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legoceleborn

Member Since 23 Mar 2008
Offline Last Active Mar 08 2009 01:00 AM

Topics I've Started

battle for middle earth rotwk online problem

18 May 2008 - 03:09 AM

sorry if this is in the wrong spot

well idk if this has anything to do with it i was playing network against my friend and my laptop turned off because the power ran out. when i turned it back on the game was still on but my friend waited for that progress thing to run out and it said he was victorious but when i looked on my game it was sayin progress and had the bar and i waited for it to run out and it said i was victorious.

when i tried to multipayer online not network the other one it said could not connect to The Lord Of The Rings,Battle For Middle Earth II, The Rise Of The Witch King Online.

i don't know if they are 2 different things I've also played it online before

so any ideas

aragorn toggle mount

04 May 2008 - 07:01 AM

ok im kinda new at modding i've been adding some code from theodens ini and putting it over in aragorns as stuff and im try to get aragorn a mount toggle i got the model thing for aragorn on a horse here credit goes to xxxMr. Xxxx

and the button does appear in game see Posted Image

but when you click on the button nothing happens
this is the code for aragorns ini what i've added from theodens

ChildObject GondorAragornMP GondorAragorn
End

; Theoden on a horse
Object Aragorn
; *** ART Parameters ***
; NOTE: If you are updating any of the art parameters, you should really check
; GondorCavalryRiderless in FactionSubObject.ini and see if it needs to be updated

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
	SelectPortrait = HPAragorn
	
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
	ButtonImage = HIAragorn
	
	Draw = W3DScriptedModelDraw ModuleTag_01 
	StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD

;Removed non-armored horse textures
;--------------------------------------------------
;RandomTexture = exaragornanduril.tga
;RandomTexture = g_arrow.tga
;RandomTexture = guaragorn_rotk.tga
;RandomTexture = cuhorse_bna.tga

		ExtraPublicBone = PASSENGERBONE
		
		
		DefaultModelConditionState
			Model	=	guargnhrs_sknb.w3d
			WeaponLaunchBone	= PRIMARY PASSENGERBONE
		End

	  DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP SELECTED

;Temp state for Leadership Glow efx test only
		AnimationState				= DEBUG;shift delete to trigger
			Animation
				AnimationName	   = RUHHs_Theo_SKL.RUHHs_Theo_IDLA	  
				AnimationMode	   = ONCE
			End
			ParticleSysBone = BAT_HHEAD glowHorseGold FollowBone:Yes			
			ParticleSysBone = B_HHIPL glowHorseRearGold FollowBone:Yes
			ParticleSysBone = BAT_SPINE2 glowGold FollowBone:Yes			
		End	
		
		IdleAnimationState
			Animation	=	IdleA
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_IDLA
				AnimationPriority	=	20
				AnimationMode		=	ONCE
				AnimationBlendTime	=	15
			End
			Animation				=	IdleB
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_IDLB
				AnimationMode		=	ONCE
				AnimationBlendTime	=	15
			End
			Animation				=	IdleC
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_IDLC
				AnimationMode		=	ONCE
				AnimationBlendTime	=	15
			End
		End
		
		
		
		
; --- stunned anims
		AnimationState				=	FREEFALL 
			Animation				=	freefall
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_FLYC
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End

		AnimationState				=	STUNNED_FLAILING 
			Animation				=	JustDie
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_FLYC
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End

		AnimationState				=	PASSENGER
			Animation				=	grabbed
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_GBDA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End

		AnimationState				=	STUNNED
			Animation				=	Land
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_LNDA
				AnimationMode		=	ONCE
			End
		End

		AnimationState				=	STUNNED_STANDING_UP
			Animation				=	StandUp
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_GTPA
				AnimationMode		=	ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
		End

		AnimationState				=	DYING SPLATTED
			Animation				=	Land
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_LNDA
				AnimationMode		=	ONCE
				AnimationBlendTime  =   2
			End
			FXEvent	= Frame:2 Name:FX_SplatDust
		End


; This is the no-spawn-horse type of death
		AnimationState				=	DYING; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
			Animation				=	JustDie
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_DIEA
				AnimationMode		=	ONCE
			End
		End

; This is what happens when Theo gives his rousing speech
		AnimationState				=	MOVING USING_SPECIAL_ABILITY
			Animation				=	RousingSpeech
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_WLKB
				AnimationMode		=	LOOP
			End
;;ParticleSysBone			=	None CalvaryDustTrails
		End
		
