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punisher60k

Member Since 27 Jun 2006
Offline Last Active Sep 11 2007 08:14 PM

Topics I've Started

Knight of dol amroth on foot

07 March 2007 - 01:58 PM

I was just wondering how i would go about making a knight of dol amroth on foot. I was thinking about getting the skeleton and simply taking out the horse part. But then what would i do with the skin, would i be able to get rid of the horse on that or what? :p

Btw i don't have a good knowledge on modelling/skinning ;) but i was going to read some tutorials that are on this site :p . Though before i start is what i mentioned all i have to do?

Otherwise, is thier a mod which features this concept which i could use for my personnal use. ;)

Making m.h.h respawn thier hordes

04 March 2007 - 11:19 AM

I've had a look around the forums and i can't find a topic that talks about this (probably is though :p), i have increased the horde sizes for my mod but i can't seem to work out how to make the mhh's respawn after a certain time. I think some of them do eventually but i'm not sure of that. If that's the case where would i find the code to change and apply to mhh's that don't, e.g. deathbringers. I thought about making a banner carrier for the horde, the bc being one of the units, however i wasn't sure how the horde would get the banner carrier at the start, rather than after reaching lv 2.

Thanks in advance for the help :p

edit:i've just read the changelist for 1.01 for rotwk so i'll probably just wait until then unless anyone can answer me

My hero problem

11 January 2007 - 08:48 PM

I made a mod for myelf and i made prince imrahil, based on the skin and model of knights of dol amroth. I havent added my summon moves stuff yet, but during testing i found that the game crashes as soon as he comes into conect with units.

For example, i recruit him and have troops waiting, game crashes. I try this a few times to be sure.

Then i recruit him and make him run about on his own, then have some gondor horses meet with him and the game crashes at that exact point.

Now this never happened before i added some code for him to become revived when he died, which i copied from glorfindel.

Heres the code in his unit code thing and want to know if anyone can spot any mistakes i made. I know it's here because thats when i made changes

[codebox]
Object GondorPrinceImrahil
; *** ART Parameters ***

UpgradeCameo1 = Upgrade_FireArrows

SelectPortrait = KUKnightDolAmPortrait


ButtonImage = WOR_KnightDolAmroth

Draw = W3DHordeModelDraw ModuleTag_01

OkToChangeModelColor = No

StaticModelLODMode = Yes

; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End

LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End

LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End

WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water.
;--------------------------------------------------
; new method
; RandomTexture = RUHorse01.tga 0 RUHorse03.tga
; RandomTexture = RUHorse02.tga 0 RUHorse03.tga
; RandomTexture = RUHorse03.tga 0 RUHorse03.tga
; RandomTexture = RUHorse04.tga 0 RUHorse03.tga

;--------------------------------------------------
;Random Rivendell Riders textures - new method
; RandomTexture = RURohrm01.tga 0 RURohrm02.tga
; RandomTexture = RURohrm02.tga 0 RURohrm02.tga
; RandomTexture = RURohrm03.tga 0 RURohrm02.tga
; RandomTexture = RURohrm04.tga 0 RURohrm02.tga

ParticlesAttachedToAnimatedBones = yes

; Spear.
DefaultModelConditionState
Model = GUDolAmrth_SKN
End

IdleAnimationState
StateName = Idle
Animation = IdleB
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End

AnimationState = PASSENGER
Animation = grabbed
AnimationName = RURohrm_SKL.RURohrm_GBDA
AnimationMode = LOOP
End
End

; --- stunned anims
AnimationState = FREEFALL
Animation = free fall
AnimationName = RURohrm_SKL.RURohrm_FLYB
AnimationMode = LOOP
AnimationBlendTime = 10
End
End

AnimationState = STUNNED_FLAILING
Animation = JustDie
AnimationName = RURohrm_SKL.RURohrm_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = DYING BURNINGDEATH
Animation
AnimationName = RURohrm_SKL.RURohrm_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

; This is the no-spawn-horse type of death
AnimationState = DYING DEATH_1 SPLATTED
Animation = splatted
AnimationName = RURohrm_SKL.RURohrm_LNDA
AnimationMode = ONCE
AnimationBlendTime = 2
End
FXEvent = Frame:2 Name:FX_SplatDust
End



AnimationState = DYING DEATH_1
Animation = JustDie
AnimationName = RURohrm_SKL.RURohrm_DIEA
AnimationMode = ONCE
End
End

AnimationState = DYING DEATH_2
Animation = FadeOut
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = ONCE
End
End

AnimationState = BURNINGDEATH
Animation
AnimationName = RURohrm_SKL.RURohrm_MFDA
AnimationMode = LOOP
Distance = 90
End
End

