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Zarmoz
Member Since 15 Mar 2008Offline Last Active Sep 19 2010 11:55 AM
About Me
About me? hm.... what's there to say?
OK.
My name is Markus, i live in Bodø (Bodo), Norway.
I have a Cat named Max.
I have archery training twice a week (Tuesday and Friday).
I am new at modding and mapping in Rotwk, but i think i will learn from you other.
I currently have made 10 maps, i have uploaded them all here : Zarmoz's Map Collection
I am currently learning how to edit the gamedata.ini.
maybe i will make a mod soon.
So long
~~Zarmoz~~
Community Stats
- Group Members
- Active Posts 51
- Profile Views 2,066
- Age 30 years old
- Birthday September 2, 1994
-
Gender
Male
-
Location
Bodø, Norway
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Blue Text
Mapper & Coder
-
Interests
Gaming, being with my friends, Archery and newbie modding
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Topics I've Started
Skins <- need help (Solved)
22 December 2009 - 10:06 PM
How would I put my edited euhaldir skin on him? I know something about Replace texture (?) euhaldir 0 euhaldirm (my edit) Or something. And do I need the assetbuilder for this? (Im using the -mod command)
Gandalf the grey
16 December 2009 - 05:56 PM
Ok, what files do I need to edit
to make him not upgrade into Gandalf the White?
<(what do I have to remove from gandalf)
Putting a Special Ability on a arrow?
15 December 2009 - 09:19 PM
Yup, I have another thread, but then It was about making it into a S-power. Now I want to make the ArrowWarhead fire Blackarrows, You know the arrows the dale men has. It's Only the Fx I want, but I don't know how to do it..
Thanx In advance.
Thanx In advance.
Coding prob.
15 December 2009 - 12:51 PM
Ok. Can someone spot a prob here? Im trying to change the well model into a campfire model.. When I click on the porter that should construct the well, the game crash.
;------------------------------------------------------------------------------
; Made by Zarmoz 15.12.2009
Object RangerFire
; *** ART Parameters ***
SelectPortrait = BPGWell
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = PCampFire
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = GBHCWell
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:GondorWell
Description = OBJECT:HearthWellDescription
Side = Men
IsTrainable = No
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = SellableCommandSet
BuildCost = GONDOR_WELL_BUILDCOST
BuildTime = GONDOR_WELL_BUILDTIME ; in seconds
RefundValue = GONDOR_WELL_REFUND_VALUE
VisionRange = GONDOR_WELL_VISIONRANGE ; Shroud clearing distance
ShroudClearingRange = GONDOR_WELL_SHROUDCLEAR
BountyValue = GONDOR_WELL_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
End
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
;--- AUDIO Parameters ---
VoiceSelect = GondorBarracksSelect
SoundAmbientDamaged = BuildingDamageFireMediumLoop
SoundAmbientReallyDamaged = BuildingDamageFireLargeLoop
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
VoiceFullyCreated = EVA:MenBarracksComplete
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MADE_OF_STONE CAN_SEE_THROUGH_STRUCTURE IGNORE_FOR_VICTORY
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = GondorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = GONDOR_WELL_MAXHEALTH
MaxHealthDamaged = GONDOR_WELL_MAXHEALTHDAMAGED
MaxHealthReallyDamaged = GONDOR_WELL_MAXHEALTH_REALLYDAMAGED
End
Flammability ; should be after the 'Body' statement
Fuel = MEN_WELL_FIRE_FUEL
MaxBurnRate = MEN_WELL_FIRE_MAX_BURN_RATE
Decay = MEN_WELL_FIRE_DECAY
Resistance = MEN_WELL_FIRE_RESISTANCE
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
CollapseHeight = 75
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 50 ; How far we try to claim ground
MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999 ; How often (in msec) we give that much money
HighPriority = Yes ; A high priority claim gets to pretend it was there first.
Visible = No ;// Don't show decal when a resource building is selected.
End
Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh
EffectRadius = GONDOR_WELL_AOE_RADIUS
PingDelay = 2000;msec
HealPercentPerSecond = 2% ; ;3%
AllowFilter = ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE +DOZER
NonStackable = Yes
HealFX = FX_SpellHealUnitHealBuff
End
;/////////////////////////////////////////////////////////
;// BannerCarrierUpdate module for Well Object
;/////////////////////////////////////////////////////////
Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
IdleSpawnRate = 10000 ; ;5000 ; spawn a new member every n seconds when idle (in miliseconds)
UnitSpawnFX = FX_BannerCarrierSpawnUnit ; name of particle FX to use when the BannerCarrier spawns a new unit
; This well object acts like a banner carrier except it spawns unit on nearby hordes instead of itself.
