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Suffokater
Member Since 19 Jun 2007Offline Last Active Jan 17 2008 08:49 AM
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Its a secret (: information to be released :)
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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
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
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
[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
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