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Dwar the wolf

Member Since 04 Dec 2007
Offline Last Active Jul 30 2008 05:35 AM

Topics I've Started

animation error

31 March 2008 - 08:29 AM

Hi guys , on to the topic:

i give sauron a Blade Master power to enable him a new modul condition

all is ok except for the animation here my code

; --------- New ability ------------

		ModelConditionState = WEAPONSET_HERO_MODE
			ParticleSysBone	 = WEAPON SaronRingSpark2 FollowBone:Yes
			ParticleSysBone	 = WEAPON SaronRingSpark3 FollowBone:Yes
			End

		; -- Power of the One Ring Animations

		AnimationState				= FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE; Blademaster Mode
			StateName				= STATE_ready
			Animation				= ATKA
				AnimationName		= MUSauron_SKL.musauron_atka
				AnimationMode		= ONCE
				UseWeaponTiming		= Yes
			End
	   	StateName				= STATE_ready
		Animation				= ATKC
				AnimationName		= MUSauron_SKL.MUSauron_ATKC
				AnimationMode		= ONCE
				UseWeaponTiming		= Yes
			End
			Flags					=	RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES
			FXEvent	= Frame:41 Name: FX_SauronWrathHitOrient
			FXEvent	= Frame:45 Name: FX_SauronWrathHitOrient
		End
		
	;	AnimationState = BETWEEN_FIRING_SHOTS_A WEAPONSET_HERO_MODE
	;	Animation
	;		AnimationName = MUSauron_SKL.MUSauron_ATKC
	;		AnimationMode = LOOP
	;	   UseWeaponTiming	= Yes
	;End
	;	Flags	 = PLAY_TO_FRAME
		;   FXEvent	 = Frame:45 Name: FX_SauronWrathHitOrient
	;End
		
			AnimationState	= MOVING FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE
			StateName		= STATE_Moving
			Animation		= Moving
			AnimationName				= MUSauron_SKL.MUSauron_WLKB
			AnimationMode				= LOOP
			Distance					= 88
		End
		Flags							= MAINTAIN_FRAME_ACROSS_STATES
	End
	
	;AnimationState = BETWEEN_FIRING_SHOTS_A WEAPONSET_HERO_MODE
	;StateName						= STATE_Ready
	;Animation						= ATKC
	;	AnimationName				= MUSauron_SKL.MUSauron_ATKC
	;	AnimationMode				= ONCE
	;	UseWeaponTiming				= Yes
	;End
;End

as you can see all the ; are my testing and all of it fails , what i want

is to make MUSauron_SKL.musauron_atka ( this anim was never used by ea , it's like

in the first movie in Last alliance ) his first attack then immediatly his second attack

MUSauron_SKL.MUSauron_ATKC , i tried all i know and still no luck , i want it via

coding cause i really don't have any background with renx or similar progrme.

any replays would be appreciated. :mellow:

coding problems

17 February 2008 - 09:50 AM

Hi . i have some question about coding

- i give mithlond sentry a power (slayer) to give them a new weapon set and an attribute modifier , early i face some fx error and finally solve it . only the weapon set i haven't solve it yet .here are the codes to make it more understandable,

in the unit ini
[codebox] AnimationState = FIRING_OR_PREATTACK_B WEAPONLOCK_SECONDARY
Animation = ATKA
AnimationName = EUMthlnd_SKL.EUMthlnd_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

WeaponSet
Conditions = None
Weapon = PRIMARY MithlondSentryPike ;BALANCE Isengard Pikeman Weapon
Weapon = SECONDARY MithlondSentryThrustPower ;;.;; Added for 2.02
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT ;;.;; Added for 2.02
End

;----------------------------------SLAYER---------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KnifeEnabler
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
TriggeredBy = Upgrade_PikemenWall
End

Behavior = WeaponModeSpecialPowerUpdate ModuleTag_KnifeFighterPowerUpdate
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
Duration = 20000 ;;.;; 30000 ; Needs to match SpecialAbilityAragornBladeMaster
AttributeModifier = MithlondSentryStand
;LockWeaponSlot = SECONDARY
WeaponSetFlags = WEAPONSET_TOGGLE_1 ;;.;; Uncommented for 2.02
StartsPaused = Yes
; InitiateSound = DwarfZerkVoiceLeap ;this doesn't work
End[/codebox]

in the horde
[codebox] WeaponSet
Conditions = None
Weapon = PRIMARY TowerGuardHordeRangefinder
Weapon = SECONDARY MithlondSentryThrustPowerHordeRangefinder
AutoChooseSources = SECONDARY NONE ;;.;; Added for 2.02
End

