I want to use an unused deathtype in object.ini that will be used instead of the usual slow death behaviour when a certain weapon is used to kill a unit, but for some reason the units in game dont die by that behaviour. I think it might be to do with the fact they have deathtype = ALL which is just used regardless of what other deathtypes are in there, is there anyway to force the unit to use my deathbehaviour without changing every single file?
Thanks
- Revora Forums
- → Viewing Profile: Topics: CrazyMoose
CrazyMoose
Member Since 08 Apr 2006Offline Last Active Sep 22 2007 03:48 PM
Community Stats
- Group Members
- Active Posts 127
- Profile Views 3,536
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Not Telling
-
Projects
Taralomian assault
0
Neutral
User Tools
Friends
CrazyMoose hasn't added any friends yet.
Latest Visitors
Topics I've Started
object.ini
20 June 2007 - 05:47 PM
Morgul Blade
19 June 2007 - 07:32 PM
How exactly does the morgul blade special power work? I can see the atribute modifiers and that but what actually causes the enemy to change into a wraith when they die? I suspect it might be hardcoded does anybody know?
Thanks in advance
Thanks in advance
ChainedButton
18 June 2007 - 05:49 PM
Ok im picking up my special powers mini-mod after some time away and before I left I was working on Shelob's Webbing.
So at the moment I have two special weapons that both work fine but I want them to work together, any help would be appreciated.
The first is firing the webbing out of Shelob with an animation and coating an area in webbing:
now either can I use an atribute modifier to turn units in the area into webbed units or as is already there can I get the chainedbutton command to fire the word of poultry power at the area.
The second weapon is the word of poultry that turns things into webbed units:
It works at the moment but when you fire the first you get a radius cursor up to fire the second I want it to use the area targeted by the first.
Also before anyone suggests it OCLs can't be used because the word of poultry needs a target area, and OCLs can't (as far as I am aware) fire special powers.
Thanks for any help in advance.
So at the moment I have two special weapons that both work fine but I want them to work together, any help would be appreciated.
The first is firing the webbing out of Shelob with an animation and coating an area in webbing:
Behavior = SpecialPowerModule ModuleTag_ModuleTag_ShelobWebbingStarter SpecialPowerTemplate = SpecialAbilityShelobWebbingone UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_ShelobWebbingUpdate SpecialPowerTemplate = SpecialAbilityShelobWebbingone SkipContinue = Yes UnpackTime = 800 PreparationTime = 1 PersistentPrepTime = 1000 PackTime = 200 AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_WORD_OF_POULTRY_RANGE_L2 ApproachRequiresLOS = Yes SpecialWeapon = ShelobWebbing ChainedButton = Command_SpecialAbilityShelobWebbingTwo MustFinishAbility = Yes WhichSpecialWeapon = 3 BusyForDuration = 2000 End
now either can I use an atribute modifier to turn units in the area into webbed units or as is already there can I get the chainedbutton command to fire the word of poultry power at the area.
The second weapon is the word of poultry that turns things into webbed units:
Behavior = SpecialPowerModule ModuleTag_ModuleTag_ShelobWebbingReplaceStarter SpecialPowerTemplate = SpecialAbilityShelobWebbingTwo UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = ReplaceObjectUpdate ModuleTag_WordWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityShelobWebbingTwo //SkipContinue = Yes UnpackingVariation = 1 UnpackTime = 1 PreparationTime = 1 PersistentPrepTime = 1000 PackTime = 1 AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_WORD_OF_POULTRY_RANGE_L2 MustFinishAbility = Yes ApproachRequiresLOS = Yes ReplaceObject TargetObjectFilter = CREATE_A_HERO_WORD_OF_POULTRY_OBJECT_FILTER ReplacementObjectName = WebbedHumanoid End ReplaceRadius = CREATE_A_HERO_WORD_OF_POULTRY_RADIUS_L2 ReplaceFX = FX_CreateAHeroReplaceObject Scatter = Yes End
It works at the moment but when you fire the first you get a radius cursor up to fire the second I want it to use the area targeted by the first.
