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Fire7500

Member Since 03 Aug 2017
Offline Last Active Dec 14 2017 12:24 PM

Posts I've Made

In Topic: Treebeard at Men barracks lvl 3

27 November 2017 - 12:28 PM

Hello RoccoTheStiff,

 

Yes, this is quite an interesting predicament. I've never encountered something like this before. Perhaps you need to change the Sides in RohanTreeberd? That might be the cause of the problem since he's allied to the Elves, I believe.

 

Please forgive me if my suggested option doesn't work.

 

 

Cheers!

 - Fire7500


In Topic: BFME II Modding | Error Parsing

27 November 2017 - 12:22 PM

Hello NewErr,

 

Could you please specify where I missed an 'End' line?

 

 

Cheers!

 - Fire7500


In Topic: Treebeard at Men barracks lvl 3

25 November 2017 - 11:34 PM

Hello RoccoTheStiff,

 

 

Hmm. Are you encountering any errors when you open BFME II, or is your hero not showing up at the start of any game?

 

With the latter question, simply put TreeBeard anywhere in front of GondorGandalf in Playertemplate.ini. This way, your hero is accessible from the beginning of the game without having to first purchase Gandalf.

 

 

Cheers!

 - Fire7500


In Topic: BFME II Modding | Error Parsing

24 November 2017 - 11:50 PM

Hello NewErr,

 

My apologies for giving you a hard time. Here is the code in a code block:

;------------------------------------------------------------------------------
;
;	Natalie.ini
;
;------------------------------------------------------------------------------
Object RohanNatalie
	; *** ART Parameters ***

	SelectPortrait = CPShieldMaiden

	ButtonImage = HICAHShieldMaiden
	
	DescriptionStrategic = CONTROLBAR:LW_ToolTip_Natalie
    
	Draw = W3DScriptedModelDraw ModuleTag_DRAW

	StaticModelLODMode = Yes
	
	OkToChangeModelColor = Yes
;------------------------------------------------------------------------------
		DefaultModelConditionState
			Model		= CHHW_SM_U_SKN
			Skeleton	= CHHW_SM_U_SKL
		End
;------------------------------------------------------------------------------
		ModelConditionState	= MOUNTED
			Model		= CHHW_SM_M_SKN
			Skeleton	= CHHW_SM_M_SKL
		End
;------------------------------------------------------------------------------
	; *** Animations ***
;------------------------------------------------------------------------------
	; Regular Idle Animations
		
		IdleAnimationState
			Animation = Foot_IDLB // Bored Idle
				AnimationName       = CHHW_SM_U_IDLB
				AnimationMode       = ONCE
				AnimationPriority   = 20
			End
			Animation = Foot_IDLC // Bored Fidget
				AnimationName       = CHHW_SM_U_IBFA
				AnimationMode       = ONCE
				AnimationPriority   = 2
			End
			BeginScript
				CurDrawableHideSubObject("spear")
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
			EndScript
		End
;------------------------------------------------------------------------------
	; Mounted Animations: Debug

	AnimationState 			= MOUNTED DEBUG
		Animation
			AnimationName 	= CHHW_SM_M_IDLA	   
			AnimationMode 	= ONCE
		End
		ParticleSysBone		= BAT_HHEAD	glowHorseGold	FollowBone:Yes
		ParticleSysBone		= B_HHIPL	glowHorseRearGold	FollowBone:Yes
		ParticleSysBone		= BAT_SPINE2	glowGold	FollowBone:Yes
	End
;------------------------------------------------------------------------------
	; Mounted Animations

	AnimationState 			= MOUNTED FREEFALL 
		Animation		= freefall
			AnimationName 	= CHHW_SM_M_FLYC
			AnimationMode 	= LOOP
		End
		Flags 			= RANDOMSTART
	End

	AnimationState 			= MOUNTED STUNNED_FLAILING 
		Animation 		= JustDie
			AnimationName 	= CHHW_SM_M_FLYC
			AnimationMode 	= LOOP
		End
		Flags 			= RANDOMSTART
	End

	AnimationState 			= MOUNTED PASSENGER
		Animation		= grabbed
			AnimationName	= CHHW_SM_M_GBDA
			AnimationMode	= LOOP
		End
		Flags			= RANDOMSTART
	End

	AnimationState				= MOUNTED DYING SPLATTED
		Animation			= Land
			AnimationName		= CHHW_SM_M_LNDA
			AnimationMode		= ONCE
			AnimationBlendTime 	= 2
		End
		FXEvent				= Frame:2 Name:FX_SplatDust
	End

	AnimationState			= MOUNTED DYING
		Animation		= JustDie
			AnimationName	= CHHW_SM_M_DIEA
			AnimationMode	= ONCE
		End
	End

	AnimationState					= MOUNTED STUNNED_STANDING_UP
		Animation				= StandUp
			AnimationName			= CHHW_SM_M_GTPA
			AnimationMode			= ONCE
			AnimationSpeedFactorRange 	= 3.5 3.5
		End
	End
		
	AnimationState			= MOUNTED STUNNED
		Animation		= Land
			AnimationName	= CHHW_SM_M_LNDA
			AnimationMode	= ONCE
		End
	End


	AnimationState        		= MOUNTED MOVING FIRING_OR_PREATTACK_A
		ShareAnimation		= Yes
		Animation		= RunAndFire
			AnimationName	= CHHW_SM_M_ATRA
			AnimationMode	= LOOP
		End
		Flags			= RANDOMSTART 
	End

	AnimationState					= MOUNTED TURN_LEFT_HIGH_SPEED
		Animation				= TurnLeft
			AnimationName			= CHHW_SM_M_TNL1
			AnimationMode			= LOOP
			AnimationSpeedFactorRange 	= 1.2 1.2
			AnimationBlendTime		= 20
		End
	End

