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Heroes spawn on foot/mount


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#1 Malhakai

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Posted 05 February 2015 - 03:19 AM

Hi guys, I've tried testing and looking for information but have not been able to find either clear answers, or details that have done as I want. I'm having dramas changing how a hero spawns, either on foot or on mount. The heroes I'd like to change are below. I have tried TriggerInstantlyOnCreate = Yes, however not all of them have this function and I normally get an error when I try adding it. I am aware that you can change heroe's name's in the template.ini, but again not all heroes accept this change (some disappear ingame).

 

Theoden - spawn on mount - I know of RohanTheodenCavalry

Eomer - spawn on mount - I know of RohanEomerCavalry

Eowyn - spawn on mount - Does not have a RohanEowynCavalry option

 

MordorWitchKing - spawn on foot - I know removing 'OnFellBeast' works, but does not for the below two heroes.

Khamul - spawn on foot - Don't have TriggerInstantlyOnCreate = Yes

Morogomir - spawn on foot - Don't have TriggerInstantlyOnCreate = Yes

 

I was worried changing the heroe's names in template.ini will stop the AI from creating them (in vanilla, Mordor never made witchking because of this)

 

Any help would be greatly appreciated! Like I said, rattling my brain to fix this and I'm sure it is something I'm overlooking



#2 Lauri

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Posted 05 February 2015 - 01:38 PM

As far as I recall, "TriggerInstantlyOnCreate = Yes" was the thing to use for this sort of thing. Setting it to "No" would make them be on foot.

It shouldn't be harder than to add it where it belongs, in the "ToggleMountedSpecialAbilityUpdate" Behavior. For instance:

Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
  SpecialPowerTemplate    = SpecialAbilityToggleMounted


  UnpackTime              = 800
  PreparationTime         = 1
  PersistentPrepTime      = 250
  PackTime                = 800
  
  OpacityTarget = .3


  AwardXPForTriggering    = 0
End

Would become:

Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
  SpecialPowerTemplate    = SpecialAbilityToggleMounted
  TriggerInstantlyOnCreate = Yes


  UnpackTime              = 800
  PreparationTime         = 1
  PersistentPrepTime      = 250
  PackTime                = 800
  
  OpacityTarget = .3


  AwardXPForTriggering    = 0
End

Edited by Lauri, 05 February 2015 - 01:38 PM.

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#3 Malhakai

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Posted 07 February 2015 - 11:38 PM

That is working for the 3 Rohan heroes thank-you! However when I apply this same code to the nazgul (khamul/morogomir) they are no longer visible to make in game....

 

I would like them to spawn on foot when created, so I can move their fell-beast mount to a lvl 10 skill - any help would be greatly appreciated, I've tried a lot, I assume its something simple I'm missing.



#4 Zero_S4

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Posted 08 February 2015 - 05:04 PM

I suggest taking a look closely at the witch-kings code, he has a mount an dismount, if i remember correctly I think there is a specialized mounting and dismounting thing for the fellbeast.



#5 Malhakai

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Posted 08 February 2015 - 11:53 PM

My apologies, I'm still learning - The only way I've been able to get the WitchKing to start on foot was changing his name in template.ini (removing fellbeast) but that doesn't work with the other two.

 

I've been focusing entirely on the khamulrider.ini and witchking.ini


Edited by Malhakai, 09 February 2015 - 12:09 AM.


#6 Malhakai

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Posted 15 February 2015 - 03:42 AM

Any assistance with making nazgul (khamul & morogmir) start on foot would be appreciated please :-) 



#7 Ridder Geel

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Posted 15 February 2015 - 12:36 PM

Why does it not work with the other two?
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#8 Malhakai

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Posted 16 February 2015 - 08:34 AM

They just don't appear in game when I've removed the 'onfellbeast'



#9 Ridder Geel

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Posted 16 February 2015 - 10:04 AM

Odd, but they are able to dismount to that exact object? Or do those objects possibly not exist?

Maybe they are missing the revival or recruiting text or icons, could explain why they dont appear :p


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#10 Malhakai

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Posted 18 February 2015 - 08:34 PM

Hmmm that could be the reason, but shouldn't that be already there? otherwise when they dismount, the game should crash



#11 Ridder Geel

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Posted 18 February 2015 - 10:10 PM

No because they are recruited as their mounted version :p


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