I made a new balrog skin. I made an asset dat and i use -mod command. The texture is in a folder called DR.
But it doesnt change in game. what am i doing wrong?
ModelConditionState = NONE ; Not DefaultConditionState, because that keyword copies anything in here to every other state Model = MUBalLIT_SKN ;MUBalrog_SKN ; ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX ; ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes ; ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes ; ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes ; ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes ; ParticleSysBone = RTWINGBONE BalrogWingSmokeLite FollowBone:yes ; ParticleSysBone = LFWINGBONE BalrogWingSmokeLite FollowBone:yes Texture = DreadBalrog.tga End
A new hero in my mod can transform into a balrog. They level up together. when the balrog is level 7 if i switch to my hero it is level 7 as well.
But whenever i switch it resets the cooldowns of skills. And if i die as balrog i cant summon my hero.
I use below code for transforming
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityKaryanBalrogMounted UpdateModuleStartsAttack = Yes StartsPaused = No ;InitiateSound = FellBeastVoiceMove End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityKaryanBalrogMounted MountedTemplate = FireForm SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech UnpackTime = 1 PreparationTime = 0 ; none, cause we hop onto our mount in no time at all :) PackTime = 0 ; none, cause we hop onto our mount in no time at all :) OpacityTarget = .0 ; How see-thru to be at peak of change AwardXPForTriggering = 0 IgnoreFacingCheck = Yes ;TriggerSound = FellBeastVoiceMove End