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King Arveleg

Member Since 05 Apr 2018
Offline Last Active Jan 15 2020 11:43 PM

Posts I've Made

In Topic: Fortress RingFX

13 August 2019 - 06:40 PM

It just occured to me to check the ringhero.ini; Galadriel.ini. 

 

I added Upgrade_ArnorFaction here, and now it works.

 

ChildObject ElvenGaladriel_RingHero ElvenGaladriel


; Player no longer has the ring hero upgrade when the hero is created.
Behavior = RemoveUpgradeUpgrade ModuleTag_RemoveRing
TriggeredBy = Upgrade_ArnorFaction Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction
UpgradeToRemove = Upgrade_RingHero Upgrade_FortressRingHero
RemoveFromAllPlayerObjects = Yes
SuppressEvaEventForRemoval = Yes ; this is to avoid the Eva event about 'Gollum stole our ring'
                                 ; when we are actually losing the upgrade because we built the ring heroine
End


; Spawn a dropped ring object.
Behavior = CreateObjectDie ModuleTag_DropTheRing
CreationList = OCL_TheOneRing
End


Behavior = ExperienceLevelCreate ModuleTag_LevelBonus
LevelToGrant = 10
MPOnly = No
End

In Topic: Hero Initial Spawn FX

02 August 2019 - 01:49 PM

 

It's because in their audio settings (where all the voices are set in their object) still have 2 lines that should be removed for heroes

(exemple with boromir)

;VoiceCreated = BoromirVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
;VoiceFullyCreated = BoromirVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
 
so comment out those 2 line for your heroes

 

 

Thank you, dovahkiin. :)


In Topic: Select All Heroes Button

01 August 2019 - 10:04 PM

i really don't know, i never tried modding the select hero thing, sorry for let you down  :smile2ap:

No problem. :)


In Topic: Select All Heroes Button

01 August 2019 - 05:29 PM

go to your bfme 2 folder and to texture1.big find art\compiledtextures\ap\aptcomponents_003 

 

but creating new require both editing the tga file and adding it to mappedimage and im sure you know all that

Can I use an existing one?


In Topic: Summoned Units

01 August 2019 - 10:42 AM

The death tag relates to the animation, in the dunedain these are on DEATH_2.
The animation looks like a normal idle animation, hence the fade out like nothing is wrong.

		AnimationState						= DYING DEATH_2
			Animation
				AnimationName				= GURanger_IDLA
				AnimationMode				= LOOP
				AnimationBlendTime			= 10
			End
		End

 

Thank you. :)