AnimationState = STUNNED_STANDING_UP
Animation = StandUp
AnimationName = RURohrm_SKL.RURohrm_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED
Animation = Land
AnimationName = RURohrm_SKL.RURohrm_LNDA
AnimationMode = ONCE
End
End

AnimationState = PARALYZED
Animation
AnimationName = RURohrm_SKL.RURohrm_IDLB

AnimationMode = LOOP
End
End



AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = TrotAndFire
AnimationName = RURohrm_SKL.RURohrm_ATRB
AnimationMode = LOOP
Distance = 70; 35
End
Flags = RANDOMSTART
End

;;======= BACKING UP

AnimationState = MOVING BACKING_UP
Animation = BACKING UP
AnimationName = RURohrm_SKL.RURohrm_BAKA
AnimationMode = LOOP
End
End

AnimationState = TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RURohrm_SKL.RURohrm_TNL1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

AnimationState = TURN_RIGHT_HIGH_SPEED
Animation = TurnRight
AnimationName = RURohrm_SKL.RURohrm_TNR1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = RURohrm_SKL.RURohrm_WLKA
AnimationMode = LOOP
End
End

AnimationState = MOVING TURN_LEFT
Animation = TurnLeft
AnimationName = RURohrm_SKL.RURohrm_TRNL
AnimationMode = LOOP
End
End

AnimationState = MOVING TURN_RIGHT
Animation = TurnRight
AnimationName = RURohrm_SKL.RURohrm_TRNR
AnimationMode = LOOP
End
End

AnimationState = MOVING ENGAGED
Animation = Moving_Engaged
AnimationName = RURohrm_SKL.RURohrm_RUNC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

; AnimationState = MOVING WALKING
; Animation = Walk1
; AnimationName = RURohrm_SKL.RURohrm_WLKB
; AnimationMode = LOOP
; Distance = 25
; End
; End

AnimationState = MOVING ACCELERATE
Animation = Accelerate
AnimationName = RURohrm_SKL.RURohrm_ACCL
AnimationMode = ONCE ; was LOOP
End
End

AnimationState = DECELERATE
Animation = Decelerate
AnimationName = RURohrm_SKL.RURohrm_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.55 0.55
End
End

AnimationState = MOVING
Animation = RunA
AnimationName = RURohrm_SKL.RURohrm_RUNA
AnimationMode = LOOP
Distance = 40
End
Flags = RANDOMSTART
End


;---------------------------------------------------------------------------------------------------------

; Standard attack with spear.
AnimationState = FIRING_OR_PREATTACK_A
Animation = AttackA1
AnimationName = RURohrm_SKL.RURohrm_ATKA
AnimationMode = ONCE
End
End
;---------------------------------------------------------------------------------------------------------


;;--------------------- EMOTIONS ---------------------------------------------------------------------------------

;;======= CELEBRATING

AnimationState = EMOTION_CELEBRATING
Animation = CheerA
AnimationName = RURohrm_SKL.RURohrm_CHRA
AnimationMode = ONCE
End
Animation = CheerB
AnimationName = RURohrm_SKL.RURohrm_CHRB
AnimationMode = ONCE
End
Animation = CheerC
AnimationName = RURohrm_SKL.RURohrm_CHRC
AnimationMode = ONCE
End
Animation = CheerD
AnimationName = RURohrm_SKL.RURohrm_CHRD
AnimationMode = ONCE
End
Animation = Salute
AnimationName = RURohrm_SKL.RURohrm_SLTA
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

;;======= TAUNTING

AnimationState = EMOTION_TAUNTING
Animation = Taunting
AnimationName = RURohrm_SKL.RURohrm_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = RURohrm_SKL.RURohrm_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

;;======= POINTING

AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = RURohrm_SKL.RURohrm_PNTA
AnimationMode = LOOP
End
End

;;======== ALERT

AnimationState = EMOTION_ALERT
Animation = IDLA
AnimationName = RURohrm_SKL.RURohrm_IDLA
AnimationMode = LOOP
End
End

AnimationState = RAISING_FLAG
Animation = CheerA
AnimationName = RURohrm_SKL.RURohrm_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerB
AnimationName = RURohrm_SKL.RURohrm_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerC
AnimationName = RURohrm_SKL.RURohrm_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerD
AnimationName = RURohrm_SKL.RURohrm_CHRD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Salute
AnimationName = RURohrm_SKL.RURohrm_SLTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

;;-------------------- SELECTED ---------------------------------------------------------------

AnimationState = SELECTED
StateName = State_Selected
SimilarRestart = Yes
Animation = AtAttention
AnimationName = RURohrm_SKL.RURohrm_IDLA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
EndScript
End


TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = RURohrm_SKL.RURohrm_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 1.0
End
End


