Jump to content


Suffokater

Member Since 19 Jun 2007
Offline Last Active Jan 17 2008 08:49 AM

Posts I've Made

In Topic: help

13 January 2008 - 02:09 AM

thanks alot! ;)

In Topic: help

11 January 2008 - 10:56 PM

[codebox]
Object WilsonBombDemo

; *** ART Parameters ***

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HSGaladriel_NaturesWrath
SelectPortrait = UPTornado
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = euclaymre
Skeleton = IUDT_SKL
End
End



; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = 0.0
CommandPoints = 0
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS

VisionRange = 200.0
DisplayName = OBJECT:TimedDemo

CommandSet = DemoCommandSet


; *** AUDIO Parameters ***

EvaEnemyObjectSightedEvent = None ; Don't bother player about this object showing up over their base -- happens too much to bother



VoiceAttack = TornadoSelect
VoiceMove = TornadoSelect
VoiceSelect = TornadoSelect

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = SELECTABLE NO_COLLIDE AIRCRAFT UNATTACKABLE MOVE_ONLY ORIENTS_TO_CAMERA CLICK_THROUGH HERO IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION NOT_AUTOACQUIRABLE IGNORES_SELECT_ALL PASS_EXPERIENCE_TO_PRODUCER

Body = HighlanderBody ModuleTag_02
MaxHealth = 1.0
End

Behavior = InvisibilityUpdate ModuleTag_ElvenCamouflage
InvisibilityNugget
InvisibilityType = CAMOUFLAGE
DetectionRange = CAMOUFLAGE_RADIUS
End
UpdatePeriod = 2000
StartsActive = Yes
End


Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_KillMine
AttributeModifier = KillMine
End



Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IgniteUpdate
SpecialPowerTemplate = SpecialAbilityHeroMode
UnpackingVariation = 1

UnpackTime = 1800
PackTime = 1600

AwardXPForTriggering = 0

HeroAttributeModifier = KillMine
HeroEffectDuration = 30
End


Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag
FireWeaponNugget
WeaponName = WilsonDemoWeapon
FireDelay = 0
OneShot = Yes
End
HeroModeTrigger = Yes ; this only happens when hero mode is active
End

Behavior = AIUpdateInterface ModuleTag_AIUpdateInterface
End

Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
End

LocomotorSet
Locomotor = TornadoLocomotor
Condition = SET_NORMAL
Speed = 1
End

Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = 60000
MaxLifetime = 60000
End


Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = Yes

End

---------------------------------------------------------------------------------------------------

ModifierList KillMine
Category = SPELL
Modifier = HEALTH 0
Duration = 30
End

---------------------------------------------------------------------------------------------------

Weapon WilsonDemoWeapon ; BALANCE Mine Weapon
AttackRange = 4.0
DelayBetweenShots = 2000 ; time between shots, msec
FireFX = FX_ExplosiveMine
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS SELF ; SELF so mine affects siegeworks that made it

; The highly destructive exposion that destroys everything. Consentrated to a small radius
; so that it doesn't destroy objects with awkward bounding boxes, like walls.
DamageNugget
Damage = 1500
Radius = 125.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = FLAME
DeathType = BURNED
DamageScalar = 50000% NONE +HelmsDeepCulvert ; Make sure we one shot kill Culvert but Ballista have to shoot alot
End

MetaImpactNugget ; A Nugget that throws things back with force
; HeroResist = .75
ShockWaveAmount = 90.0
ShockWaveRadius = 250.0
ShockWaveTaperOff = 0.66
End
End

---------------------------------------------------------------------------------------------------

CommandSet DemoCommandSet
1 = Command_SpecialAbilityIgnite
End

[/codebox]



Those are the things I changed, the button is there but when clicked it does nothing, any ideas?


thanks

In Topic: help

11 January 2008 - 10:23 PM

ahh thanks (:

In Topic: New Faction Question

11 January 2008 - 07:53 PM

if hes runing it via folders in his bfme programs folder he may still have INI.big in the root which seems to take priority over the folders making it so none of the new code will appear :)

if thats the case rename/move the INI.big folder and it should go into the folder instead of the BIG

In Topic: help

11 January 2008 - 07:50 PM

I assume you mean this one:
[codebox]
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IgniteUpdate
SpecialPowerTemplate = SpecialAbilityHeroMode
UnpackingVariation = 1

UnpackTime = 1800
PackTime = 1600

AwardXPForTriggering = 0

HeroAttributeModifier = BalrogIgniteState
HeroEffectDuration = 30000
End
[/codebox]

but it doesn't use a weapon only attribute modifiers, is it because I dont have the expansoin?




thanks