Ok cool - my msn is cj.newman@hotmail.co.uk; ur welcome to add me. A big thing for me is learning how to make new spells (starting simple and basing it on current spells just editing the fx and names).
I think I'm going to put my school mod on hold and just start something simpler to learn first. Maybe join a mod team or something, none the less I'll keep up this question thread since I still dunno how to make new spells editing FX or how to make new buildings
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Sheephoof
Member Since 19 Sep 2007Offline Last Active Oct 27 2007 08:11 AM
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In Topic: A List Of Problems - Please Take A Peep
21 October 2007 - 08:48 AM
In Topic: A List Of Problems - Please Take A Peep
20 October 2007 - 08:44 PM
DAMN! ENGLAND HAS LOST! DAMN! I KNEW IT WOULD HAPPEN BUT IT STILL PAINS ME!
+Umm... I understand that EA are unfair using lotr.str, but since they have... any idea what I'm doing wrong?
+Umm... I understand that EA are unfair using lotr.str, but since they have... any idea what I'm doing wrong?
In Topic: Tom Bombadil as a ringhero?
20 October 2007 - 07:21 PM
I'm a real noob when it come's to coding; but since I'm expecting others to help me the least I can do is try to help you.
Firstly I suggest creating a new hero (effectively a copy of tom bombadil); which I'm not 100% sure to do (check the tutorial on adding a new hero); or just change the spell which summons him to something else - summoning a ring hero with a 10pp spell wouldn't be too fair.
Presuming you understand how to use finalbig and and extract the ini file, then go to tom bombadils ini (object/goodfaction/generic/tombombadil), go to the bottom of the page and look for this:
Delete it all - this will remove this timer. Then do make him a buildable ring hero (you can do this with any hero) go to playertemplate.ini. Then go to the faction of which you want him to become ringhero - I'll use Men:
And just change the opart where it says "BuildableRingHeroesMP" to whatever you want... if tombombadil then change ElvenGaladirel_RingHero to TomBombadil. It should then look like this:
If you want to change how much Tom Bombadil costs and his build time, just go back to his ini and add the lines:
BuildTime = Whatever you want (defualt ring hero is 5 minutes, but I think the times is odne in miliseconds)
BuildCost = Whatever you want (default ring hero is 10,000)
-I'm not sure if all of that is right, but I think that''s the general idea. That's the best I can do I'm afraid - any other more experienced modder is free to correct me
Firstly I suggest creating a new hero (effectively a copy of tom bombadil); which I'm not 100% sure to do (check the tutorial on adding a new hero); or just change the spell which summons him to something else - summoning a ring hero with a 10pp spell wouldn't be too fair.
Presuming you understand how to use finalbig and and extract the ini file, then go to tom bombadils ini (object/goodfaction/generic/tombombadil), go to the bottom of the page and look for this:
//----------------------------------------------------------------------------------------- Object TomBombadilSummonEgg Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = None End End KindOf = INERT IMMOBILE UNATTACKABLE Body = ActiveBody ModuleTag_MakesKillWork MaxHealth = 1 End Behavior = LifetimeUpdate ModuleTag_HatchTrigger MinLifetime = 0.0 MaxLifetime = 0.0 End Behavior = SlowDeathBehavior ModuleTag_HatchProcess DestructionDelay = 2000 FX = INITIAL FX_BombadilSummoningStart FX = FINAL FX_BombadilSummoningFinish OCL = FINAL OCL_SpawnTomBombadil End End //------------------------------------------------------------------------------ ChildObject TomBombadil_Summoned TomBombadil IsTrainable = No CommandPoints = 0 EquivalentTo = TomBombadil KindOf = +SUMMONED Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = 60000 MaxLifetime = 60000 DeathType = FADED End Behavior = SlowDeathBehavior ModuleTag_Fading DeathTypes = NONE +FADED FadeDelay = 0 FadeTime = 1000 DestructionDelay = 1000 DeathFlags = DEATH_1 Sound = INITIAL SpellGenericUnsummonFasterMS End
Delete it all - this will remove this timer. Then do make him a buildable ring hero (you can do this with any hero) go to playertemplate.ini. Then go to the faction of which you want him to become ringhero - I'll use Men:
PlayerTemplate FactionMen Side = Men PlayableSide = Yes Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = MenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit1 = MenPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = MenPorter StartingUnitOffset0 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = MenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_MEN SpellBook = GoodSpellBook SpellBookMp = MenSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = MenSpellStoreCommandSet DisplayName = INI:FactionMen DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction ; Any upgrades this player template is born with. // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
And just change the opart where it says "BuildableRingHeroesMP" to whatever you want... if tombombadil then change ElvenGaladirel_RingHero to TomBombadil. It should then look like this:
PlayerTemplate FactionMen Side = Men PlayableSide = Yes Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = MenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit1 = MenPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = MenPorter StartingUnitOffset0 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = MenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_MEN SpellBook = GoodSpellBook SpellBookMp = MenSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = MenSpellStoreCommandSet DisplayName = INI:FactionMen DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction ; Any upgrades this player template is born with. // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf BuildableRingHeroesMP = TomBombadil SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
If you want to change how much Tom Bombadil costs and his build time, just go back to his ini and add the lines:
BuildTime = Whatever you want (defualt ring hero is 5 minutes, but I think the times is odne in miliseconds)
BuildCost = Whatever you want (default ring hero is 10,000)
-I'm not sure if all of that is right, but I think that''s the general idea. That's the best I can do I'm afraid - any other more experienced modder is free to correct me
In Topic: WoTE new map peak 3/11/07 section
20 October 2007 - 12:31 PM
I think they're awesome; any chance of a moria map? Not sure if it can be effectively translated into a skirmish map, but possibly it could be a unique map which special things inside...