Also before anyone suggests it OCLs can't be used because the word of poultry needs a target area, and OCLs can't (as far as I am aware) fire special powers.
Thanks for any help in advance.
Call the Herd (Word of poultry) Without Target Area
13 July 2006 - 08:46 PM
I'm trying to make the call the heard CaH special power fire without a target (like word of power) so it just effects units in a radius around you, so far this is what I've got and its not working.
Now I would have thought this would work but apparently not, anybody spot anything wrong with it or how to fix it?
Shelob.ini: Behavior = SpecialPowerModule ModuleTag_ModuleTag_ShelobWebbingReplaceStarter SpecialPowerTemplate = SpecialAbilityShelobWebbingTwo UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = ReplaceObjectUpdate ModuleTag_WordWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityShelobWebbingTwo UnpackTime = 1700 PackTime = 1 FreezeAfterTriggerDuration = 2500; Hold AI for this long after we fire. AwardXPForTriggering = 0 StartAbilityRange = 80.0 ReplaceObject TargetObjectFilter = CREATE_A_HERO_WORD_OF_POULTRY_OBJECT_FILTER ReplacementObjectName = WebbedHumanoid End ReplaceRadius = CREATE_A_HERO_WORD_OF_POULTRY_RADIUS_L2 ReplaceFX = FX_CreateAHeroReplaceObject Scatter = Yes End SpecialPower.ini: SpecialPower SpecialAbilityShelobWebbingTwo Enum = SPECIAL_WORD_OF_POWER ReloadTime = 0 End CommandButton.ini: CommandButton Command_SpecialAbilityShelobWebbingTwo Command = SPECIAL_POWER SpecialPower = SpecialAbilityShelobWebbingTwo ; Options = TextLabel = CONTROLBAR:WordofPower ButtonImage = Gandolf_radcircle;HSGandalfWordOfPower ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipWordofPower AutoAbility = Yes PresetRange = 120.0 ; UnitSpecificSound = InPalantir = Yes End CommandSet.ini: CommandSet WildShelobCommandSet 1 = Command_ToggleStance 2 = Command_WildShelobInstillTerror 3 = Command_WildShelobPoisonedStinger 4 = Command_WildShelobTunnel 5 = Command_SpecialAbilityShelobWebbingone ; 6 = Command_SpecialAbilityWildShelobEatGrab 6 = Command_SpecialAbilityShelobWebbingTwo 13 = Command_AttackMove 14 = Command_Stop End EvilFactionUnits.ini: Object WebbedHumanoid ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = CUWebdVctm_SKN Skeleton = CUWebdVctm_SKL ParticleSysBone = None WitchKingPoison End IdleAnimationState StateName = STATE_Idle Animation = WIGA;Medium wiggle AnimationName = CUWebdVctm_WIGA AnimationMode = ONCE End Animation = WIGB;Subtle wiggle AnimationName = CUWebdVctm_WIGB AnimationMode = ONCE End Animation = WIGC;Violent wiggle AnimationName = CUWebdVctm_WIGC AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End End ; ***DESIGN parameters *** Side = Mordor EditorSorting = UNIT ThreatLevel = 1.0 CommandPoints = 0 CrushableLevel = 2;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles DisplayName = OBJECT:Webbed Unit ArmorSet Conditions = None Armor = EvilShelobsWebbedUnitArmor DamageFX = NormalDamageFX End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS INFANTRY NOT_AUTOACQUIRABLE WEBBED ;Total hack to get unit to work. STRUCTURE units still have problems getting targeted. Behavior = AIUpdateInterface ModuleTag_03 End Behavior = PhysicsBehavior ModuleTag_Physics GravityMult = 1.0 End LocomotorSet Locomotor = WebbedLocomotor Condition = SET_NORMAL Speed = 0 End ;End hack ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE Body = ActiveBody ModuleTag_02 MaxHealth = 200 ;BALANCE MaxHealthDamaged = 100 ;RecoveryTime = 5000 End Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate // This one does the work, but the one in the horde displays the timer MinLifetime = 120000 MaxLifetime = 120000 DeathType = FADED End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED FadeDelay = 0 FadeTime = 5000 DestructionDelay = 5000 DeathFlags = DEATH_2 ;FX = INITIAL FX_UnSummonElvenAllies ;Sound = INITIAL SpellGenericUnsummonFasterMS End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = No Shadow = SHADOW_DECAL ShadowSizeX = 19; ShadowSizeY = 19; ShadowTexture = ShadowI; End
Now I would have thought this would work but apparently not, anybody spot anything wrong with it or how to fix it?