	AnimationState					= MOUNTED TURN_RIGHT_HIGH_SPEED
		Animation				= TurnLeft
			AnimationName			= CHHW_SM_M_TNR1
			AnimationMode			= LOOP
			AnimationSpeedFactorRange 	= 1.2 1.2
			AnimationBlendTime		= 20
		End
	End


	AnimationState			= MOUNTED MOVING TURN_LEFT 
		Animation		= TurnLeft
			AnimationName	= CHHW_SM_M_TRNL
			AnimationMode	= LOOP
		End
	End

	AnimationState			= MOUNTED MOVING TURN_RIGHT 
		Animation		= TurnRight
			AnimationName	= CHHW_SM_M_TRNR
			AnimationMode	= LOOP
		End
	End

	AnimationState			= MOUNTED MOVING ACCELERATE
		Animation		= Accelerate
			AnimationName	= CHHW_SM_M_ACCL
			AnimationMode	= LOOP
		End
	End

	AnimationState			= MOUNTED MOVING DECELERATE
		Animation		= Decelerate
			AnimationName	= CHHW_SM_M_DECL
			AnimationMode	= ONCE
		End
	End

	AnimationState			= MOUNTED MOVING WALKING
		Animation		= Walk
			AnimationName	= CHHW_SM_M_WLKA
			AnimationMode	= LOOP
		End
	End

	AnimationState			= MOUNTED MOVING BACKING_UP
		Animation		= BackingUp
			AnimationName	= CHHW_SM_M_BAKA
			AnimationMode	= LOOP
		End
	End


	AnimationState			= MOUNTED MOVING
		Animation		= RunA
			AnimationName	= CHHW_SM_M_RUNA
			AnimationMode	= LOOP
		End
	End

	AnimationState				= PACKING_TYPE_2 MOUNTED
		StateName			= SPELL
		Animation			= SPCC
			AnimationName		= CHHW_SM_M_SPCA
			AnimationMode		= ONCE
			AnimationBlendTime	= 20
		End
	End

	AnimationState					= PACKING_TYPE_1 MOUNTED
		StateName				= SPELL
		Animation				= SPCC
			AnimationName			= CHHW_SM_M_IDLB CHHW_SM_M_IDLA
			AnimationSpeedFactorRange	= 0.842 0.842
			AnimationMode			= ONCE
		End		
	End

	AnimationState				= MOUNTED FIRING_OR_PREATTACK_A
		Animation			= AttackA
			AnimationName		= CHHW_SM_M_ATKA
			AnimationMode		= ONCE
			UseWeaponTiming		= Yes
		End
		Animation			= AttackB
			AnimationName		= CHHW_SM_M_ATKB CHHW_SM_M_ATKA
			AnimationMode		= ONCE
			UseWeaponTiming		= Yes
		End
		Flags				= RESTART_ANIM_WHEN_COMPLETE
	End

	AnimationState			= MOUNTED ATTACKING
		Animation		= AttackA
			AnimationName	= CHHW_SM_M_ATKA
			AnimationMode	= MANUAL
		End
	End

	AnimationState					= MOUNTED LEVELED
		StateName				= Idle
		Animation				= LevelUp
			AnimationName			= CHHW_SM_M_IDLB CHHW_SM_M_IDLA
			AnimationMode			= ONCE
			AnimationSpeedFactorRange	= 0.666 0.666
		End
	End

	AnimationState				= MOUNTED SELECTED
		SimilarRestart			= Yes			
		StateName			= AtAttentionIdle
		Animation			= ATNB
			AnimationName		= CHHW_SM_M_IDLB CHHW_SM_M_IDLA
			AnimationMode		= LOOP
		End
		BeginScript
			Prev = CurDrawablePrevAnimationState()
			if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
			if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
		EndScript
	End

	TransitionState				= TRANS_MountedSelect
		Animation			= ATNA
			AnimationName		= CHHW_SM_M_ATNA
			AnimationMode		= ONCE
		End
	End

	AnimationState				= MOUNTED
		StateName 			= Idle
		Animation			= IdleA
			AnimationName		= CHHW_SM_M_IDLA
			AnimationPriority	= 20
			AnimationMode		= ONCE
			AnimationBlendTime	= 15
		End
		Animation			= IdleB
			AnimationName		= CHHW_SM_M_IDLB CHHW_SM_M_IDLA
			AnimationMode		= ONCE
			AnimationBlendTime	= 15
		End
		Animation			= IdleC
			AnimationName		= CHHW_SM_M_IDLC CHHW_SM_M_IDLB CHHW_SM_M_IDLA
			AnimationMode		= ONCE
			AnimationBlendTime	= 15
		End
		Flags				= RESTART_ANIM_WHEN_COMPLETE
	End
;------------------------------------------------------------------------------
	; Regular Animations
;------------------------------------------------------------------------------
	; Flying Animations: Knockback

	AnimationState			= STUNNED_FLAILING 
		Animation
			AnimationName	= CHHW_SM_U_FLYA
			AnimationMode	= LOOP
		End
		Flags			= RANDOMSTART
	End
;------------------------------------------------------------------------------
	; Dying Animations

	AnimationState			= DYING SPLATTED
		Animation
			AnimationName	= CHHW_SM_U_LNDA
			AnimationMode	= ONCE
		End
	End

	AnimationState			= DYING
		Animation
			AnimationName	= CHHW_SM_U_DIEA
			AnimationMode	= ONCE
		End
		Animation		= GUHero_DIEB
			AnimationName	= CHHW_SM_U_DIEB
			AnimationMode	= ONCE
		End
	End
;------------------------------------------------------------------------------
	; Stunned Animations

	AnimationState					= STUNNED_STANDING_UP
		Animation
			AnimationName			= CHHW_SM_U_GTPA
			AnimationMode			= ONCE
			AnimationSpeedFactorRange 	= 1.5 1.5
		End
	End

