Hi men
Can you say me what everything need change?
I know that I must add Model and animations for example from theoden to ini of my hero whose should by mounted, but what else?
commandset.ini and Is there neede to bind something or not? Thanke you for you posting.
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faithy14
Member Since 07 Sep 2011Offline Last Active Dec 08 2011 07:13 AM
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Topics I've Started
Mounted heroes like Boromir, Legolas, Haldir...
26 October 2011 - 07:20 PM
Problem with applying texture
18 October 2011 - 11:30 AM
Hi all,
Sorry If I getting on your nervs guys, but I am disappointing about that. Sauron model from edain mod is great, so I want it use for me and my friend...I added it to asset.dat and w3d and it works fine (with glorfindel_skl and animations), but it has no texture. Or more specificaly only one part of texture is showing. I dont know what is wrong or what I must to do. I tryed add code to hero.ini : RandomTexture = musauron.tga, but it doesnt work. I can add some screenshots how it looks like if it is importent to solve a problem.
I will be very greatfull for your help and your time.
Sorry If I getting on your nervs guys, but I am disappointing about that. Sauron model from edain mod is great, so I want it use for me and my friend...I added it to asset.dat and w3d and it works fine (with glorfindel_skl and animations), but it has no texture. Or more specificaly only one part of texture is showing. I dont know what is wrong or what I must to do. I tryed add code to hero.ini : RandomTexture = musauron.tga, but it doesnt work. I can add some screenshots how it looks like if it is importent to solve a problem.
I will be very greatfull for your help and your time.
Ok To Change Model Color = No
10 October 2011 - 08:13 AM
Hey All
How you can see when I set "OkToChangeModelColor = No" non upgraded units have basic color of texture (no this one which you choose before starting game) but when I have purchased heavy armor and upgrade them, color has changed as I chose before starting game...for example blue color. How can I switch it of? Please can someone help me? I will by very greatfull if you show me a way.
How you can see when I set "OkToChangeModelColor = No" non upgraded units have basic color of texture (no this one which you choose before starting game) but when I have purchased heavy armor and upgrade them, color has changed as I chose before starting game...for example blue color. How can I switch it of? Please can someone help me? I will by very greatfull if you show me a way.
Morgul Sorcery and dying wallhub
14 September 2011 - 12:42 PM
As I wrote in topic title morgul sorcery dont work in right way. When I build walls first and than I make upgrade Morgul sorcery it is not used. Fortress has it but walls not, only if I build new one, which are builded after buying upgrade morgul sorcery. Do you know what is with that. And other problem is, that when the wallhub is destroyd it is not fall down only disapear. Is it possible that animation od dying is not active or something that. Thank you for your advice, I realy hope you will Help me. Have a nice day modders.
Balrog as Hero
09 September 2011 - 12:49 PM
I create upgrades for balrog;s powers :
Upgrade Upgrade_HeroMode Type = OBJECT END Upgrade Upgrade_BalrogScream Type = OBJECT END Upgrade Upgrade_BalrogBreath Type = OBJECT END Upgrade Upgrade_BalrogWings Type = OBJECT ENDAnd codes in my balrog.ini looks like this
;-------Ignite---------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_IgniteStarter SpecialPowerTemplate = SpecialAbilityHeroMode UpdateModuleStartsAttack = Yes StartsPaused = Yes ;InitiateSound = End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IgniteUpdate SpecialPowerTemplate = SpecialAbilityHeroMode UnpackingVariation = 1 UnpackTime = 1800 PackTime = 1600 AwardXPForTriggering = 0 HeroAttributeModifier = BalrogIgniteState HeroEffectDuration = 30000 End ;------Scream------------------------------------------------------------ Behavior = SpecialPowerModule ModuleTag_ScreamStarter SpecialPowerTemplate = SpecialAbilityBalrogScream UpdateModuleStartsAttack = Yes StartsPaused = Yes ;InitiateSound = End Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ScreamUpdate ; So the difference in SpecialPower is that it takes timing from this UpdateG, instead of simply firing. SpecialPowerTemplate = SpecialAbilityBalrogScream UnpackTime = 1500 ; Drawing the horn PreparationTime = 1 ; nothing PackTime = 1800 ; Putting horn away AwardXPForTriggering = 0 WhichSpecialPower = 1 End ;------Breath----------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_BreathStarter SpecialPowerTemplate = SpecialAbilityBalrogBreath UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate SpecialPowerTemplate = SpecialAbilityBalrogBreath UnpackTime = 1300 ; Drawing the horn PackTime = 3700 ; Putting horn away AwardXPForTriggering = 0 StartAbilityRange = 40.0 SpecialWeapon = MordorBalrogBreath WhichSpecialWeapon = 1 End ;-----Leap------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_LeapStarter SpecialPowerTemplate = SpecialAbilityBalrogWings UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LeapUpdate SpecialPowerTemplate = SpecialAbilityBalrogWings UnpackTime = 1733 ; Drawing the horn PackTime = 1160 ; Putting horn away AwardXPForTriggering = 0 StartAbilityRange = 800.0 ApproachRequiresLOS = No SpecialWeapon = MordorBalrogLeap BusyForDuration = 3000 ; don't accept any AI for this long... ai commands will be queued WhichSpecialWeapon = 2 EndAnd experiencelevels.ini is here