TransitionState = TRANS_Selected_to_Idle
Animation = ATNC
AnimationName = RURohrm_SKL.RURohrm_ATNA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.6 1.0
End
Flags = START_FRAME_LAST
End


End

Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING
End
End

; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing
; GondorCavalryRiderless in FactionSubObject.ini

#include "..\..\..\includes\StunDrawModuleMedium.inc"

; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = ARAGORN_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO

;//DisplayMeleeDamage = PrinceImrahil_DAMAGE

HeroSortOrder = 20

BuildCost = PRINCEIMRAHIL_BUILDCOST
BuildTime = PRINCEIMRAHIL_BUILDTIME
MaxSimultaneousOfType = 1
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
WeaponSet
Conditions = None
Weapon = PRIMARY GondorPrinceImrahilSword
End
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End

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

BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE
DisplayName = OBJECT:GondorPrinceImrahil
RecruitText = CONTROLBAR:GondorPrinceImrahilRecruit
ReviveText = CONTROLBAR:GondorPrinceImrahilRevive

CommandSet = GondorPrinceImrahilCommandSet
CommandPoints = 50
;SelectPortrait = SP_Gondor_Horseman
DisplayName = OBJECT:GondorPrinceImrahil
CrushableLevel = 1 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 2
CrushWeapon = DolAmrothLancerCrush

MinCrushVelocityPercent = 40 ; Has to be moving at at least this % of full speed.
CrushDecelerationPercent = 20 ; Lose this % of max velocity when crushing.

CrushKnockback = 10;
CrushZFactor = 1.0;

; *** AUDIO Parameters ***;

VoiceAttack = KnightsDolAmrothVoiceAttack
VoiceAttackCharge = KnightsDolAmrothVoiceAttackCharge
VoiceAttackStructure = KnightsDolAmrothVoiceAttackBuilding
VoiceAttackMachine = KnightsDolAmrothVoiceAttack
VoiceCreated = KnightsDolAmrothVoiceSalute
VoiceFullyCreated = KnightsDolAmrothVoiceSalute
VoiceGuard = KnightsDolAmrothVoiceMove
VoiceMove = KnightsDolAmrothVoiceMove
VoiceMoveToCamp = KnightsDolAmrothVoiceMoveCamp
VoiceMoveWhileAttacking = KnightsDolAmrothVoiceDisengage
VoicePriority = 60
VoiceRetreatToCastle = KnightsDolAmrothVoiceRetreat
VoiceSelect = KnightsDolAmrothVoiceSelect
VoiceSelectBattle = KnightsDolAmrothVoiceSelectBattle

SoundCrushing = RohirrimCrushing ;Sound made when crushing another unit underhoof
SoundImpact = ImpactHorse
SoundMoveStart = GondorHorseMoveStart

VoiceEnterStateAttack = KnightsDolAmrothVoiceAttack
VoiceEnterStateAttackCharge = KnightsDolAmrothVoiceAttackCharge
VoiceEnterStateAttackStructure = KnightsDolAmrothVoiceAttackBuilding
VoiceEnterStateAttackMachine = KnightsDolAmrothVoiceAttackBuilding
VoiceEnterStateMove = KnightsDolAmrothVoiceMove
VoiceEnterStateMoveToCamp = KnightsDolAmrothVoiceMoveCamp
VoiceEnterStateMoveWhileAttacking = KnightsDolAmrothVoiceDisengage
VoiceEnterStateRetreatToCastle = KnightsDolAmrothVoiceRetreat

UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = KnightsDolAmrothVoiceMoveShip
VoiceGarrison = KnightsDolAmrothVoiceMove
VoiceInitiateCaptureBuilding = KnightsDolAmrothVoiceCaptureBuilding
End

CrowdResponseKey = GoodMen

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Cavalry Knight
End

ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop
End

#include "..\..\..\Includes\StandardUnitEvaEvents.inc"

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_ACCL Frames: 8 30
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNA Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNB Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNC Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TNL1 Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TNR1 Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TRNL Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TRNR Frames: 0
AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_CHRB Frames: 8
AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_CHRC Frames: 15
AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_DIEA Frames: 0
;AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_DIEB Frames: 0
AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_DIEA Frames: 10 46
;AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_DIEB Frames: 11
AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_LNDA Frames: 3 11
;AnimationSound = Sound: TauntHitShieldPitchShifted Animation: RURohrm_SKL.RURohrm_TNTB Frames: 12 29
;need means for filtering for upgraded horse shields!
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
CamouflageDetectionMultiplier = 2.0

Body = RespawnBody ModuleTag_RespawnBody
MaxHealth = PRINCEIMRAHIL_HEALTH
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn
DeathFX = FX_GlorfindelDieToRespawn ;FXList to play when killed-to-respawn
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathAnimationTime = 6500 ;How long DeathAnim will take.
InitialSpawnFX = FX_GlorfindelInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_GlorfindelRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = KUKnightDolAmPortrait_res