		
		AnimationState				=	TURN_LEFT_HIGH_SPEED
			Animation				=	TurnLeft
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_TNL1
				AnimationMode		=	LOOP
				AnimationSpeedFactorRange= 1.8 1.8
				AnimationBlendTime	=	20
			End
		End
		
		AnimationState				=	TURN_RIGHT_HIGH_SPEED
			Animation				=	TurnLeft
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_TNR1
				AnimationMode		=	LOOP
				AnimationSpeedFactorRange= 1.8 1.8
				AnimationBlendTime	=	20
			End
		End
		

		AnimationState				=	MOVING TURN_LEFT 
			Animation				=	TurnLeft
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_TRNL
				AnimationMode		=	LOOP
			End
;;ParticleSysBone			=	None CalvaryDustTrails
		End

		AnimationState				=	MOVING TURN_RIGHT 
			Animation				=	TurnRight
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_TRNR
				AnimationMode		=	LOOP
			End
;;ParticleSysBone			=	None CalvaryDustTrails
		End

		AnimationState				=	MOVING ACCELERATE
			Animation				=	Accelerate
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_ACCL
				AnimationMode		=	LOOP
			End
;ParticleSysBone			=	None CalvaryDustTrails
		End

		AnimationState				=	MOVING DECELERATE
			Animation				=	Decelerate
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_DECL
				AnimationMode		=	ONCE
			End
;ParticleSysBone			=	None CalvaryDustTrails
		End

		AnimationState				=	MOVING WALKING
			Animation				=	Walk
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_WLKA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
;ParticleSysBone			=	None InfantryDustTrails  
		End
		
		AnimationState				=	MOVING BACKING_UP
			Animation				=	BackingUp
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_BAKA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
;ParticleSysBone			=	None InfantryDustTrails  
		End


		AnimationState				=	MOVING
			Animation				=	RunA
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_RUNA
				AnimationMode		=	LOOP
			End
 			Flags					=	RANDOMSTART
;ParticleSysBone			=	None CalvaryDustTrails  
		End
		
		AnimationState				=	ATTACKING
			Animation				=	AttackA
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_ATKA
				AnimationMode		=	ONCE
			End
			Animation				=	AttackB
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_ATKB
				AnimationMode		=	ONCE
			End
			Flags					=	RESTART_ANIM_WHEN_COMPLETE
		End

;		AnimationState				=	REALLYDAMAGED
;			Animation				=	DamagedIdle
;				AnimationName		=	
;				AnimationMode		=	ONCE
;				AnimationBlendTime	=	15
;			End
;		End
		
		AnimationState				=	USING_SPECIAL_ABILITY
			Animation				=	RousingSpeech
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_SPCA
				AnimationMode		=	LOOP
;AnimationBlendTime	=	149
	;AnimationMustCompleteBlend = yes
			End
		End

		AnimationState				=	SELECTED
			SimilarRestart			=   Yes			
			StateName				=	AtAttentionIdle
			Animation				=	ATNB
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_IDLH
				AnimationMode		=	LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
				if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
			EndScript
		End

		TransitionState				=	TRANS_Select
			Animation				=	ATNA
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_ATNA
				AnimationMode		=	ONCE
			End
		End
	End
; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing 
; GondorCavalryRiderless in FactionSubObject.ini




; ***DESIGN parameters ***
	Side = Rohan
	EditorSorting = UNIT
	ThreatLevel = 5.0
	TransportSlotCount = 1
	BuildCost		   = 1000;
	BuildTime		   = 30
	ArmorSet
		Conditions	  = None
		Armor		   = HeroArmor
		DamageFX		= NormalDamageFX
	End
	
	WeaponSet
		Conditions = None 
		Weapon				= PRIMARY TheodenSword
	End
	
	VisionRange = VISION_STANDARD_HORSE
	ShroudClearingRange = SHROUD_CLEAR_STANDARD

	DisplayName = OBJECT:RohanTheodenMounted
	CrusherLevel = 0;Can I crush anything?
	MountedCrusherLevel = 1;Crush level when mounted.
	CrushableLevel = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = cavalry/heroes
	MountedCrushableLevel = 2;Crusable level when mounted.
	RamPower = 30;
	RamZMult = 0.5;

	CommandSet = TheodenCavalryCommandSet
	CommandPoints = 1


; *** AUDIO Parameters ***;

	VoiceAttackStructure	= TheodenVoiceAttackBuilding
	VoiceAttackCharge	= TheodenVoiceAttackCharge
	VoiceAttack		= TheodenVoiceAttack
	VoiceCreated		= TheodenVoiceSalute
	VoiceFear		= TheodenVoiceHelpMe
	VoiceMove		= TheodenVoiceMoveMounted
	VoiceMoveToCamp		= TheodenVoiceMoveCamp
	VoicePriority		= 86
	VoiceSelect		= TheodenVoiceSelect
	VoiceSelect2		= HeroVoiceSelect2
	VoiceSelectBattle	= TheodenVoiceSelectBattle
	VoiceGuard			= TheodenVoiceMove

