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Member Since 17 Dec 2005
Offline Last Active Jan 27 2007 03:54 AM

Topics I've Started

A Special Ability problem

17 March 2006 - 12:43 AM

Ok, I haven't had to ask for coding help in a while but this is a real stumper. I'm trying to add a power to Haldir that temporarily increases the vision and range of all nearby archers. Here's the code:

;;; VOLLEY FIRE SPECIAL POWER;;;--------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_VolleyFireEnabler
		SpecialPowerTemplate = SpecialAbilityHaldirVolleyFire
		TriggeredBy = Upgrade_HaldirVolleyFire
	Behavior = SpecialPowerModule ModuleTag_VolleyFireUpdate   
		SpecialPowerTemplate	  = SpecialAbilityHaldirVolleyFire
		UpdateModuleStartsAttack  = Yes
		StartsPaused = Yes
		AttributeModifier = HaldirVolleyFire
		AttributeModifierRange = 200
		AttributeModifierAffectsSelf = Yes
		AttributeModifierAffects = ANY +ARCHER
		AttributeModifierFX = FX_HaldirVolleyFireFX
	Behavior = SpecialAbilityUpdate ModuleTag_HaldirVolleyFire
		UnpackTime			  = 1000
		UnpackingVariation		= 1		
		SpecialPowerTemplate	= SpecialAbilityHaldirVolleyFire
		PreparationTime		 = 0  
 		PersistentPrepTime	  = 0
 		PackTime				= 1330

ModifierList HaldirVolleyFire
	Category = LEADERSHIP
	Modifier = RANGE 200%			
	Modifier = VISION 200%	
	Duration = 20000			; if you mess with this value, you must also change the times in FX_TheodenGloriousChargeFX

I don't get this at all. When I hit the button, the nearby archers have the FX but not the attribute modifier. I copied most of this code from Theoden's glorious charge, and really, the only things I changed was changed everything that said TheodenGloriousCharge into HaldirVolleyFire (and yes, I did make an upgrade and special power template that are exact copies of TheodenGloriousCharge but with the name HaldirVolleyFire). I also changed the filter from ANY +CAVALRY to ANY +ARCHER, but that't not an issue because the FX is showing on the archers. I've been working on this for a while and I have no idea what's going on.

Running a mod from My BFME files

05 March 2006 - 06:20 PM

I want to be able to run my mod by putting the INI in My Battle for Middle Earth Files and making a link. So, I put the INI in as ageofelves.big, then made a copy of a shortcut to BFME then went to properties and tried to change the target to "'C:\Program Files\EA Games\The Battle for Middle-earth ™\lotrbfme.exe -mod ageofelves.big'". However, I got a message saying this was not valid, and to make sure the path and filename were correct. Can someone help me?

Age of Elves

21 February 2006 - 05:38 AM

Hey, I'm looking for hosting here for a mod I thought of called Age of Elves (for now). I'm pretty sure this exact mod hasn't been done before, but if it has, sorry, I didn't mean to steal ideas.

The basic idea of the mod is to add an elves faction to the game. Yes, this has been done many times before, but I'm adding a new twist. I am making Rivendell and Lothlorien somewhat separate, but keeping them as part of the same faction, called Elves. The way this will work is that the player will start the skirmish with a Lothlorien base. When they capture a civilian outpost, camp, or castle base, they will have the option of building an outpost, camp, or castle from Rivendell or Lothlorien. Each will look completely different and have different buildings and units that can be made there. The two parts of the faction will compliment each other; Lothlorien will have faster units, more skilled bowmen with more range, and will be stealthier. Rivendell will be more defense-oriented, with stronger buildings and units. Here are the tech trees as they are now:


Grove (resource building)
Mirror of Galadriel
Temple of the Valar

Galadhrim Warrior
Mirkwood Archer

Legolas (?)


House of Healing
Sentry Tower
Greenhouse (resource building)

Warrior of Rivendell
Rider of Rivendell


This still need some work, but they give the general idea of the mod. I had been working on an elven mod for a while before I got this idea, so a lot of work is already done. Most of the stuff I've done so far will need to be tweaked before I'm ready to post it here. You can see my completed marchwarden in the modelling and skinning subforum under the topic "Rockon's skins". I've also already coded the part that allows you to chosed your castle.

For now, I think I'm going to keep working on this alone, but I might decide to ask for help later on. If anyone is really itchin to do something like this or wants to donate something to the mod, I'll consider it. This is mostly just a fun mod for me, because with much better mods coming out like the Elven Alliance and RA, I'm not expecting many people to play this.

So that's my mod, I would appreciate it if it could be hosted.

EDIT: Oh yes, and I do realize that it's customary to show some work when asking to be hosted, but it's really late right now. For now you can look at my marchwarden and I'll post some pictures tomorrow. I should also have the Rivendell Citadel done sometime soon.

Harad Faction Mod Skinners

15 February 2006 - 08:54 PM

This mod is slowing down quite a bit recently, and what we really need is at least one more skinner. Anybody who's interested, feel free to PM me, as Hasty's been pretty busy lately, and I'll hook you up with a model to see what you can do.

If you prefer skinning buildings (which is what we really need right now, although unit skinners are appreciated as well), this is probably the model you'll be working on:

Posted Image

Anybody interested?

RockOn's skins

14 February 2006 - 09:54 PM

Ok, I'm not sure if this is the right place to post this but I need some quick binding help. I think this forum is meant more for showing off models you've made but if someone can help me I'll have a model to show off in about 2 seconds :) .

Anyways, to the question. I'm making a marchwarden using the gondor ranger model. I'm working on binding it to the skeleton and I've run into a problem...what bone to I attache these highlighted vertices to?

Posted Image

I tried a bunch already and it just doesn't look right...