Jump to content


HKFrenchtoast

Member Since 04 Jun 2012
Offline Last Active Jun 20 2012 01:01 AM

Posts I've Made

In Topic: Morthond Bowman

12 June 2012 - 06:02 AM

I'm not sure...
Try removing this:

		Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgradeTag
				TriggeredBy = Upgrade_GondorFireArrows
		End


Won't that make my mortmond bowman unable to buy the upgrade than?


Still doesn't work. :/

In Topic: Morthond Bowman

10 June 2012 - 11:13 PM

I'm not sure...
Try removing this:

		Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgradeTag
				TriggeredBy = Upgrade_GondorFireArrows
		End


Won't that make my mortmond bowman unable to buy the upgrade than?

In Topic: Morthond Bowman

10 June 2012 - 09:26 PM

So, what's preventing the arrows from firing when it is changed to fire arrows?

In Topic: Morthond Bowman

10 June 2012 - 04:31 PM


;------------------------------------------------------------------------------

Weapon MortBowmanBow  

AttackRange         = GONDOR_RANGER_RANGE



RangeBonusMinHeight = 10

RangeBonus = 1

RangeBonusPerFoot = 1 ; ;#MULTIPLY( GONDOR_RANGER_RANGE .01 )



     

    LeechRangeWeapon    = Yes

WeaponSpeed         = 321         ; dist/sec 

MinWeaponSpeed      = 241

MaxWeaponSpeed      = 481      ; dist/sec Upper limit on scaling, when attacking past nominal "max" range

FireFX              = FX_RohanArcherBowWeapon

ScaleWeaponSpeed    = Yes ; Used for lob weapons, scales speed proportional to range

HitPercentage       = 100     ;When this weapon is used it will hit exactly 50% of the time.

ScatterRadius       = 16.0     ;When this weapon misses it can randomly miss by as much as this distance.



AcceptableAimDelta = 20 ; prevent twitchy reaiming in horde on horde

DelayBetweenShots   = 0

PreAttackDelay      = GONDOR_ARCHER_BOW_PREATTACKDELAY   

PreAttackRandomAmount     = 40 ; ;200  

PreAttackType       = PER_POSITION

FiringDuration      = 0



ClipSize = 1

AutoReloadsClip = Yes

AutoReloadWhenIdle = 1 

ClipReloadTime = Min:GONDOR_ARCHER_BOW_RELOADTIME_MIN Max:GONDOR_ARCHER_BOW_RELOADTIME_MAX

ContinuousFireOne = 0

ContinuousFireCoast = GONDOR_ARCHER_BOW_RELOADTIME_MAX  



AntiAirborneVehicle = Yes

AntiAirborneMonster = Yes

HitPassengerPercentage = 20%

CanBeDodged = Yes ; Will check for a DodgePercent on the target to have a second chance at failing HitPercent



ProjectileNugget                    ; Default arrow

ProjectileTemplateName    = GoodFactionArrow

WarheadTemplateName       = MortBowmanWarhead

ForbiddenUpgradeNames     = Upgrade_GondorFireArrows

End

ProjectileNugget                    ; Fire arrow available from fire arrow upgrade

ProjectileTemplateName    = GoodFactionFireArrow

WarheadTemplateName       = MortBowmanFireWarhead

RequiredUpgradeNames      = Upgrade_GondorFireArrows

End

End



Weapon MortBowmanBowBombard

AttackRange         = GONDOR_ARCHER_BOMBARD_MAXRANGE

MinimumAttackRange = #SUBTRACT( GONDOR_ARCHER_BOMBARD_MINRANGE 75 )



RangeBonusMinHeight = 10

RangeBonus = 1

RangeBonusPerFoot = 1 ; ;#MULTIPLY( GONDOR_ARCHER_BOMBARD_MAXRANGE .01 )



    LeechRangeWeapon    = Yes

WeaponSpeed         = 321         ; dist/sec 

MinWeaponSpeed      = 241

MaxWeaponSpeed      = 481      ; dist/sec Upper limit on scaling, when attacking past nominal "max" range

FireFX              = FX_RohanArcherBowWeapon

ScaleWeaponSpeed    = Yes ; Used for lob weapons, scales speed proportional to range

HitPercentage       = 0     ; Always miss and get scattered

ScatterRadius       = ARCHER_BOMBARD_SCATTER_RADIUS     ;When this weapon misses it can randomly miss by as much as this distance.



AcceptableAimDelta = 20 ; prevent twitchy reaiming in horde on horde

DelayBetweenShots   = 0

PreAttackDelay      = GONDOR_ARCHER_BOW_PREATTACKDELAY  

PreAttackRandomAmount     = 200  

PreAttackType       = PER_POSITION

FiringDuration      = 0



ClipSize = 1

AutoReloadsClip = Yes

AutoReloadWhenIdle = 1 

ClipReloadTime = Min:GONDOR_ARCHER_BOW_RELOADTIME_MIN Max:GONDOR_ARCHER_BOW_RELOADTIME_MAX

ContinuousFireOne = 0

ContinuousFireCoast = GONDOR_ARCHER_BOW_RELOADTIME_MAX 



AntiAirborneVehicle = Yes

AntiAirborneMonster = Yes

HitPassengerPercentage = 20%

CanBeDodged = Yes ; Will check for a DodgePercent on the target to have a second chance at failing HitPercent