	AnimationState			= STUNNED 
		Animation		= GUHero_LNDA
			AnimationName	= CHHW_SM_U_LNDA
			AnimationMode	= ONCE
		End
	End
;------------------------------------------------------------------------------
	; Attacking Animations

	AnimationState			= FIRING_OR_PREATTACK_A MOUNTED
		Animation
			AnimationName	= CHHW_SM_M_ATKA CHHW_SM_M_ATKB
			AnimationMode	= ONCE
			UseWeaponTiming	= Yes
		End
	End
;------------------------------------------------------------------------------
	; Click and Hit Reaction Animation

		AnimationState 			= HIT_REACTION
			Animation
				AnimationName 	= CHHW_SM_U_HITA
				AnimationMode 	= ONCE
			End
		End
;------------------------------------------------------------------------------
	; Selected Animations and Transitions

	AnimationState			= SELECTED MOUNTED
		SimilarRestart		= Yes			
		StateName		= AtAttentionIdleMounted
		Animation		= ATNB
			AnimationName	= CHHW_SM_M_ATNB
			AnimationMode	= LOOP
		End
		BeginScript
			Prev = CurDrawablePrevAnimationState()
			if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
			if Prev == "AtAttentionIdleMounted" then CurDrawableSetTransitionAnimState("TRANS_Select") end
		EndScript
	End

	TransitionState			= TRANS_Select
		Animation
			AnimationName	= CHHW_SM_M_ATNA
			AnimationMode	= ONCE
		End
	End
;------------------------------------------------------------------------------
	; Emotion Animations

	AnimationState			= EMOTION_CELEBRATING MOUNTED
		Animation 
			AnimationName	= CHHW_SM_M_CHRA CHHW_SM_M_IRFA
			AnimationMode	= ONCE
		End
		Flags			= RESTART_ANIM_WHEN_COMPLETE
	End

	AnimationState			= EMOTION_CELEBRATING
		Animation CHRA
			AnimationName	= CHHW_SM_U_CHRA CHHW_SM_U_TNTA
			AnimationMode	= ONCE
		End
		Animation CHRB
			AnimationName	= CHHW_SM_U_CHRB CHHW_SM_U_CHRA CHHW_SM_U_TNTA
			AnimationMode	= ONCE
		End
		Flags			= RESTART_ANIM_WHEN_COMPLETE
	End
		
	AnimationState			= EMOTION_TAUNTING MOUNTED
		Animation 
			AnimationName	= CHHW_SM_M_TNTA CHHW_SM_M_IRFA
			AnimationMode	= ONCE
		End
		Flags			= RESTART_ANIM_WHEN_COMPLETE
	End
		
	AnimationState			= EMOTION_TAUNTING
		Animation CHRA
			AnimationName	= CHHW_SM_U_TNTA
			AnimationMode	= ONCE
		End
		Animation CHRB
			AnimationName	= CHHW_SM_U_TNTB CHHW_SM_U_TNTA
			AnimationMode	= ONCE
		End
		Flags			= RESTART_ANIM_WHEN_COMPLETE
	End
;------------------------------------------------------------------------------
	Draw = W3DScriptedModelDraw DustEffects
		DefaultModelConditionState
			Model = None
		End

	    	IdleAnimationState
	   	End

		AnimationState 		= MOUNTED MOVING WADING
			ParticleSysBone = None FootstepSlash
		End

	    	AnimationState 		= MOUNTED MOVING ACCELERATE
			ParticleSysBone = None GenericSiegeTrailDust
	    	End

	    	AnimationState 		= MOUNTED MOVING ACCELERATE
			ParticleSysBone = None GenericSiegeTrailDust
	    	End

	    	AnimationState = MOUNTED MOVING
	    	End
	End
;------------------------------------------------------------------------------
	; *** DESIGN Parameters ***

	Side 			= Men
	EditorSorting 		= UNIT
	ThreatLevel 		= 100
	ThingClass 		= CHARACTER_UNIT
	TransportSlotCount 	= TRANSPORTSLOTCOUNT_HERO
	BuildCost		= 2500
	BuildTime		= 60
	ShockwaveResistance 	= SHOCKWAVE_RESISTANCE_STRONG
	BountyValue		= 750

	//DisplayMeleeDamage = 200

	VisionRange 			= VISION_HERO_STANDARD				
	ShroudClearingRange 		= SHROUD_CLEAR_HERO
	MaxVisionBonusPercent 		= 300%
	VisionBonusTestRadius		= 200
	VisionBonusPercentPerFoot 	= 1.0%

	DisplayName 		= OBJECT:RohanNatalie
	RecruitText 		= CONTROLBAR:RohanNatalieRecruit
	ReviveText		= CONTROLBAR:RohanNatalieRevive
	Hotkey			= CONTROLBAR:RohanNatalieHotkey
	CrusherLevel 		= 0
	MountedCrusherLevel 	= 1
	CrushableLevel 		= 2
	MountedCrushableLevel 	= 2

	CrushWeapon = HeroCrush  

	MinCrushVelocityPercent 	= 50
	CrushDecelerationPercent 	= 30
	
	CrushKnockback 	= 40
	CrushZFactor 	= 1.0

	CommandSet 	= RohanNatalieCommandSet
	CommandPoints 	= 75
;------------------------------------------------------------------------------
	; *** Weapon Sets ***
	
	WeaponSet
		Conditions		= None 
		Weapon			= PRIMARY   NatalieSword
		AutoChooseSources	= PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
	End
;------------------------------------------------------------------------------
	; *** Fire Sword Weapon ***

