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Ap0C552

Member Since 26 Mar 2008
Offline Last Active Dec 20 2009 08:54 PM

Topics I've Started

Adding Royal guard to gimli

15 December 2009 - 12:18 AM

Here is my problem of the day. :p

I am trying to add Royal guard power to Gimli. All I am getting is a inactive button.

I know the object DwarvenGimli is correct as opposed to RohanGimli

CommandSet NewDwarvenGimliCommandSet
	1	= Command_ToggleStance
	2	= Command_SpecialAbilityGimliLeadership;;
	3	  = Command_GimliAxeThrow
	4	  = Command_RohanGimliLeap
	5	  = Command_SpecialAbilitySlayer
	6	  = Command_SpecialAbilityDainSummonRoyalGuard
	12	 = Command_CaptureBuilding
	13	 = Command_AttackMove
	14	 = Command_Stop
End
		   


Object DwarvenGimli

CommandSet = NewDwarvenGimliCommandSet


AddModule

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DainSummonEnabler
		SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
				TriggeredBy = Upgrade_DainRoyalGuard

		
	End

	Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
		SpecialPowerTemplate	= SpecialAbilityDainSummonRoyalGuard
		OCL						= OCL_SpawnDwarvenEgg
		CreateLocation			= CREATE_AT_LOCATION
		StartsPaused			= Yes
	;SetModelCondition		= ModelConditionState:USER_1
	;SetModelConditionTime	= 8.1
	End
	
	
	Behavior = AISpecialPowerUpdate RoyalGuardAI
		CommandButtonName = Command_SpecialAbilityDainSummonRoyalGuard
		SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON
		SpecialPowerRadius = 30.0
	End



End

End




ExperienceLevel	GimliLevel10
	TargetNames						=	RohanGimli DwarvenGimli
	RequiredExperience				=	GIMLI_LVL10_EXP_NEEDED  
	ExperienceAward					=	GIMLI_LVL10_EXP_AWARD	
	  AttributeModifiers				=	HeroLevelUpDamage9
	Rank							=	10
	LevelUpFx						=	FX:GandalfLevelUp1FX
   ;LevelUpOCL						=	OCL_GandalfLevelUp1OCL
	Upgrades						=	Upgrade_DainRoyalGuard
	SelectionDecal
		Texture						=	decal_hero_good

		Style						=	SHADOW_ALPHA_DECAL
		OpacityMin					=	50%	
		OpacityMax					=	100%
		MinRadius					=	40;16
		MaxRadius					=	200;16
		MaxSelectedUnits			=	40;1
	End	
   
End

Modding spellbook power debug

12 December 2009 - 12:33 AM

I am trying to modify the spellbookheal heal amount

I added the following to my map.ini and keep getting crashes stating "Unknown field "X" in block 'object'".

The X = whatever variable is the first in line in the module.

Object GoodSpellBook

AddModule = PlayerHealSpecialPower ModuleTag_Heal
		SpecialPowerTemplate  = SpellBookHeal
		HealAffects			  = INFANTRY CAVALRY SHIP DOZER;; MONSTER MACHINE 
		HealAmount			  = 1
		HealRadius			  = SPELL_HEAL_RADIUS_UNIT_SCAN
		HealFX				  = FX_SpellHealUnitHealBuff;FX_DefaultUnitHealBuff
; To replenish hordes a bit
		HealOCL			   = OCL_HealSpellHordeReplenishPing
		AvailableAtStart	  = No
		RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER
		RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC
	End
End

If I use ReplaceModule, its says it can not find module "PlayerHealSpecialPower"

Script to move any unit

11 December 2009 - 11:03 PM

Sorry if I spam these forums with questions over the next little while. When I come up with a great new gameplay idea and I am in the early concept stage, I need to discover ways to make the core mechanics work. That involves doing things I have never done, and things I can't do. Anyways.......

Two things.

I am trying to create a simpler way to move large amounts of spawned enemies around the map.

I have not had much success.

Basically I thought I would create a conveyor belt kind of system.

Instead of say "spawn unit named X" and "Spawn unit named y" etc etc and then "move unit X to here" and "Move unit Y to here" I could just eliminate the naming all together. I could do this by just creating an area with a waypoint in it. All units spawn on waypoint and then I have a script along the lines of "Any unit in area X move to waypoint y"

That way I don't have to name every single spawned unit to later tell the game to moved named unit. I could just spawn mass amounts of enemies in an area and tell them game "Any unit inside this area move here".

The problem being there is no selection for <Any Object> just like there is <any player>. I was hoping I could creata a script that said

If <any object> is in area X

move <any object> to waypoint.


So you guys have any idea if there is another way I could do this. I would just be so simple to move tha mass amounts of spawned enemy waves with less lines of scripting.


ALSO


I want to have players have to enter an area to recharge their science power, particularily "heal". So "if player is in area X , set science availability to available". But here is the thing, once they cast that power, I don't want them to be able to use it again until they re enter this special area. So I need to find a way to have the power set to unavailble once the power is executed. Only problem is there is no script that I can do this with. I can do this with a Hero power. There is a script that "when player starts using special (hero) power......" but there is not script for "When player starts using Science power".

Essentially what I need is "when player uses science power X, set science availability to unavaible"

If I can not manage to make this happen some way, my whole awesome gameplay idea will be completely messed, and I might cry.....possibly. :p If you have any work arounds, I would be incredibly grateful!!!!!!



EDIT: SOLUTION

If someone is dumb enough as me to make the same mistake, here is a solution for you.

The script that I thought only reffered to hero's powers also referred to science powers as well, and it worked successfully.

*** IF ***
	Player Player 'Player_1' starts using Special power 'SpellBookHeal'.
*** THEN ***
  Null operation. (Does nothing.)
   Player 'Player_1' set Science 'SCIENCE_Heal' availability to Science availability 'Disabled'.

Heavily scripted multiplayer map

10 December 2009 - 02:01 AM

EDIT: I am aware this is in the wrong forum :S

Hello gents,

I have recently started my 4th run at completing my mod, with new found motivation.


If some of you remember I learn everything I need to know to get my ideas to work, from this very forum. I am incredibly grateful for the help and tutelage I receive here!!!



Anyways, the current map I am working on for my mod has lots of scripts. Maybe 100 or more when it is completed. It is meant to be played in mutliplayer. Will this many scripts cause non stop "out of sync" errors? Or are scripts perfectly fine online?

Camera height in map?

06 February 2009 - 05:37 PM

Hey guys.

I was just wondering if I can change camera height for a map (not in gamedata.ini) like I can in BFME and later games?