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CrazyMoose

Member Since 08 Apr 2006
Offline Last Active Sep 22 2007 03:48 PM

Topics I've Started

object.ini

20 June 2007 - 05:47 PM

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

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

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:

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.

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:

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 :mellow: