posted 11 January 2015 - 11:52 PM

I've tested it, it's a Balrog without the timer
Still round that corner may await, A new road or a secret gate.-J.R.R Tolkien

#16 njm1983

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Posted 12 January 2015 - 05:05 AM

interesting. I may look int it. I want a wild balrog to add life to one of my moria maps. The 21st hall to be exact.



#17 Tacalmo

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Posted 12 January 2015 - 05:33 AM

Good idea
Still round that corner may await, A new road or a secret gate.-J.R.R Tolkien

#18 Tacalmo

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Posted 12 January 2015 - 05:33 AM

It's under mordor
Still round that corner may await, A new road or a secret gate.-J.R.R Tolkien

#19 Irenë Hawnetyne

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Posted 12 January 2015 - 06:57 AM

Then my apologies, the way you phrased it confused me.


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#20 Tacalmo

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Posted 12 January 2015 - 10:04 PM

It's all good
Still round that corner may await, A new road or a secret gate.-J.R.R Tolkien




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