Combineing special powers
10 July 2006 - 05:38 PM
Is there a way to join two special powers together with the ChainedButton = command
I want to join this:
with this:
So that when the first one fires the second one also fires at the same target area, is it possible?
Thanks people
I want to join this:
Shelob.ini: Behavior = SpecialPowerModule ModuleTag_ModuleTag_ShelobWebbingStarter SpecialPowerTemplate = SpecialAbilityShelobWebbingone UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_ShelobWebbingUpdate SpecialPowerTemplate = SpecialAbilityShelobWebbingone SkipContinue = Yes UnpackTime = 800 PreparationTime = 1 PersistentPrepTime = 1000 PackTime = 200 AwardXPForTriggering = 0 StartAbilityRange = 150 ApproachRequiresLOS = Yes SpecialWeapon = ShelobWebbing ChainedButton = Command_SpecialAbilityShelobwebbingtwo MustFinishAbility = Yes WhichSpecialWeapon = 3 BusyForDuration = 2000 End SpecialPower.ini: SpecialPower SpecialAbilityShelobWebbingone Enum = SPECIAL_SPELL_BOOK_RAIN_OF_FIRE ReloadTime = 10000 RadiusCursorRadius = 75.0 InitiateSound = SpellSummonSpiderlingsMS ;this plays when he fires, not when he targets Flags = RESPECT_RECHARGE_TIME_DISCOUNT MaxCastRange = 50 End
with this:
Shelob.ini: Behavior = SpecialPowerModule ModuleTag_ModuleTag_ShelobWebbingReplaceStarter SpecialPowerTemplate = SpecialAbilityShelobWebbingtwo UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = ReplaceObjectUpdate ModuleTag_ShelobWebbingReplaceUpdate SpecialPowerTemplate = SpecialAbilityShelobWebbingtwo //SkipContinue = Yes UnpackingVariation = 1 UnpackTime = 800 PreparationTime = 1 //PersistentPrepTime = 1000 PackTime = 200 AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_WORD_OF_POULTRY_RANGE_L2 MustFinishAbility = Yes ReplaceObject TargetObjectFilter = CREATE_A_HERO_WORD_OF_POULTRY_OBJECT_FILTER ReplacementObjectName = WebbedHumanoid End ReplaceRadius = CREATE_A_HERO_WORD_OF_POULTRY_RADIUS_L2 ReplaceFX = FX_CreateAHeroReplaceObject Scatter = Yes End SpecialPower.ini: SpecialPower SpecialAbilityShelobWebbingtwo Enum = SPECIAL_SPELL_BOOK_RAIN_OF_FIRE ReloadTime = 10000 RadiusCursorRadius = 75.0 InitiateSound = SpellSummonSpiderlingsMS ;this plays when he fires, not when he targets Flags = RESPECT_RECHARGE_TIME_DISCOUNT MaxCastRange = 50 End
So that when the first one fires the second one also fires at the same target area, is it possible?
Thanks people
- Revora Forums
- → Viewing Profile: Topics: CrazyMoose
- Privacy Policy
- Forum Guidelines ·