	Behavior = SubObjectsUpgrade ModuleTag_FireBrand
		TriggeredBy		= Upgrade_ObjectLevel1
		ShowSubObjects		= FireBrand 
	End
	Behavior = SubObjectsUpgrade FireBrandFX_Upgrade
		TriggeredBy	= Upgrade_ObjectLevel1
		ShowSubObjects	= FireBrand_FX01
	End
;------------------------------------------------------------------------------
	; *** Armor Sets ***

	ArmorSet
		Conditions      = None
		Armor           = HeroArmor
		DamageFX        = NormalDamageFX
	End
	ArmorSet
		Conditions      = MOUNTED
		Armor           = HeroArmorMounted
		DamageFX        = NormalDamageFX
	End
;------------------------------------------------------------------------------
	; *** AUTO Resolve Data ***
 
	AutoResolveUnitType 	= AutoResolveUnit_Hero
	AutoResolveCombatChain 	= AutoResolve_HeroCombatChain

	AutoResolveBody = AutoResolve_CreateAHeroBody
	
	AutoResolveArmor
		Armor = AutoResolve_CreateAHeroArmor
	End

	AutoResolveWeapon
		Weapon = AutoResolve_CreateAHeroWeapon
	End
;------------------------------------------------------------------------------
	; *** AUDIO Parameters ***

	RequiredModelConditions		= MOUNTED
	VoiceMove	 		= HeroWestFemaleVoiceMoveMount
	VoiceGuard			= HeroWestFemaleVoiceMoveMount
	VoiceMoveToCamp			= HeroWestFemaleVoiceMoveMount
	VoiceMoveWhileAttacking		= HeroWestFemaleVoiceMoveMount
	VoiceRetreatToCastle		= HeroWestFemaleVoiceMoveMount
	End

	VoiceAttack		= HeroWestFemaleVoiceAttack
	VoiceAttackCharge 	= HeroWestFemaleVoiceAttackCharge
	VoiceAttackMachine 	= HeroWestFemaleVoiceAttack
	VoiceAttackStructure 	= HeroWestFemaleVoiceAttack
	VoiceCreated		= HeroWestFemaleVoiceSalute
	VoiceFear		= HeroWestFemaleVoiceHelpMe
	VoiceFullyCreated	= HeroWestFemaleVoiceSalute
	VoiceGuard		= HeroWestFemaleVoiceMove
	VoiceMove 		= HeroWestFemaleVoiceMove
	VoiceMoveToCamp 	= HeroWestFemaleVoiceMove
	VoiceMoveWhileAttacking = HeroWestFemaleVoiceMove
	VoicePriority		= 95
	VoiceRetreatToCastle 	= HeroWestFemaleVoiceMove
	VoiceSelect 		= HeroWestFemaleVoiceSelectMS
	VoiceSelectBattle  	= HeroWestFemaleVoiceSelectBattle
		
	SoundImpact = ImpactHorse
		
	UnitSpecificSounds
		VoiceEnterUnitElvenTransportShip	= HeroWestFemaleVoiceMove
		VoiceGarrison				= HeroWestFemaleVoiceMove
		VoiceInitiateCaptureBuilding		= HeroWestFemaleVoiceCaptureBuilding
	End
;------------------------------------------------------------------------------
	Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
		Key = Hero
	End
;------------------------------------------------------------------------------
	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800
		AnimationSound = Sound:HorseMoveFootsteps		Animation:CHHW_SM_M_SKL.CHHW_SM_M_ACCL	Frames:18 36
		AnimationSound = Sound:HorseMoveFootsteps		Animation:CHHW_SM_M_SKL.CHHW_SM_M_ATRA	Frames:11 27
		AnimationSound = Sound:HorseDieForHero			Animation:CHHW_SM_M_SKL.CHHW_SM_M_DIEA	Frames:1
		AnimationSound = Sound:BodyFallGenericNoArmor	Animation:CHHW_SM_M_SKL.CHHW_SM_M_DIEA	Frames:6
		AnimationSound = Sound:BodyFallSoldier			Animation:CHHW_SM_M_SKL.CHHW_SM_M_DIEA	Frames:45
		AnimationSound = Sound:BodyFallSoldier			Animation:CHHW_SM_M_SKL.CHHW_SM_M_LNDA	Frames:2 12
		AnimationSound = Sound:HorseMoveFootsteps		Animation:CHHW_SM_M_SKL.CHHW_SM_M_MFDA	Frames:10
		AnimationSound = Sound:HorseMoveFootsteps		Animation:CHHW_SM_M_SKL.CHHW_SM_M_RUNA	Frames:10
		AnimationSound = Sound:HorseMoveFootsteps		Animation:CHHW_SM_M_SKL.CHHW_SM_M_TNL1	Frames:10
		AnimationSound = Sound:HorseMoveFootsteps		Animation:CHHW_SM_M_SKL.CHHW_SM_M_TNR1	Frames:10
		AnimationSound = Sound:TauntHumanHitShield		Animation:CHHW_SM_M_SKL.CHHW_SM_M_TNTA	Frames:11 27
	End
;------------------------------------------------------------------------------
	; *** ENGINEERING Parameters ***

	RadarPriority 		= UNIT
	KindOf 			= HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY HEAVY_MELEE_HITTER
	PathfindDiameter 	= 40.0

	Body = RespawnBody ModuleTag_RespawnBody
		CheerRadius 			= EMOTION_CHEER_RADIUS
		MaxHealth         		= 2200
		PermanentlyKilledByFilter	= NONE
   		DodgePercent      		= HERO_DODGE_PERCENT
	End

	Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim			= DYING
		DeathFX				= FX_HeroDieToRespawn
		DeathAnimationTime		= 5000
		InitialSpawnFX			= FX_HeroInitialSpawn
		RespawnAnim			= LEVELED
		RespawnFX			= FX_HeroRespawn
		RespawnAnimationTime		= 2000
		AutoRespawnAtObjectFilter	= NONE +CASTLE_KEEP
		ButtonImage			= HIFaramir

