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Missile157

Member Since 04 Feb 2013
Offline Last Active Mar 03 2013 06:54 PM

Posts I've Made

In Topic: Ring Upgrade

23 February 2013 - 10:03 AM

OK I have deleted the skeleton part of the ParticleSystem and that now works fine, thanks. :)

 

There is still the same error with the weaponset, it says AddConditionFlags is an unknown field. So, is there a particular place in the INI, in which this weaponset upgrade must go? As this was the problem earlier. At the moment the actual Weaponset is under the standard weaponsets and the WeaponSetUpgrade is right at the bottom with the rest of the Ring Code (see above).

 

Here's the new weaponset upgrade (I made sure that I changed the weaponset to correspond with the new condition too): 

Behavior = WeaponSetUpgrade ModuleTag_RingWeapon
        TriggeredBy = Upgrade_UseRing
        AddConditionFlags = WEAPONSET_CREATE_A_HERO_WS_01 
End

In Topic: Ring Upgrade

20 February 2013 - 12:59 PM

OK I have put it in the correct place and the effect now works, unfortunately Gandalf doesn't seem to have any animations anymore, he just slides across the ground like a moving statue. He can still attacks and the enemies die, but he doesn't move. 

 

Any ideas? Could the new particle system be messing it up, or the fact that I have to specify a model. I have tried several different models with corresponding skeletons, the result is the same.

 

 

 

EDIT: Just another quick question, but can the above steps be modified so that they change Gandalf's weapon instead of a graphical effect, because what I'm trying isn't working at the moment. This is the weaponset part:

	WeaponSet
		Conditions				= WEAPONSET_RING_MODE 
		Weapon					= PRIMARY GaladrielSword
	End 

And this is the condition part:

	Behavior = WeaponSetUpgrade ModuleTag_RingWeapon
        	TriggeredBy = Upgrade_UseRing
        	AddConditionFlags = WEAPONSET_RING_MODE
    	End

 

The error message says that "WEAPONSET_RING_MODE" isn't a valid member of the index list, does that mean it needs to be referenced in a different file? If so, where? If not, what is the problem?  I have also tried it with USER_4 and the result is the same.

Thanks again. :)


In Topic: Ring Upgrade

19 February 2013 - 09:39 PM

Thanks for your help but for some reason, it doesn't seem to like the ModelConditionState and says it's an unknown field with the usual error message. It accepts the behaviour part but not the actual modelcondition.

 

Here's what I added:

	Behavior = ModelConditionUpgrade ModuleTag_GaladAura
        	TriggeredBy = Upgrade_UseRing
        	AddConditionFlags = USER_4
    	End

 

This seems fine.

Error is in the below part.

	ModelConditionState 	= USER_4
            Model               = GUGandalf_SKN
	    Skeleton            = GUGandalfG_SKL
            ParticleSysBone = B_PELVIS GaladAura FollowBone:YES
        End	

 

 

I have tried with different numbers for the "USER_X" in both pieces of code (corresponding obviously) and with and without the skeleton and the = between "ModelConditionState" and "USER_X"; the game doesn't work no matter what. :(

Thanks for the help though, any further ideas?


In Topic: Ring Upgrade

19 February 2013 - 11:18 AM

OK it's been a while but I have tried something else.

I added this to the Ring Code in a hope that it would work, even though I'm not entirely sure what "ModuleTag" is.

 

Behavior = ModelConditionUpgrade ModuleTag_GaladAura
		TriggeredBy			        =Upgrade_UseRing
		ParticleSysBone = B_PELVIS GaladAura FollowBone:YES
End

 

I made up the module tag and it didn't seem to have a problem with that, but it says that "ParticleSysBone" was an unknown field, even though this exact code is used to give the normal GaladrielRingHero her Aura. Although it is used as a default model condition state there. So what is wrong with what I have done?

 

Thanks in advance if you can help. :)


In Topic: Ring Heroes

11 February 2013 - 06:41 PM

That's very nice, but in future please make your own thread if what your talking about has very little to do with the original thread, I don't want to seem rude but this is a thread about Ring Heroes and how to prevent two of the same hero appearing at the same time, so to ask an entirely different question make an entirely new thread.

Just trying to keep this thread about what I created it for.

 

Anyway is there a way to make the max of simultaneous apply to units on the map as well as just command  buttons because that would prevent both from being on the map at the same time?