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. :/
HKFrenchtoast hasn't added any friends yet.
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?
10 June 2012 - 11:13 PM
I'm not sure...
Try removing this:Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgradeTag TriggeredBy = Upgrade_GondorFireArrows End
10 June 2012 - 09:26 PM
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 ;------------------------------------------------------------------------------
10 June 2012 - 04:50 AM