	SoundCrushing		= RohirrimCrushing; Sound made when crushing another unit underhoof
	SoundImpact		= ImpactHorse
;SoundMoveStart		= GondorHorseMoveStart

;TheodenVoiceDismountHobbit
;TheodenVoiceFavor
;TheodenVoiceGloriousCharge
;TheodenVoiceJoinHobbit
;TheodenVoiceModeFoot
;TheodenVoiceModeMount
;TheodenVoiceRespawn
;TheodenVoiceSpeech

;TheodenRousingSpeechEnd (old speech?)

	UnitSpecificSounds
		VoiceGarrison		= TheodenVoiceGarrison
	End

	EvaEventDamagedOwner	= UnitUnderAttack;Eva event to trigger when unit is damaged
	EvaEventDieOwner 	= TheodenDie;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths

	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800
		AnimationSound = Sound: FootstepDirtA		Animation: GUFaramir_SKL.GUFaramir_RUNB		Frames: 2 12
		AnimationSound = Sound: HorseMoveFootsteps	Animation: RUHHs_Theo_SKL.RUHHs_Theo_RUNA	Frames: 0
		AnimationSound = Sound: HorseMoveFootsteps	Animation: RUHHs_Theo_SKL.RUHHs_Theo_TNL1	Frames: 0
		AnimationSound = Sound: HorseMoveFootsteps	Animation: RUHHs_Theo_SKL.RUHHs_Theo_TNR1	Frames: 0
		AnimationSound = Sound: HorseWhinny		Animation: RUHHs_Theo_SKL.RUHHs_Theo_IDLC	Frames: 3
	End

; Tie into LargeGroupAudio system
	Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
		Key = Human Unit Cavalry
	End


; *** ENGINEERING Parameters ***
	RadarPriority = UNIT
	ThingClass = CAVALRY_UNIT

	KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE INFANTRY
	
	Body = ActiveBody ModuleTag_02
		MaxHealth		 = 1200		;BALANCE Knight Health
		MaxHealthDamaged  = 600
		RecoveryTime	  = 5000
	End
	
	Behavior = AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
	End

	LocomotorSet
		Locomotor = HeroHumanLocomotor
		Condition = SET_NORMAL 
		Speed	 = 33
	End

	LocomotorSet
		Locomotor = HeroHorseLocomotor
		Condition = SET_MOUNTED 
		Speed	 = 90
	End
	
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive	= No;If no, requires upgrade to turn on.
		BonusName		= TheodenPassiveLeadership
		TriggeredBy		= Upgrade_TheodenLeadership
		RefreshDelay	= 2000
		Range			= 120
		ObjectFilter	= ANY +CAVALRY +INFANTRY +HORDE -HERO -DOZER -HERO
	End
	
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
		SpecialPowerTemplate = SpecialAbilityFakeLeadership
		TriggeredBy = Upgrade_TheodenLeadership
	End
	
	Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate   
		SpecialPowerTemplate	  = SpecialAbilityFakeLeadership
		UpdateModuleStartsAttack  = No
		StartsPaused = Yes
;AttributeModifier = TheodenPassiveLeadership
;AttributeModifierRange = 200
;AttributeModifierAffectsSelf = Yes
;AttributeModifierAffects = ANY +CAVALRY +INFANTRY
;AttributeModifierFX = FX_TheodenSpeechFX
	End	
	
	Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear
		StartsActive	= No;If no, requires upgrade to turn on.
		BonusName		= HeroRadiateFear
		TriggeredBy		= Upgrade_HeroRadiateFear
		RefreshDelay	= 2000
		Range			= 120
		TargetEnemy		= Yes
		ObjectFilter	= ANY +ORC  
	End	

	Behavior = PhysicsBehavior ModuleTag_04
		GravityMult = 1.0
	End
	
	Behavior = HeroDie ModuleTag_HeroDeath
		SpecialPowerTemplate = SpecialAbilitySmite;the special power that I recharge by dying
	End
	
	Behavior = SquishCollide ModuleTag_06
;nothing
	End

	Behavior = SlowDeathBehavior ModuleTag_99
		SinkDelay = 3000; Should be >= DestructionDelay; spawned objects are responsible for sinking
		SinkRate = 0.60; in Dist/Sec
		DestructionDelay = 10000; MUST BE EQUAL TO LENGTH OF DIED ANIMATION
		DeathTypes = NONE +SPLATTED
	End
	
; 66% chance of die & horse-runs-away, 33% horse dies too
	Behavior = SlowDeathBehavior ModuleTag_07
; Die-and-spawn-horse number 1
		SinkDelay = 30000; Should be >= DestructionDelay; spawned objects are responsible for sinking
		SinkRate = 0.40; in Dist/Sec
		DestructionDelay = 3000; MUST BE EQUAL TO LENGTH OF DIEB ANIMATION
		DeathTypes = ALL -SPLATTED
		OCL = FINAL OCL_TheodenCavalryDeathRunAwayB
		ProbabilityModifier = 33
		DeathFlags = DEATH_1; Tell model which death animation to play. Sets BOTH model condition and object status bits.
	End
	
	Behavior = SlowDeathBehavior ModuleTag_08
; Die and don't spawn horse
		DeathTypes = ALL -SPLATTED
		SinkDelay = 3000
		SinkRate = 0.40; in Dist/Sec
		DestructionDelay = 10000
		ProbabilityModifier = 33
		DeathFlags = DEATH_2; Tell model which death animation to play. Sets BOTH model condition and object status bits.
	End

	Behavior = SlowDeathBehavior ModuleTag_09
; Die-and-spawn-horse number 2
		SinkDelay = 30000; Should be >= DestructionDelay; spawned objects are responsible for sinking
		SinkRate = 0.40; in Dist/Sec
		DestructionDelay = 2000; MUST BE EQUAL TO LENGTH OF DIED ANIMATION
		DeathTypes = ALL -SPLATTED
		OCL = FINAL OCL_TheodenCavalryDeathRunAwayD
		ProbabilityModifier = 33
		DeathFlags = DEATH_3; Tell model which death animation to play. Sets BOTH model condition and object status bits.
	End

	Behavior = SpecialPowerModule ModuleTag_10   
		SpecialPowerTemplate	  = SpecialAbilityRousingSpeech
		UpdateModuleStartsAttack  = Yes
		InitiateSound			 = TheodenRousingSpeech
	End
	
	Behavior = RousingSpeechUpdate ModuleTag_11
		SpecialPowerTemplate	= SpecialAbilityRousingSpeech
		StartAbilityRange		= 8.0
		UpdateInterval			= 100

;UnpackTime			  = 700 
;PreparationTime		 = 100 
;PersistentPrepTime	  = 500 
;PackTime				= 233 
		ApproachRequiresLOS		= No
		ModifierName			= RohanCharge 	

		ObjectFilter = ANY +CAVALRY -STRUCTURE
	
		BonusRadius				= 250
		SpeechDuration		  = 2500
;		UniqueBenefactorLabel	= LordOfTheMark; This makes sure multiple Theodens are not cumulative
;		Bonus
;			Type				= EXTRA_MAX_HEALTH
;			Duration			= 15000;msec
;			Amount				= 1.2 
;		End	
		LeaderFX	= FX_TheodenSpeechFX
		FollowerFX	= FX_TheodenFollowerFX	
		CreateWave	= Yes
		WaveWidth	= 50
	End

;;; KINGS FAVOR;;;	
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
		SpecialPowerTemplate = SpecialAbilityKingsFavor
		TriggeredBy = Upgrade_TheodenKingsFavor
	End
 	Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
		SpecialPowerTemplate		= SpecialAbilityKingsFavor 
		StartsPaused				= Yes
		UpdateModuleStartsAttack	= Yes
	End
 	Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
		SpecialPowerTemplate		= SpecialAbilityKingsFavor
		UnpackingVariation			= 2
		StartAbilityRange			= 200.0
;		LevelFX = FX_PorterDeliver
		LevelFX						= FX_LevelUp

		Experience					= 50
		RadiusEffect				= 150
		AcceptanceFilter			= ANY +CAVALRY +INFANTRY -STRUCTURE -CASTLE_KEEP -BASE_FOUNDATION -HERO -MOVE_ONLY

		UnpackTime					= 500
		PreparationTime				= 1   
		FreezeAfterTriggerDuration	= 500; Hold AI for this long after we fire.		
	End
	