NoVictimNeeded = Yes ; For use with Bombard

BombardType = Yes



ProjectileNugget ; Default arrow

ProjectileTemplateName  = GondorArcherArrowBombard

WarheadTemplateName     = MortBowmanBowBombardWarhead

ForbiddenUpgradeNames   = Upgrade_GondorArcherFireArrows ; ;Upgrade_GondorFireArrows

End

ProjectileNugget ; Fire arrow available through fire upgrade

ProjectileTemplateName  = GondorArcherFireArrowBombard

WarheadTemplateName     = MortBowmanBowBombardFireWarhead

RequiredUpgradeNames    = Upgrade_GondorArcherFireArrows ; ;Upgrade_GondorFireArrows

End

End





;----------------------------

Weapon MortBowmanWarhead

  ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS 

  RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES

  HitStoredTarget = Yes ; Always hits initial target.

  DamageNugget                        ; A basic Nugget that just does damage

    Damage        = SFMOTHOND_ARCHER_DAMAGE

    Radius        = 0.0 ; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.

    DelayTime     = 0

    DamageType    = PIERCE

    DamageFXType  = GOOD_ARROW_PIERCE

    DeathType     = NORMAL

  End

End



Weapon MortBowmanBowBombardWarhead

  ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS 

  RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES

  DamageNugget                        ; A basic Nugget that just does damage

    Damage        = SFMOTHOND_ARCHER_DAMAGE

    Radius        = 0.0 ; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.

    DelayTime     = 0

    DamageType    = PIERCE

    DamageFXType  = GOOD_ARROW_PIERCE

    DeathType     = NORMAL

  End

End





Weapon MortBowmanBowFireWarhead

ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS 

RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES

HitStoredTarget = Yes ; Always hits initial target.



DamageNugget                        ; A basic Nugget that just does damage

Damage          = 1

Radius          = 0.0 ; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.

DamageType      = FLAME

DamageFXType    = FLAME

DeathType       = BURNED

AcceptDamageAdd = No

DamageScalar    = 50000% NONE +MINE ; Make sure we one shot kill mines, without risking wasting some poor hero with a torch

End



DamageNugget                        

Damage          = SFMOTHOND_ARCHER_FIRE_UPGRADE_DAMAGE

Radius          = 0.0 ; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.

DelayTime       = 0

DamageType      = FLAME

DamageFXType    = GOOD_ARROW_PIERCE

DeathType       = BURNED

AcceptDamageAdd = No

DamageScalar  = 25% ALL -STRUCTURE

End



DamageNugget                        ; A basic Nugget that just does damage

Damage          = SFMOTHOND_ARCHER_DAMAGE 

Radius          = 0.0 ; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.

DelayTime       = 0

DamageType      = PIERCE

DamageFXType    = GOOD_ARROW_PIERCE

DeathType       = NORMAL

End

End



Weapon MortBowmanBowBombardFireWarhead

ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS 

RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES



DamageNugget                        ; A basic Nugget that just does damage

Damage          = 1

Radius          = 0.0 ; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.

DamageType      = FLAME

DamageFXType    = FLAME

DeathType       = BURNED

AcceptDamageAdd = No

DamageScalar    = 50000% NONE +MINE ; Make sure we one shot kill mines, without risking wasting some poor hero with a torch

End



DamageNugget                        

Damage          = SFMOTHOND_ARCHER_FIRE_UPGRADE_DAMAGE

Radius          = 0.0 ; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.

DelayTime       = 0

DamageType      = FLAME

DamageFXType    = GOOD_ARROW_PIERCE

DeathType       = BURNED

AcceptDamageAdd = No

DamageScalar  = 25% ALL -STRUCTURE

End



DamageNugget                        ; A basic Nugget that just does damage

Damage          = SFMOTHOND_ARCHER_DAMAGE

Radius          = 0.0 ; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.

DelayTime       = 0

DamageType      = PIERCE

DamageFXType    = GOOD_ARROW_PIERCE

DeathType       = NORMAL

End



FireLogicNugget

LogicType = INCREASE_BURN_RATE

Radius = 1.0

Damage = ARCHER_BOMBARD_FIREARROW_BURNRATEINCREASE

End

End





;------------------------------------------------------------------------------

Weapon MortBowmanSword 

LeechRangeWeapon      = Yes

AttackRange           = STANDARD_MELEE_ATTACK_RANGE

MeleeWeapon           = Yes

DelayBetweenShots     = 800            ; time between shots, msec

PreAttackDelay        = 700             ; 567 is sword swing delay time before contact with target.

PreAttackType         = PER_SHOT ; Do the delay each time we attack a new target

FireFX                = FX_GondorSwordHit

FireFlankFX = FX_Flanking

FiringDuration        = 800    ; Duration of the sword swing

;OverrideVoiceAttackSound = ElvenWarriorVoiceAttack   ;RangerVoiceAttackSword





DamageNugget                        ; A basic Nugget that just does damage

   Damage        = GONDOR_RANGER_SWORD_DAMAGE

   Radius        = 0.0

   DelayTime     = 0

   DamageType    = SLASH

   DamageFXType  = SWORD_SLASH

   DeathType     = NORMAL

   FlankingBonus = 50%

End

End



;------------------------------------------------------------------------------

In Topic: To all LOTRO players (Arkenstone)

10 June 2012 - 04:50 AM

May I join? I will create a new character as soon as possible! :D

-HKFrenchtoast (aka dethwaker3)