		RespawnRules = AutoSpawn:No	Cost:1875	Time:120000	Health:100%
	End
;------------------------------------------------------------------------------
	Behavior = AutoHealBehavior ModuleTag_NatalieHealing
		StartsActive 		= Yes
		HealingAmount 		= HERO_HEAL_AMOUNT
		HealingDelay 		= 500
		StartHealingDelay 	= HERO_HEAL_DELAY
		HealOnlyIfNotInCombat 	= Yes
	End
;------------------------------------------------------------------------------
	Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
	End
;------------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler
		SpecialPowerTemplate 	= SpecialAbilityToggleMounted
		TriggeredBy 		= Upgrade_MountNatalie
	End

 	Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
 		SpecialPowerTemplate      	= SpecialAbilityToggleMounted
 		UpdateModuleStartsAttack  	= Yes
 		StartsPaused 			= Yes
 	End

	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
 		SpecialPowerTemplate		= SpecialAbilityToggleMounted
 		UnpackTime			= 2000
 		PreparationTime			= 1  
 		PersistentPrepTime		= 250
 		PackTime			= 2000	
 		OpacityTarget			= .3
 		AwardXPForTriggering    	= 0
	End
;------------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KnightValor_Enabler
		SpecialPowerTemplate 	= SpecialAbilityFakeLeadership
		TriggeredBy		= Upgrade_KnightValor
	End

	Behavior = SpecialPowerModule ModuleTag_KnightValorUpdate   
		SpecialPowerTemplate		= SpecialAbilityFakeLeadership
		UpdateModuleStartsAttack 	= No
		StartsPaused			= Yes
	End
	
	Behavior = AttributeModifierAuraUpdate ModuleTag_KnightValor
		StartsActive 	= No
		BonusName	= KnightValor
		TriggeredBy	= Upgrade_KnightValor
		RefreshDelay 	= 2000
		Range		= 200
		AntiCategory 	= BUFF
		ObjectFilter 	= ANY +INFANTRY +CAVALRY +HERO -STRUCTURE -BASE_FOUNDATION -HORDE -DOZER
	End
;------------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_NatalieDivineGraceEnabler
		SpecialPowerTemplate	= SpecialAbilityGlorfindelStarlight
		TriggeredBy		= Upgrade_NatalieDivineGrace
	End

	Behavior = OCLSpecialPower ModuleTag_NatalieDivineGrace
		StartsPaused		= Yes
		SpecialPowerTemplate	= SpecialAbilityGlorfindelStarlight
		OCL			= OCL_NatalieDivineGraceObject
		CreateLocation		= CREATE_AT_LOCATION
	End

	Behavior = AutoAbilityBehavior ModuleTag_DivineGraceAutoAbilityBehavior
		SpecialAbility	= SpecialAbilityGlorfindelStarlight
		MaxScanRange	= 200
		Query		= 2 ANY ALLIES +HORDE
		Query		= 1 ALL ENEMIES
	End
;------------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FloodStrikeEnabler
		SpecialPowerTemplate 	= SpecialAbilityPersonalFlood
		TriggeredBy 		= Upgrade_FloodStrike
	End
	
	Behavior = SpecialPowerModule ModuleTag_FloodStrikeStarter                      
		SpecialPowerTemplate		= SpecialAbilityPersonalFlood
		UpdateModuleStartsAttack	= Yes
		StartsPaused			= Yes
		InitiateSound			= ArwenVoiceFlood
	End

	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FloodUpdate   
		SpecialPowerTemplate = SpecialAbilityPersonalFlood

		UnpackTime	= 1300
		PackTime	= 1500

		StartAbilityRange = 150.0
		
		SpecialWeapon = NatalieFlood
		WhichSpecialWeapon = 1
	End
;------------------------------------------------------------------------------
	Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = Hero
	End
;------------------------------------------------------------------------------
	#include "..\..\..\includes\CaptureBuilding.inc"
;------------------------------------------------------------------------------
	Behavior = AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle 	= Yes ATTACK_BUILDINGS
		MoodAttackCheckRate		= 500
		HoldGroundCloseRangeDistance	= 41
		AILuaEventsList			= CreateAHeroFunctions
	End
;------------------------------------------------------------------------------
	Behavior = EmotionTrackerUpdate	Module_EmotionTracker
		TauntAndPointDistance		= 350
		TauntAndPointUpdateDelay	= 1000
		TauntAndPointExcluded		= NONE
		AfraidOf			= NONE
 		AlwaysAfraidOf			= NONE
		PointAt				= EMOTION_POINTAT_OBJECTFILTER
 		HeroScanDistance		= 150
 		FearScanDistance		= INFANTRY_FEAR_SCAN_RADIUS

		AddEmotion			= Taunt_Base
		AddEmotion			= CheerIdle_Base
		AddEmotion			= CheerBusy_Base
		AddEmotion			= Alert_Base
	End
;------------------------------------------------------------------------------
	LocomotorSet
		Locomotor = HeroHumanLocomotor
		Condition = SET_NORMAL 
		Speed     = NORMAL_GOOD_HERO_SPEED
	End
	  
	LocomotorSet
		Locomotor = HeroHorseLocomotor
		Condition = SET_MOUNTED 
		Speed     = NORMAL_CAVALRY_FAST_HORDE_SPEED
	End
;------------------------------------------------------------------------------
	Behavior = PhysicsBehavior ModuleTag_04
		GravityMult 		= 1.0
		ShockStandingTime 	= 2533
	End
;------------------------------------------------------------------------------
	Behavior = SlowDeathBehavior ModuleTag_05
		DeathTypes 		= ALL 
		SinkDelay 		= 5800
		SinkRate 		= 2.3
		DestructionDelay 	= 12000
		Sound 			= INITIAL FX_CreateAHeroDie
	End
;------------------------------------------------------------------------------
	Behavior = SquishCollide ModuleTag_06
	End
;------------------------------------------------------------------------------
	Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
		HitReactionLifeTimer1 = 1500
		HitReactionLifeTimer2 = 1500
		HitReactionLifeTimer3 = 1500

