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Nivelus

Member Since 31 Dec 2010
Offline Last Active Feb 27 2011 12:53 PM

Posts I've Made

In Topic: Questions

27 February 2011 - 12:40 PM

What's about the CaH fireball? Or the lightning bolt? Are they all set the same way?

Yep, except some have unitspecificsound thingy and different enums, and when I try to put different enum it doesn't work...

Doesn't it work if you override this by adding an Options line to the command button of your ability? Insert a NEED_TARGET_ENEMY_OBJECT flag, for example.

I will try that, but now now, as I am a bit busy.

In Topic: Questions

27 February 2011 - 06:01 AM

Ah, it's me again with one new little problem, that I didn't want to make topic for -- When I add new powers to Create a Hero (which I do alot) I cannot have specialpower any different then the one down.

//------------------------------------------------------------------------------
SpecialPower SpecialAbilityBlablablablabla
	Enum									  =	SPECIAL_GENERAL_TARGETLESS
	ReloadTime								  =	240000 //  in milliseconds
	PublicTimer								  =	No
End

If I will have different one, I will normally go to game, buy the power, but when I get to skirmrish there is just a black button in the place the power supposed to be. It's kinda annoying as I cannot get a cursor for some of my powers because of that, and it's silly.


Edit: Let this be my annoying question topic :)

In Topic: Questions

13 February 2011 - 01:30 PM

Modifier = INVULNERABLE 0% PIERCE HERO_RANGED CAVALRY_RANGED
this is an example of use for arrow immunity

Cool Idea !

:p

The wierd boromir anims is a problem with his amin codes not recognising the new Skeleton

Delete this as its really unnec unless you are changing the MODEL on weaponset change
Which you are not :
;-DELETE
ModelConditionState = WEAPONSET_TOGGLE_1
Model = GUBoromir_SKN
End

ModelConditionState = WEAPONSET_TOGGLE_2
Model = GUBoromir_SKN
End
;----- DELETE
The modelcondition behaviour will still recognise a State change


Awesome, thanks man! I owe you a beer. :good:
I have one more question coming, but i'll try to experiment with it myself first.
Bye

In Topic: Questions

11 February 2011 - 06:13 AM

Well it's right there in front of you :p
You have WEAPONSET_TOGGLE_?. Mounting isn't a weaponset ;)


:p Uhm, seriously dude?
This is not even my mount toggle! ... Imdrar asked me to post my commandset switch so I did, I think you little bit misunderstood there :)
I'll explain more clearly what my problem is.
I have Boromir. With Mount Toggle. And Command Set Switch. And now, when I mount Boromir on his normal and first commandset, everything is fine. But if I then switch my commandset, he automatically dismounts and moves his hands and legs in different directions looking all weird and stuff...

In Topic: Questions

10 February 2011 - 05:43 PM

To your Boromir issue, try to do it the other way round. Add an attribute modifier to Faramir that only targets Boromir and grants him a bonus on his damage value.

Opposite :shiftee:

CommandButton Command_CommandsetOld
Command = TOGGLE_WEAPONSET
FlagsUsedForToggle = WEAPONSET_TOGGLE_2
TextLabel = CONTROLBAR:OldCommandset
ButtonImage = UCCommon_BackArrow
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipOldCommandset
InPalantir = Yes
End

CommandButton Command_CommandsetNew
Command = TOGGLE_WEAPONSET
FlagsUsedForToggle = WEAPONSET_TOGGLE_1
TextLabel = CONTROLBAR:NewCommandset
ButtonImage = UCCommon_BackArrow
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipNewCommandset
InPalantir = Yes
End

ModelConditionState = WEAPONSET_TOGGLE_1
Model = GUBoromir_SKN
End

ModelConditionState = WEAPONSET_TOGGLE_2
Model = GUBoromir_SKN
End

THIS is the issue, but I dont know how to fix it.

Behavior = MonitorConditionUpdate ModuleTag_CommandSetNew
ModelConditionFlags = WEAPONSET_TOGGLE_1
ModelConditionCommandSet = Boromir2CommandSet
End

Behavior = MonitorConditionUpdate ModuleTag_CommandSetOld
ModelConditionFlags = WEAPONSET_TOGGLE_2
ModelConditionCommandSet = BoromirCommandSet
End