;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:1125 Time:60000 Health:100% ;DEFAULT VALUES
End

Behavior = AutoHealBehavior ModuleTag_GlorfindelHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

; autoability for casting Wind Rider and Blade of Purity, Wind Rider
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

#include "..\..\..\includes\DefaultInvisibilityUpdate.inc"

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED
MoodAttackCheckRate = 500
CanAttackWhileContained = Yes
End

LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_MOUNTED_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_MOUNTED_FAST_MEMBER_SPEED
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2700 ; level 1 (light damage) hit reaction animations in msec
HitReactionLifeTimer2 = 3366 ; level 2 (medium damage) hit reaction animations in msec
HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in msec

HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 100.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 300.0 ; level 3 (heavy damage) threshold trigger
End


;------------ KNIGHTS HORSE LORD PASSIVE LEADERSHIP ABILITY ------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_MiniHordeLvl2
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericHeroLeadership
TriggeredBy = Upgrade_MiniHordeLvl2
RefreshDelay = 2000
Range = 200
ObjectFilter = ANY +GondorCavalry +GondorCavalry_Summoned +RohanRohirrim +RohanRohirrim_Summoned ; GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End

; --------------- Knights Glorious Charge -----------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenGloriousChargeEnabler
SpecialPowerTemplate = SpecialAbilityTheodenGloriousCharge
TriggeredBy = Upgrade_MiniHordeLvl7
End
Behavior = SpecialPowerModule ModuleTag_TheodenGloriousChargeUpdate
SpecialPowerTemplate = SpecialAbilityTheodenGloriousCharge
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
AttributeModifier = KnightsofDolCharge
;AttributeModifierRange = 10
AttributeModifierAffectsSelf = Yes
;AttributeModifierAffects = ANY +GondorKnightsofDol
AttributeModifierFX = FX_TheodenGloriousChargeFX
InitiateSound = KnightsDolAmrothGloriousCharge
End

Behavior = SpecialAbilityUpdate ModuleTag_GloriousChargeAnimation
UnpackTime = 1000
UnpackingVariation = 1

SpecialPowerTemplate = SpecialAbilityTheodenGloriousCharge
PreparationTime = 0
PersistentPrepTime = 0
PackTime = 1330
End

;----------------------------------------------------------------------

Behavior = AutoHealBehavior ModuleTag_RogashHealing
StartsActive = Yes
HealingAmount = 50
HealingDelay = 5000
StartHealingDelay = 5000
HealOnlyIfNotInCombat = Yes
End

Behavior = SlowDeathBehavior ModuleTag_08
DeathTypes = ALL -FADED
SinkDelay = 3000
SinkRate = 1.0 ; in Dist/Sec
DestructionDelay = 15000
;ProbabilityModifier = 33
DeathFlags = DEATH_1 ; Tell model which death animation to play. Sets BOTH model condition and object status bits.
Sound = INITIAL KnightsDolAmrothVoiceDie
End

Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FadeDelay = 0
FadeTime = 8000
DestructionDelay = 8000
DeathFlags = DEATH_2
FX = INITIAL FX_RohirrimAlliesUnsummon
End

;///////////////////
; AISpecialPowers
;///////////////////

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End


Behavior = AISpecialPowerUpdate TheodenToggleMountedAI
CommandButtonName = Command_TheodenToggleMounted
SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
End

Behavior = AISpecialPowerUpdate SpecialPowerTheodenGloriousCharge
CommandButtonName = Command_ChargeofGlory ;Command_SpecialAbilityTheodenGloriousCharge
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End



GeometryIsSmall = Yes

Geometry = CYLINDER
GeometryMajorRadius = 10
GeometryHeight = 20.0

Shadow = SHADOW_DECAL
ShadowSizeX = 30;
ShadowSizeY = 21;
ShadowTexture = ShadowI;

End
[/codebox]

Sorry if it's long ;)

Troll special power

17 July 2006 - 06:54 PM

I have made a working power which summons troll (by adapting the tutuorial) however instead i want to make them rank 2 with clubs, or at best rank 2 when summoned. Any ideas?

Skinning

07 July 2006 - 03:28 PM

I was going through hastyent's tutorial for skinning renx says that it has an error reading the targa file

3DS Max Image I/0 Error

i don't know why as when i got to applying colours in photoshop i just put them over the head area and saved :p , i did't lasso as the tutorial said as i couldn't find the button on paint shop pro.

Could anyone help me here?

oh i found that when i look at the file when not opening it in renx the file is called mesh.tga..pspimage so if thats anything to do with it