		HitReactionThreshold1 = 100.0
		HitReactionThreshold2 = 500.0
		HitReactionThreshold3 = 1000.0
		
		FastHitsResetReaction = No
	End
;------------------------------------------------------------------------------
	Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
	End 
;------------------------------------------------------------------------------
	;///////////////////
	; AISpecialPowers
	;///////////////////
;
;	Behavior = AISpecialPowerUpdate EowynShieldMaidenAI
;		CommandButtonName = Command_EowynShieldMaiden
;		SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
;	End
;	
;	Behavior = AISpecialPowerUpdate EowynSmiteAI
;		CommandButtonName = Command_EowynSmite
;		SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
;	End
;------------------------------------------------------------------------------
	Geometry		= CYLINDER
	GeometryMajorRadius 	= 8.0
	GeometryHeight		= 19.2
	GeometryIsSmall		= Yes
	
	Shadow		= SHADOW_DECAL
	ShadowSizeX	= 20
	ShadowSizeY	= 20
	ShadowTexture	= ShadowI
End
;------------------------------------------------------------------------------
Object NatalieFlood

	Draw = W3DScriptedModelDraw ModuleTag_07

    	DefaultModelConditionState
	      	Model = None
    	End

	EditorSorting		= SYSTEM
	KindOf 			= NO_COLLIDE IMMOBILE UNATTACKABLE INERT 
	ForceLuaRegistration 	= Yes

	; *** ENGINEERING Parameters ***
	Body = ImmortalBody ModuleTag_08
		MaxHealth 	= 1    
		InitialHealth 	= 1
	End

	Behavior = DeletionUpdate ModuleTag_09
		MinLifetime = 10000   
		MaxLifetime = 10000   
	End
	
	Behavior = FloodUpdate ModuleTag_FloodCentral
		AngleOfFlow 		= 0
		DirectionIsRelative 	= Yes
		
		FloodMember
			MemberTemplateName = NatalieFloodHorse
			ControlPointOffsetOne =		X:-100 Y:10 Z:0
			ControlPointOffsetTwo =		X:0 Y:50 Z:0
			ControlPointOffsetThree =	X:0 Y:-50 Z:0
			ControlPointOffsetFour =	X:100 Y:-50 Z:0
			MemberSpeed = 20
		End
		FloodMember
			MemberTemplateName = NatalieFloodHorse
			ControlPointOffsetOne =		X:-100 Y:0 Z:0
			ControlPointOffsetTwo =		X:-50 Y:0 Z:0
			ControlPointOffsetThree =	X:50 Y:0 Z:0
			ControlPointOffsetFour =	X:100 Y:0 Z:0
			MemberSpeed = 20
		End
		FloodMember
			MemberTemplateName = NatalieFloodHorse
			ControlPointOffsetOne =		X:-100 Y:-10 Z:0
			ControlPointOffsetTwo =		X:0 Y:-50 Z:0
			ControlPointOffsetThree =	X:0 Y:50 Z:0
			ControlPointOffsetFour =	X:100 Y:50 Z:0
			MemberSpeed = 20
		End
	End

	Geometry		= BOX
	GeometryMajorRadius 	= 10.0
	GeometryMinorRadius 	= 1.0
	GeometryHeight		= 3.0
	GeometryIsSmall		= No
	Shadow			= NONE
End
;------------------------------------------------------------------------------
Object NatalieFloodHorse

	Draw = W3DScriptedModelDraw ModuleTag_01

	StaticModelLODMode = Yes

		DefaultModelConditionState
			Model 		= FloodHorse_SKN
			ParticleSysBone = Bone05 WaterHorseTrail FollowBone:Yes
			ParticleSysBone = Bone05 WaterHorseTrail2 FollowBone:Yes
			ParticleSysBone = Bone05 WaterHorseTrail3 FollowBone:Yes
		End
		
		IdleAnimationState
			StateName		= STATE_Idle
			Animation		= IDLE
				AnimationName	= FloodHorse_SKL.FloodHorse_RUNA
				AnimationMode	= LOOP
			End
			Flags			= RANDOMSTART
		End   
		
		AnimationState			= MOVING
			Animation		= RUNA
				AnimationName	= FloodHorse_SKL.FloodHorse_RUNA
				AnimationMode	= LOOP
			End
			Flags			= RANDOMSTART
		End   
		
	End

	EditorSorting   = SYSTEM
	KindOf 		= NO_COLLIDE IMMOBILE UNATTACKABLE INERT 

	; *** ENGINEERING Parameters ***
	Body = HighlanderBody ModuleTag_10
		MaxHealth 	= 1    
		InitialHealth 	= 1
	End
	
	Behavior = FireWeaponUpdate ModuleTag_WeaponFiring
		FireWeaponNugget
			WeaponName 	= NatalieFloodWeapon
			Offset 		= X:-25 Y:0 Z:0
			FireDelay 	= 0
			OneShot 	= No
		End
	End
		
	Behavior = SlowDeathBehavior ModuleTag_FadeOut
		DeathTypes		= ALL
		DestructionDelay	= 0
	End
	
	Geometry 		= CYLINDER
	GeometryMajorRadius 	= 17.6
	GeometryHeight 		= 32.0
	GeometryIsSmall 	= No
End
;------------------------------------------------------------------------------
ChildObject NatalieDivineGraceObject FearRadiator

	; *** ART Parameters ***

	Draw = W3DScriptedModelDraw ModuleTag_Draw

	DefaultModelConditionState
		Model		= None
		ParticleSysBone = None CloudBreakRays
	End

	Behavior = LifetimeUpdate ModuleTag_01
		MinLifetime = 30000
		MaxLifetime = 30000
	End
	
	Behavior = AutoHealBehavior ModuleTag_HealUpdate
		StartsActive	= Yes
		HealingAmount	= 5.0
		HealingDelay	= 30
		Radius		= GLORFINDEL_STARLIGHT_RADIUS
	End
	
	Behavior = AttributeModifierAuraUpdate ModuleTag_Invulnerability
		StartsActive			= Yes
		BonusName			= CreateAHeroInvulnerabilityBonus_Level3
		AttributeModifierAffectsSelf 	= Yes
		RefreshDelay			= 2000
		Range				= 200
		ObjectFilter			= GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
	End	
End

The screen for the exact error is attached, as per your request.