Maybe if you light a speific fire or beacon loads of goblins will come to your aid, or make lots of destructable tunnels to collapse on enemies or cut off escapes. You could loads of neutral goblins everywhere; we could have the watcher too.
Would be fun and different (Also I'm sure some sort of Balrog could be thrown in).
Edit: 100th post - yay!
I didn't think it was a big accomplishment to spell the word "big" wrong, but there we go. Comments like this serve no purpose; they're good maps, so if you want to help Elvenfury why not suggest ideas for other maps. Don't criticise those who try without reason; it says a lot more about you then them
Maybe if you light a speific fire or beacon loads of goblins will come to your aid, or make lots of destructable tunnels to collapse on enemies or cut off escapes. You could loads of neutral goblins everywhere; we could have the watcher too.
Would be fun and different (Also I'm sure some sort of Balrog could be thrown in).
Edit: 100th post - yay!
Honestly man I don't think its a bit accomplishment converting the EA maps, and it doesn't have anything to do with Rhun or Dorwinion.
I didn't think it was a big accomplishment to spell the word "big" wrong, but there we go. Comments like this serve no purpose; they're good maps, so if you want to help Elvenfury why not suggest ideas for other maps. Don't criticise those who try without reason; it says a lot more about you then them
In Topic: A List Of Problems - Please Take A Peep
20 October 2007 - 09:07 AM
;;;;;; WEAPON SETS;;;;;; WeaponSet Conditions = None Weapon = PRIMARY GoblinKingBlade AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO DisplayName = OBJECT:SchoolHarry RecruitText = CONTROLBAR:HarryRecruit ReviveText = CONTROLBAR:HarryRevive Hotkey = CONTROLBAR:HarryHotkey CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ; What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles CommandSet = HarryCommandSet ; What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
Looks like I've done all that right... here's the playertemplate.ini
PlayerTemplate FactionSchool Side = School PlayableSide = Yes Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = ArnorFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit1 = SchoolPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = SchoolPorter StartingUnitOffset0 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = MenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_SCHOOL SpellBook = GoodSpellBook SpellBookMp = SchoolSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = SchoolSpellStoreCommandSet DisplayName = INI:FactionSchool DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction; Any upgrades this player template is born with. // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero SchoolHarry BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
Also I don't know why any heroes aren't buildable; it's not a problem with the unit as far as I can seem because I tested building him with Isengard (by adding him to "Buildable HeroesMP") and it worked fine.
I'll talk you through EXACTLY what I've done with lotr.str:
1. Opened up english.big with finalbig editor.
2. Extracted the lotr.str on to my desktop.
3. Edited it appropriatly with notepad.
4. Dragged into my "data" folder on the desktop.
5. Opened finalbig and added the "data" directory.
6. Saved As "inischool.big" replacing the old ini (made a backup).
This process was the same for how I approached audio (ie changing the background music) and it worked fine.
Also if someone would explain how I could make a green fireball (like Sarumans), rename it Snotball (which I could do when I understand lotr.str) and change the damage and stuff. I know I'd have to alter FXParticlesystem.ini, FXList.ini, AtrributeModifier.ini, Specialpowers.ini but I don't really know what I'm doing.
-Thanks to everyone, but esepcially up to this point Elvenfury
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