ExperienceLevel WildBalrogLevel1 TargetNames = WildBalrog RequiredExperience = 1 ExperienceAward = ROGASH_LVL1_EXP_AWARD Rank = 1 LevelUpFx = FX:GandalfLevelUp1FX EmotionType = CHEER SelectionDecal Texture = HC_decal_Hero_Evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 100 MaxRadius = 250 MaxSelectedUnits = 40 End End ExperienceLevel WildBalrogLevel2 TargetNames = WildBalrog RequiredExperience = ROGASH_LVL2_EXP_NEEDED ExperienceAward = ROGASH_LVL2_EXP_AWARD Rank = 2 AttributeModifiers = HeroLevelUpDamage1 LevelUpFx = FX:GandalfLevelUp1FX EmotionType = CHEER Upgrades = Upgrade_BalrogWingsTrigger Upgrade_Level2 SelectionDecal Texture = HC_decal_Hero_Evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 100 MaxRadius = 250 MaxSelectedUnits = 40 End End ExperienceLevel WildBalrogLevel3 TargetNames = WildBalrog RequiredExperience = ROGASH_LVL3_EXP_NEEDED ExperienceAward = ROGASH_LVL3_EXP_AWARD Rank = 3 AttributeModifiers = HeroLevelUpDamage2 LevelUpFx = FX:GandalfLevelUp1FX EmotionType = CHEER Upgrades = Upgrade_Level3 SelectionDecal Texture = HC_decal_Hero_Evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 100 MaxRadius = 250 MaxSelectedUnits = 40 End End ExperienceLevel WildBalrogLevel4 TargetNames = WildBalrog RequiredExperience = ROGASH_LVL4_EXP_NEEDED ExperienceAward = ROGASH_LVL4_EXP_AWARD Rank = 4 AttributeModifiers = HeroLevelUpDamage3 LevelUpFx = FX:GandalfLevelUp1FX EmotionType = CHEER Upgrades = Upgrade_BalrogBreathTrigger Upgrade_Level4 SelectionDecal Texture = HC_decal_Hero_Evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 100 MaxRadius = 250 MaxSelectedUnits = 40 End End ExperienceLevel WildBalrogLevel5 TargetNames = WildBalrog RequiredExperience = ROGASH_LVL5_EXP_NEEDED ExperienceAward = ROGASH_LVL5_EXP_AWARD Rank = 5 AttributeModifiers = HeroLevelUpDamage4 LevelUpFx = FX:GandalfLevelUp1FX EmotionType = CHEER Upgrades = Upgrade_Level5 SelectionDecal Texture = HC_decal_Hero_Evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 100 MaxRadius = 250 MaxSelectedUnits = 40 End End ExperienceLevel WildBalrogLevel6 TargetNames = WildBalrog RequiredExperience = ROGASH_LVL6_EXP_NEEDED ExperienceAward = ROGASH_LVL6_EXP_AWARD Rank = 6 AttributeModifiers = HeroLevelUpDamage5 LevelUpFx = FX:GandalfLevelUp1FX EmotionType = CHEER Upgrades = Upgrade_BalrogScreamTrigger Upgrade_Level6 SelectionDecal Texture = HC_decal_Hero_Evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 100 MaxRadius = 250 MaxSelectedUnits = 40 End End ExperienceLevel WildBalrogLevel7 TargetNames = WildBalrog RequiredExperience = ROGASH_LVL7_EXP_NEEDED ExperienceAward = ROGASH_LVL7_EXP_AWARD Rank = 7 AttributeModifiers = HeroLevelUpDamage6 LevelUpFx = FX:GandalfLevelUp1FX EmotionType = CHEER Upgrades = Upgrade_Level7 SelectionDecal Texture = HC_decal_Hero_Evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 100 MaxRadius = 250 MaxSelectedUnits = 40 End End ExperienceLevel WildBalrogLevel8 TargetNames = WildBalrog RequiredExperience = ROGASH_LVL8_EXP_NEEDED ExperienceAward = ROGASH_LVL8_EXP_AWARD Rank = 8 AttributeModifiers = HeroLevelUpDamage7 LevelUpFx = FX:GandalfLevelUp1FX EmotionType = CHEER Upgrades = Upgrade_HeroModeTrigger Upgrade_Level8 SelectionDecal Texture = HC_decal_Hero_Evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 100 MaxRadius = 250 MaxSelectedUnits = 40 End End ExperienceLevel WildBalrogLevel9 TargetNames = WildBalrog RequiredExperience = ROGASH_LVL9_EXP_NEEDED ExperienceAward = ROGASH_LVL9_EXP_AWARD Rank = 9 AttributeModifiers = HeroLevelUpDamage8 LevelUpFx = FX:GandalfLevelUp1FX EmotionType = CHEER Upgrades = Upgrade_Level9 SelectionDecal Texture = HC_decal_Hero_Evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 100 MaxRadius = 250 MaxSelectedUnits = 40 End End ExperienceLevel WildBalrogLevel10 TargetNames = WildBalrog RequiredExperience = ROGASH_LVL10_EXP_NEEDED ExperienceAward = ROGASH_LVL10_EXP_AWARD Rank = 10 AttributeModifiers = HeroLevelUpDamage9 LevelUpFx = FX:GandalfLevelUp1FX EmotionType = CHEER Upgrades = Upgrade_Level10 SelectionDecal Texture = HC_decal_Hero_Evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 100 MaxRadius = 250 MaxSelectedUnits = 40 End EndWhat is wrong there?
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