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Tir i Helkaluin

Member Since 06 Feb 2008
Offline Last Active Dec 27 2008 05:59 AM

Topics I've Started

Asset.dat beginner problems

21 May 2008 - 02:12 PM

'Kay, prepare for some nooby questions:

So I've got myself some all-done models; all binded, all work completed, alles klar.

I know I have to amend the asset.dat for reference issues, so that the program actually read to new files.

I found these two things, with simply no support on how to use them on T3A: Sy's AssetBuilder, and the EA official AssetBuilder.

Now, Sy's version has an 'amend original file' option; but after using that, bam, pink polygons everywhere. Apparently nothing's referenced correctly. I should have noticed: the new Asset.dat file is smaller than the original one!

So I'm stuck with the official one. And now I ask: which files should I drag into the AssetBuilder? Just the W3Ds? Or some other files as well from other .BIG files that I haven't even dared touched? (Heck, I'm a coder!)

Thanks in advance. ^^

Doing what EA has scrapped

27 April 2008 - 08:19 AM

So, fellow modders, some advice please.

In light to the 'Dwarf Toss' thread started not long ago, I delved into the ini files and found much amusing codes left over with no implementation.

So, to compile a list and possible solutions, to those codes and effects, most notably shown in the very early-stage advertising videos, the 'Inside The Battle' series:


1. Dwarf Toss, Rob38 is right, it's simply impractical

2. Nazguls crashing into the battlefield, Done, just use left over animations by EA and some fine-tuning on the GiantBirdSlowDeathBehavior module

3. Damaging bits from buildings, See below

4. Real swooping power for the Nazguls, swooping across an entire army, Found something called SpecialAbilitySwoopAttack and SpecialAbilityLevelAttack, with ENUMS as SPECIAL_SWOOP_ATTACK and SPECIAL_LEVEL_ATTACK, though doesn't seem to work.

5. Dropped units from Nazgul that should be damaging the target hit, I don't think SEE has implemented this. And instead of adding GroundHitWeapon to every object's BezierProjectileBehavior module, is there an easier way?

6. Archers firing with ranks (those squatting ranks things), To clarify: first rank fire, squat and reload, second rank fire, squat and reload, third rank fire, squat and reload, first rank fire, repeat ad infinitum

7. Mumakils' rampage as in the 'Inside The Battle' videos, I'll look into the other mods

8. Ents pulling rocks from ruins. TowerGuard418 is right, neither did it worked for me in BFMEI

9. Merry and Pippin Riding Treebeard. Easy. Bones PASSENGER01 and PASSENGER02 are all there.

Please do add any if you wish.

Possible solutions:


2. I've found this thing called 'GiantBirdSlowDeathBehavior', still experimenting with it.
Done, See above.

3. Perhaps some OCL from that is called upon for the BIG_ROCK DamageFX, and a 'GroundHitWeapon' in the bits' BezierProjectileBehavior'? But that would be static damaging bits? No, an FX cannot call for an OCL. So, perhaps we can define another weapon for the fellbeasts specially for STRUCTUREs, which calls for an OCL upon attack? But that'll make the bit originating from the fellbeast rather than the building itself... :)

5. Adding a 'GroundHitWeapon' in every objects' 'BezierProjectileBehavior', but that'll be very time-consuming. (Or define as in default/objects.ini?) See above

7. Some well-tuned meta-impact nugget?


That's all I can come up with, any advice on either solutions or more abandoned things could be posted.

Problem on Upgrades AI

04 March 2008 - 05:46 AM

So far for unit Special Power AI there's a guide on using the AISpecialPowerModule,
for upgrades there's the StatusBitsUpgrade, WeaponSetUpgade, and ArmorSetUpgrade modules.

They all worked fine for additional upgrades and powers I assigned to heroes and units.

But now there's one thing left imperfect. I buffed much the Fortress building, with the upgrades costing much more but improving the Fortress much MUCH more, but the AI simply doesn't want to buy the upgrades!

I've added the upgrade modules to the respective upgrades for the fortresses, but to no avail.

The only way to somehow trigger the AI to consider upgrading its fortress is to attack the fortress up till the threshold when the fortress HP reaches the state of REALLY_DAMAGED, but then it's still a consider. Somehow the AI simply doesn't want to buy the upgrades.

I've searched the skirmishdata.ini and scripts in ai_defence.map and those stuffs, but all to no avail.

Can anyone give some advice? :xcahik_:

Questions on this and that, on ini and AI

06 February 2008 - 03:18 AM

First of all, a great hello to you all. I'm new to the forums, but that doesn't necessarily mean I'm new to modding. :lol:

Foremost, the game is BFMEII.

So first of all, I'd like to know where are the object data for 'GaladrielTornado', 'GaladrielTornado02', 'ElrondWhirlwind', and 'ElvenWhirlpool' (those that are created in OCLs from those 'inert sucking' shockwaves powers). I've searched in the subobjects and system.ini, but to no avail. (And I know that I can get the basic object data structure of these things from createaheroobjects.ini, but I'm not satisfied.) *Code found. Thx Dwar.*

Second, is it possible to make the 'DamageField' module based on a timed SpecialAbility (that is, in a duration of 'HeroMode'); and *Found the method* to make the 'ReflectDamage' module based on a triggering upgrade? *Still need advice*

Third, can an object's AmbientSound be based on a timed SpecialAbility (see above) ? *Still need advice*

Fourth, and last, which seems to be absent from the AI tutorials and my findings, where can I change the likeliness of the AI to purchase upgrades for the fortress? (i.e. Flaming Munitions and Numenor Stonework.) *Still need advice*

Many thx!