 

 

Cheers!

 - Fire7500

 


In Topic: Weapon question!

10 August 2017 - 11:46 AM

Hi kkyuleug,

 

Gannicus' presumption is most likely correct. According to the 'createaherosystem' ini files, it appears that the weapons and other accessories used by the Men of The West character is under the name 'bling upgrades'. As shown below, here is the ini file for the Men of The West Create-A-Hero, with the necessary components coloured in red:

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
// Men of The West Class
//---------------------------------------------------------------------------------------------
 
CreateAHeroClass
NameTag   = CreateAHero:ClassName_HeroesOfTheWest
DescriptionTag = CreateAHero:ClassDesc_HeroesOfTheWest
PowersDescTag  = CreateAHero:ClassPowersDesc_HeroesOfTheWest
UpgradeName   = Upgrade_CreateAHero_ClassHeroOfTheWest
IconImage   = Archetype_HerooftheWest
 
SubClass // Captain Of Gondor
NameTag  = CreateAHero:SubClassName_CaptainOfGondor
DescriptionTag  = CreateAHero:SubClassDesc_CaptainOfGondor
IconImage  = CPCaptainofGondor
ButtonImage           = HICAHCaptainGondor
// In UI it should be   =  HICAHCaptainGondor_wotr
DefaultFaction              = Men 
UsableFactions              = Men Elves Dwarves
SpendableAttributePoints        = 30
 
UpgradeName  = Upgrade_CreateAHero_SubClass_0
//-------------------------------
// Awards common to all heros.
#include "CreateAHeroSystemCommonStatsAndAwards.inc"
// Class specific awards
Awards = GuardianOfMiddleEarth
 
 
//-------------------------------
// Weapons
BlingUpgrades  = Upgrade_CHW03 Upgrade_CHW04 Upgrade_CHW05 Upgrade_CHW06 Upgrade_CHW27
//-------------------------------
// Head Gear
BlingUpgrades = Upgrade_NoHelmet @Upgrade_CaptainOfGondor_CHH01 Upgrade_CaptainOfGondor_CHH02 Upgrade_CaptainOfGondor_CHH03
//-------------------------------
// Shoulder Plates
BlingUpgrades = Upgrade_NoShoulderPlates Upgrade_CaptainOfGondor_CHSP01 Upgrade_CaptainOfGondor_CHSP02
//-------------------------------
// Gauntlets
BlingUpgrades = Upgrade_NoGauntlets Upgrade_CaptainOfGondor_CHG01 Upgrade_CaptainOfGondor_CHG02 Upgrade_CaptainOfGondor_CHG03
//-------------------------------
// Shield
BlingUpgrades =  Upgrade_NoShield Upgrade_CAPG_CHS01 @Upgrade_CAPG_CHS02 Upgrade_CAPG_CHS03 Upgrade_CAPG_CHS04
//-------------------------------
// Boots
BlingUpgrades = Upgrade_NoBoots Upgrade_CaptainOfGondor_CHB01 Upgrade_CaptainOfGondor_CHB02 Upgrade_CaptainOfGondor_CHB03
//-------------------------------
// Body
BlingUpgrades = Upgrade_CAPG_CHBOD01 Upgrade_CAPG_CHBOD02 Upgrade_CAPG_CHBOD03
DefaultPrimaryColor  = R:150 G:150 B:150
DefaultSecondaryColor = R:150 G:150 B:150
DefaultTertiaryColor  = R:150 G:150 B:150
 
Attribute
GroupName = CreateAHero_ArmorAttribute
MinValueUpgrade = Upgrade_ArmorAttribute05
MaxValueUpgrade = Upgrade_ArmorAttribute20
DefaultValueUpgrade = Upgrade_ArmorAttribute16
End
 
Attribute
GroupName = CreateAHero_DamageMultAttribute
MinValueUpgrade = Upgrade_DamageMultAttribute04
MaxValueUpgrade = Upgrade_DamageMultAttribute17
DefaultValueUpgrade = Upgrade_DamageMultAttribute12
End
 
Attribute
GroupName = CreateAHero_HealthMultAttribute
MinValueUpgrade = Upgrade_HealthMultAttribute04
MaxValueUpgrade = Upgrade_HealthMultAttribute15
DefaultValueUpgrade = Upgrade_HealthMultAttribute10
End
 
Attribute
GroupName = CreateAHero_AutoHealAttribute
MinValueUpgrade = Upgrade_AutoHealAttribute05
MaxValueUpgrade = Upgrade_AutoHealAttribute18
DefaultValueUpgrade = Upgrade_AutoHealAttribute06
End
 
Attribute
GroupName = CreateAHero_VisionAttribute
MinValueUpgrade = Upgrade_VisionAttribute04
MaxValueUpgrade = Upgrade_VisionAttribute14
DefaultValueUpgrade = Upgrade_VisionAttribute08
End
        