ReplenishNearbyHorde = Yes
ReplenishAllNearbyHordes = Yes
ScanHordeDistance = GONDOR_WELL_AOE_RADIUS
End
Geometry = CYLINDER
GeometryMajorRadius = 35.6
GeometryHeight = 16.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:0 Y:-40 Z:0 Grab
GeometryContactPoint = X:-5 Y:-5 Z:16
GeometryContactPoint = X:-40 Y:0 Z:0 Grab
GeometryContactPoint = X:-5 Y:5 Z:16
GeometryContactPoint = X:0 Y:40 Z:0 Grab
GeometryContactPoint = X:5 Y:5 Z:16
GeometryContactPoint = X:40 Y:0 Z:0 Grab
GeometryContactPoint = X:5 Y:-5 Z:16
GeometryContactPoint = X:-23 Y:24 Z:0 Repair
GeometryContactPoint = X:46 Y:-54 Z:0 Repair
End
CODE
; Made by Zarmoz 15.12.2009
Object RangerFire
; *** ART Parameters ***
SelectPortrait = BPGWell
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = PCampFire
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = GBHCWell
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:GondorWell
Description = OBJECT:HearthWellDescription
Side = Men
IsTrainable = No
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = SellableCommandSet
BuildCost = GONDOR_WELL_BUILDCOST
BuildTime = GONDOR_WELL_BUILDTIME ; in seconds
RefundValue = GONDOR_WELL_REFUND_VALUE
VisionRange = GONDOR_WELL_VISIONRANGE ; Shroud clearing distance
ShroudClearingRange = GONDOR_WELL_SHROUDCLEAR
BountyValue = GONDOR_WELL_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
End
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
;--- AUDIO Parameters ---
VoiceSelect = GondorBarracksSelect
SoundAmbientDamaged = BuildingDamageFireMediumLoop
SoundAmbientReallyDamaged = BuildingDamageFireLargeLoop
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
VoiceFullyCreated = EVA:MenBarracksComplete
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MADE_OF_STONE CAN_SEE_THROUGH_STRUCTURE IGNORE_FOR_VICTORY
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = GondorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = GONDOR_WELL_MAXHEALTH
MaxHealthDamaged = GONDOR_WELL_MAXHEALTHDAMAGED
MaxHealthReallyDamaged = GONDOR_WELL_MAXHEALTH_REALLYDAMAGED
End
Flammability ; should be after the 'Body' statement
Fuel = MEN_WELL_FIRE_FUEL
MaxBurnRate = MEN_WELL_FIRE_MAX_BURN_RATE
Decay = MEN_WELL_FIRE_DECAY
Resistance = MEN_WELL_FIRE_RESISTANCE
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
CollapseHeight = 75
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 50 ; How far we try to claim ground
MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999 ; How often (in msec) we give that much money
HighPriority = Yes ; A high priority claim gets to pretend it was there first.
Visible = No ;// Don't show decal when a resource building is selected.
End
Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh
EffectRadius = GONDOR_WELL_AOE_RADIUS
PingDelay = 2000;msec
HealPercentPerSecond = 2% ; ;3%
AllowFilter = ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE +DOZER
NonStackable = Yes
HealFX = FX_SpellHealUnitHealBuff
End
;/////////////////////////////////////////////////////////
;// BannerCarrierUpdate module for Well Object
;/////////////////////////////////////////////////////////
Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
IdleSpawnRate = 10000 ; ;5000 ; spawn a new member every n seconds when idle (in miliseconds)
UnitSpawnFX = FX_BannerCarrierSpawnUnit ; name of particle FX to use when the BannerCarrier spawns a new unit
; This well object acts like a banner carrier except it spawns unit on nearby hordes instead of itself.
ReplenishNearbyHorde = Yes
ReplenishAllNearbyHordes = Yes
ScanHordeDistance = GONDOR_WELL_AOE_RADIUS
End
Geometry = CYLINDER
GeometryMajorRadius = 35.6
GeometryHeight = 16.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:0 Y:-40 Z:0 Grab
GeometryContactPoint = X:-5 Y:-5 Z:16
GeometryContactPoint = X:-40 Y:0 Z:0 Grab
GeometryContactPoint = X:-5 Y:5 Z:16
GeometryContactPoint = X:0 Y:40 Z:0 Grab
GeometryContactPoint = X:5 Y:5 Z:16
GeometryContactPoint = X:40 Y:0 Z:0 Grab
GeometryContactPoint = X:5 Y:-5 Z:16
GeometryContactPoint = X:-23 Y:24 Z:0 Repair
GeometryContactPoint = X:46 Y:-54 Z:0 Repair
End
Legolas toggle weapon? Plus other Questions that needs answering
14 December 2009 - 11:26 AM
What would I need to do, if I wanted to make a new ability for Legolas, so that he can toggle between bow and knives? Without the cooldown of course
Oh, and yes; It's for bfme2
Also;
<-> How do i make a custom fortress for my faction (I want it to be the Rohan tent01 model) I also want to do the same with barracks and such things.
<-> How do I give lets say; Black arrows to my Faramir duplicate?
Basically what I want to do, Is to make my own porter for my faction, and make custom barracks (Duplicates of the Gondor barracks) and give them another model... from (GBBarracks_SKN) to the rohan tent 01
Oh, and yes; It's for bfme2
Also;
<-> How do i make a custom fortress for my faction (I want it to be the Rohan tent01 model) I also want to do the same with barracks and such things.
<-> How do I give lets say; Black arrows to my Faramir duplicate?
Basically what I want to do, Is to make my own porter for my faction, and make custom barracks (Duplicates of the Gondor barracks) and give them another model... from (GBBarracks_SKN) to the rohan tent 01