	
;  Behavior = TransportContain ModuleTag_TransportContainTag
;	  ObjectStatusOfContained = UNSELECTABLE
;   PassengerFilter = NONE +HOBBIT
;	Slots = 1
;	ShowPips = No
;	AllowEnemiesInside = No
;	AllowNeutralInside = Yes
;	AllowAlliesInside  = Yes
;	DamagePercentToUnits = 0%
;	TypeOneForWeaponSet = HOBBIT
;	PassengerBonePrefix = PassengerBone:PASSENGERBONE	KindOf:HOBBIT
;	EjectPassengersOnDeath = Yes
;;  ConditionForEntry = AnimState: MOUNTED
;  End
  
  Behavior = SpecialPowerModule ModuleTag_SpecialAbilityGrabPassenger					  
	SpecialPowerTemplate	  = SpecialAbilityGrabPassenger
	UpdateModuleStartsAttack  = Yes
;InitiateSound		   = 
  End
  
  Behavior = SpecialAbilityUpdate ModuleTag_SpecialAbilityGrabPassengerUpdate			   
	SpecialPowerTemplate	= SpecialAbilityGrabPassenger
	StartAbilityRange	   = 8.0

	UnpackTime			  = 300; This does not match the animation, but looks good.
	PreparationTime		 = 1; touching it to grabbing it
	PersistentPrepTime	  = 630; grabbing it to whacking it on the ground (if shrubbery)
	PackTime				= 1000; whacking it to holding it nice
;CustomAnimAndDuration   = AnimState:EATING AnimTime:3000 TriggerTime:1400

	AwardXPForTriggering	= 0
  End
	
	Geometry = CYLINDER
	GeometryMajorRadius = 16.0
	GeometryMinorRadius = 16.0
	GeometryHeight = 20.0
	GeometryIsSmall = No
	Shadow = SHADOW_DECAL
	ShadowSizeX = 30;
	ShadowSizeY = 21;
	ShadowTexture = ShadowI;

; So the question you need to ask yourself is: do I need to change GondorCavalryRiderless?
; Well, do ya, punk?
End

;------------------------------------------------------------------------------
ChildObject GondorAragornCavalry GondorAragorn

	Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder
;When in Worldbuilder, show the mounted version of Theoden!
		
			  OkToChangeModelColor = Yes
		
		DefaultModelConditionState
;Model	=	RUHHs_Theo_M
;WeaponLaunchBone	= PRIMARY PASSENGERBONE
			Model	= None
		End
		ModelConditionState = WORLD_BUILDER
			Model = RUHHs_Theo_M
		End		
	End

	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
 		SpecialPowerTemplate	= SpecialAbilityToggleMounted
 		
 		TriggerInstantlyOnCreate = Yes;Instantly puts Theoden on a horse.
 
 		UnpackTime			  = 2000
 		PreparationTime		 = 1  
 		PersistentPrepTime	  = 250
 		PackTime				= 2000
 		
 		OpacityTarget			= .3; How see-thru to be at peak of change
   
;	PackSound			   = 
;	UnpackSound			 = 
;	TriggerSound			= 
;	PrepSoundLoop		   = 
 		AwardXPForTriggering	= 0
	End

	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800
		AnimationSound = Sound: HorseWhinny50Percent Animation: GUGdfHrs_SKL.GUGdfHrs_IDLC Frames: 0
	End


; *** AUDIO Parameters ***;

;VoiceMove		= TheodenVoiceMoveMounted

;SoundMoveStart 	= GondorHorseMoveStart

;TheodenVoiceDismountHobbit
;TheodenVoiceFavor
;TheodenVoiceGloriousCharge
;TheodenVoiceJoinHobbit
;TheodenVoiceModeFoot
;TheodenVoiceModeMount
;TheodenVoiceRespawn
;TheodenVoiceSpeech

;TheodenRousingSpeechEnd (old speech?)

	ShadowSizeX = 30;
	ShadowSizeY = 21;
  
End

this is the code for aragorns command set what i've edited
CommandSet GondorAragornCommandSet
  1 = Command_SpecialAbilityAthelas
  2 = Command_SpecialAbilityBladeMaster
  3 = Command_AragornFakeLeadershipButton
  4 = Command_SpecialAbilityElendil
  5 = Command_SpawnOathbreakers
  6 = Command_TheodenToggleMounted
	13 = Command_AttackMove
	14 = Command_Stop
		15 = Command_Guard
End

and i also just add the w3d thing to the art folder thing

if im totally wrong could some one tell me where to begin?

fx effect

06 April 2008 - 04:44 AM

i downloaded this thing to make legolas able to switch between a sword and bow this is the download lindownload link this is a picture of it in game legolas

i tried to add some fx effect things to it to make the swords like fiery like this thing but on legolas's knife things Posted Image

i tried following this tutorial but i didn't really understand. i understood some of it but not all of it.

so can anyone help me out to make legolas's knives like fiery