        
// Camera used to view object with in create a hero
// NormaCam == 1.0 means it is at far location
ViewInfo
FarPitch  = -0.066
       FarZoom   = 0.210
       FarFloor  = 15.760
       FarDist   = 20.500
       FarShift  = 5.900
       NearPitch = 0.354
       NearZoom  = 0.254
       NearFloor = 74.260
       NearDist  = 40.000
       NearShift = 5.300
       CloseUpPitch = -0.300
       CloseUpZoom  = 0.200
       CloseUpFloor = 50.000
       CloseUpDist  = 29.000
       CloseUpShift = 0.100
       PortraitPitch = -0.050
       PortraitZoom  = 0.200
       PortraitFloor = 50.000
       PortraitDist  = 55.00
       PortraitShift = 0.50
       //NormalCam = 0.50
 
 
     
 
   
 
 
MapLocation = 6
End
End
 
SubClass // Shield Maiden
NameTag  = CreateAHero:SubClassName_SheildMaiden
DescriptionTag  = CreateAHero:SubClassDesc_ShieldMaiden
//IconImage  = CPShieldMaidenAlpha
IconImage  = CPShieldMaiden
ButtonImage           = HICAHShieldMaiden
// In UI it should be   =  HICAHShieldMaiden_wotr
//DefaultFaction              = Men 
UsableFactions              = Men Elves Dwarves
SpendableAttributePoints        = 30
 
UpgradeName  = Upgrade_CreateAHero_SubClass_1
//-------------------------------
// Awards common to all heros.
#include "CreateAHeroSystemCommonStatsAndAwards.inc"
// Class specific awards
Awards = GuardianOfMiddleEarth
 
// -------------------------------
// Weapons
BlingUpgrades = Upgrade_CHW03 Upgrade_CHW04 Upgrade_CHW05 Upgrade_CHW06 Upgrade_CHW27 Upgrade_CHW28
// -------------------------------
// Head Gear
BlingUpgrades = Upgrade_NoHelmet Upgrade_SHIM_CHH01 Upgrade_SHIM_CHH02 Upgrade_SHIM_CHH03
// -------------------------------
// Shoulder Plates
BlingUpgrades = Upgrade_NoShoulderPlates Upgrade_SHIM_CHSP01 Upgrade_SHIM_CHSP02 Upgrade_SHIM_CHSP03
// -------------------------------
// Gauntlets
BlingUpgrades = Upgrade_NoGauntlets Upgrade_SHIM_CHG01 Upgrade_SHIM_CHG02 Upgrade_SHIM_CHG03
// -------------------------------
// Shield
BlingUpgrades = Upgrade_NoShield Upgrade_CAPG_CHS01 Upgrade_CAPG_CHS02 @Upgrade_CAPG_CHS03 Upgrade_CAPG_CHS04
// -------------------------------
// Boots
BlingUpgrades = Upgrade_NoBoots Upgrade_SHIM_CHB01 Upgrade_SHIM_CHB02 Upgrade_SHIM_CHB03
// -------------------------------
// Body
BlingUpgrades  = Upgrade_SHIM_CHBOD01 Upgrade_SHIM_CHBOD02 Upgrade_SHIM_CHBOD03
DefaultPrimaryColor  = R:255 G:255 B:255
DefaultSecondaryColor = R:255 G:255 B:255
DefaultTertiaryColor  = R:255 G:255 B:255
        
Attribute
GroupName = CreateAHero_ArmorAttribute
MinValueUpgrade = Upgrade_ArmorAttribute05
MaxValueUpgrade = Upgrade_ArmorAttribute20
DefaultValueUpgrade = Upgrade_ArmorAttribute12
End
 
Attribute
GroupName = CreateAHero_DamageMultAttribute
MinValueUpgrade = Upgrade_DamageMultAttribute04
MaxValueUpgrade = Upgrade_DamageMultAttribute17
DefaultValueUpgrade = Upgrade_DamageMultAttribute10
End
 
Attribute
GroupName = CreateAHero_HealthMultAttribute
MinValueUpgrade = Upgrade_HealthMultAttribute04
MaxValueUpgrade = Upgrade_HealthMultAttribute19
DefaultValueUpgrade = Upgrade_HealthMultAttribute14
End
 
Attribute
GroupName = CreateAHero_AutoHealAttribute
MinValueUpgrade = Upgrade_AutoHealAttribute05
MaxValueUpgrade = Upgrade_AutoHealAttribute18
DefaultValueUpgrade = Upgrade_AutoHealAttribute08
End
 
Attribute
GroupName = CreateAHero_VisionAttribute
MinValueUpgrade = Upgrade_VisionAttribute04
MaxValueUpgrade = Upgrade_VisionAttribute13
DefaultValueUpgrade = Upgrade_VisionAttribute08
End
        
 
// Camera used to view object with in create a hero
ViewInfo
       FarPitch  = -0.066
       FarZoom   = 0.210
       FarFloor  = 15.760
       FarDist   = 20.500
       FarShift  = 5.900
       NearPitch = 0.394
       NearZoom  = 0.254
       NearFloor = 74.260
       NearDist  = 30.000
       NearShift = 3.700
       CloseUpPitch = -0.260
       CloseUpZoom  = 0.200
       CloseUpFloor = 50.000
       CloseUpDist  = 33.000
       CloseUpShift = -0.300
       PortraitPitch = -0.050
       PortraitZoom  = 0.200
       PortraitFloor = 50.000
       PortraitDist  = 53.00
       PortraitShift = 0.00
       //NormalCam = 0.50
 
 
     
 
 
MapLocation = 6
End
        
End
End
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Perhaps you could find more information about it by first identifying the bling upgrade for that weapon, then finding out what fx it uses by going into 'fxparticlesystem.ini', or in the 'fxparticlesystemcustom.ini', though you shouldn't take my word for it.
 
I hope I helped!
 
 
 
Cheers!
 - Fire7500