;----------------------------------SLAYER---------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KnifeEnabler
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
TriggeredBy = Upgrade_PikemenWall
End

Behavior = WeaponModeSpecialPowerUpdate ModuleTag_KnifeFighterPowerUpdate
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
Duration = 20000 ;;.;; 30000 ; Needs to match SpecialAbilityAragornBladeMaster
AttributeModifier = MithlondSentryStand
;LockWeaponSlot = SECONDARY
WeaponSetFlags = WEAPONSET_TOGGLE_1 ;;.;; Uncommented for 2.02
StartsPaused = Yes
; InitiateSound = DwarfZerkVoiceLeap ;this doesn't work
End[/codebox]

in the weapon ini

[codebox];------------------------------------------------------------------------------
Weapon MithlondSentryThrustPower
LeechRangeWeapon = Yes
AttackRange = 36
MeleeWeapon = Yes ; Sorry, stand off doesn't work. This is just a melee weapon.
DelayBetweenShots = ELVEN_MITHLONDSENTRY_PIKE_DELAYBETWEENSHOTS ; time between shots, msec
PreAttackDelay = ELVEN_MITHLONDSENTRY_PIKE_PREATTACKDELAY
PreAttackType = PER_SHOT ; Do the delay each time we attack
FireFX = FX_GondorSwordHit
FireFlankFX = FX_Flanking
FiringDuration = ELVEN_MITHLONDSENTRY_PIKE_FIRINGDURATION

DamageNugget ; A basic Nugget that just does damage
Damage = 150
Radius = 0.0
DelayTime = 0
DamageType = SPECIALIST
DamageFXType = SWORD_SLASH
DeathType = NORMAL
End
MetaImpactNugget ; A Nugget that throws things back with force
HeroResist = .5
ShockWaveAmount = 25.0
ShockWaveRadius = 10.0
ShockWaveTaperOff = .75
DelayTime = 0
ShockWaveZMult = 1.2
SpecialObjectFilter = ALL ENEMIES NEUTRAL ; No ally knockdown
End

End

;------------------------------------------------------------------------------
Weapon MithlondSentryThrustPowerHordeRangefinder
AttackRange = 36
DelayBetweenShots = 1000 ; one second.
AcceptableAimDelta = 45
MeleeWeapon = Yes
FinishAttackOnceStarted = No

HordeAttackNugget
LockWeaponSlot = SECONDARY
End
End[/codebox]

the problem is that they don't impact enemies no matter what . can anyone help?

best regard

strange error

17 January 2008 - 09:48 PM

hi .. i run into a strange error , i have rotwk a clean unmodded then when i extract ini.big to data folder and removing ini.big

a sudden error -a game data crash- it says an error in amunsul.ini in civilian about upgradeangmar..

also you can't run WB it crash . can someone explain why since i didn't face this proplem in bfme2?? :wink_new:

about emotions

01 January 2008 - 02:09 AM

hi , there is something that i can't figure it and nobody mention it :dry:

in rotwk how can make units lvl5 scare from terror and runaway ?

what does threat level do ? and what is the maximum number for it ( i give sauron 20000 and nothing seem different)

once when editing script.lua i saw that shelop can afraid from frodo's phial of galadriel ,so how to let faramir terror from screech ? cause screech have no object filter but when add the game crash ?

any replies would be appreciated.

best regard

Dwar

problems with modding and asset.data

22 December 2007 - 02:15 PM

Hi everyone. i get some problem with asset ,how to apply new portraits without replacing the original one.. the second thing i reanimated a skeleton for WK (angmar) but when exported it didn't show on the game ..(didn't make a new animation just overwriting ).. :p

about modding the spell darkness i make it negative just affecting enemies it worked ,however all enemies get a yellow glow under them (like leadership) how can i change it .

best regard Dwar