(This is all from memory, and I can't look up the exact names of stuff)
I tried going down that route and found it impossible to do. Another method you might want to try if you didn't like the one I used (it might be leftover code in the Rings of Power .ini), is to have an "Ignite" weapon on a crate that triggers an upgrade on the hit unit. The weapon attacks in an area, and when the unit is hit, it gets the upgrade. You would have to play around with the range settings of the weapon, or it could be kind of buggy (hitting more than one unit at once).
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Drakein
Member Since 29 Apr 2005Offline Last Active Jul 30 2006 05:33 PM
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In Topic: Upgrade
22 January 2006 - 06:10 PM
In Topic: Rings of Power
09 August 2005 - 07:45 PM
What you might want to try is making the warhead set the ModelConditionState = HERO. Of course, this will only work properly on regular units (Gandalf and Balrog use HERO for Gandalf the White and Ignite). Then if you wanted to do a damage over time, you could add a WeaponHeroEffect. If you just wanted the fx then using USER_* would be ok..
Anyways, in the warhead you'd have to use the following:
Thats actually a pretty cool idea, I'd like to see it when its finished.
EDIT:
I just realize you wanted it to play an animation too. That's when it gets a little bit tricky.
You would have to use the same code I used for the Spider Web stuff.
Anyways, in the warhead you'd have to use the following:
SpecialModelConditionNugget ModelConditionNames = USER_2 ; Can be used to set multiple, and it doesn't use the normal hit reaction because this one is special ModelConditionDuration = 5000
Thats actually a pretty cool idea, I'd like to see it when its finished.
EDIT:
I just realize you wanted it to play an animation too. That's when it gets a little bit tricky.
You would have to use the same code I used for the Spider Web stuff.
In Topic: Rings of Power
08 August 2005 - 06:27 PM
ahh, I didn't realize there was a haldir skin included. I'll have to try that out, thanks
In Topic: Rings of Power
07 August 2005 - 08:12 PM
I'm glad it works.
I was unable to solve either of those problems, unfortunately. As you probably noticed by going through the map.ini, I used old commandbutton's and just changed what they do to serve my purpose. Its not the best method, but I was tired of trying to find away around it. As far as I know, it can't be done.
As for the object names, that too gave me a few headaches. I think because the .str file is the last thing to be loaded, it says it can't be found when the object is loaded. I think the only way around this would be to somehow use a .csf file, which I think is impossible. Other than that, I'm clueless, sorry
I was unable to solve either of those problems, unfortunately. As you probably noticed by going through the map.ini, I used old commandbutton's and just changed what they do to serve my purpose. Its not the best method, but I was tired of trying to find away around it. As far as I know, it can't be done.
As for the object names, that too gave me a few headaches. I think because the .str file is the last thing to be loaded, it says it can't be found when the object is loaded. I think the only way around this would be to somehow use a .csf file, which I think is impossible. Other than that, I'm clueless, sorry
In Topic: Rings of Power
07 August 2005 - 05:31 PM
Ok, I just tested out a new DamageFX and it worked so its your FXParticle or FXList. What's probably happening is a few things.
1) You might have the priority set too low. If you're using low graphics settings than it won't always show up unless you use Priority = ALWAYS_RENDER.
2) The Particles are being emitted below the ground. You can fix this in the FXParticle or FXList. The easiest way is to just put Offset = X:0.0 Y:0.0 Z:25.0 in the ParticleSystem block of the FXList.
3) Wrong colour settings in the FXParticleList. This was the most common problem for me at first. Try to set the colours so that they have a definate lifetime value (the last number). I found its easier to use than using 0. For example Color1 = R:86 G:78 B:61 1
Color2 = R:121 G:108 B:91 30.
1) You might have the priority set too low. If you're using low graphics settings than it won't always show up unless you use Priority = ALWAYS_RENDER.
2) The Particles are being emitted below the ground. You can fix this in the FXParticle or FXList. The easiest way is to just put Offset = X:0.0 Y:0.0 Z:25.0 in the ParticleSystem block of the FXList.
3) Wrong colour settings in the FXParticleList. This was the most common problem for me at first. Try to set the colours so that they have a definate lifetime value (the last number). I found its easier to use than using 0. For example Color1 = R:86 G:78 B:61 1
Color2 = R:121 G:108 B:91 30.
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