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Madluck

Member Since 11 Jul 2019
Offline Last Active Oct 21 2019 06:37 PM

Topics I've Started

invisible ranger sword on snow mod

14 August 2019 - 08:41 PM

well here it is.

oh and the white texture sometimes conflicts with normal one


how to change wotr staring units in rts mode

30 July 2019 - 08:30 AM

so when you go on rts mode you usualy start with your hero and two builders and gondorrangerfreehorde, and i want to change this horde to another 

can someone help me i'd be really glad 

cheers :)


longshot ability problem

27 July 2019 - 02:47 PM

for some reason both arnor and gondor ranger longshot ability aren't working when upgrading them to level 2 , ive check sevevral times on their commandbutton and their hordes file but still not working,

//////////////////////////////////////////////////////////////////////////////////
Object GondorRangerHorde

	// This is required for garrisoned objects - please put in all objects.
	SelectPortrait         = UPIthilienRangernew
	ButtonImage         = UIIthilienRanger

	Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
	    DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY EMOTION_TAUNTING
		DefaultModelConditionState
			Model = None //InvisHrdeTmp5x2
		End
		ModelConditionState = HORDE_EMPTY
			Model = None
		End		
		
		ModelConditionState = WORLD_BUILDER
			Model = HordeMarkGURan
		End
	End
	
	Side = Men
	EditorSorting = UNIT
	EmotionRange = 240
	DisplayName = OBJECT:HordeGondorRanger
	DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorRangerHorde
	DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorRangerHorde
	
	WeaponSet
		Conditions = None 
		Weapon = PRIMARY    GondorRangerMissileHordeRangefinder
		;Weapon = SECONDARY    NormalMeleeHordeRangefinder
		Weapon = TERTIARY   GondorRangerMissileHordeRangefinderBombard
	    ;AutoChooseSources	= SECONDARY NONE
		AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT				; Not AI.
	End
	
	WeaponSet
		Conditions = WEAPONSET_TOGGLE_1
		Weapon = PRIMARY    NormalMeleeHordeRangefinder
		Weapon = TERTIARY   GondorRangerMissileHordeRangefinderBombard
		AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT				; Not AI.
	End
	
	; WeaponSet ;;,;;
		; Conditions = WEAPONSET_TOGGLE_1 CONTAINED
		; Weapon 		= PRIMARY    GondorRangerMissileHordeRangefinder
		; Weapon 		= PRIMARY    	GondorRangerMissileHordeRangefinderBombard
	; End

	// *** AUDIO Parameters ***
	// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
	// are always passed through to members
	#include "..\..\..\includes\StandardHordeEvaEvents.inc"


	BuildCost 		= GONDOR_RANGER_BUILDCOST
	BuildTime 		= GONDOR_RANGER_BUILDTIME
	VisionRange 		= GONDOR_RANGER_HORDE_VISION_RANGE
	ShroudClearingRange 	= GONDOR_RANGER_HORDE_SHROUD_RANGE
	VisionSide 		= 50%
	VisionRear 		= 25%
	MaxVisionBonusPercent 	= 300%
	VisionBonusTestRadius 	= 200
	VisionBonusPercentPerFoot = 1.0%
	CommandPoints 		= 72	; originally 60
		
 	CrushableLevel = 0  //What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
	CrusherLevel = 0
	UseCrushAttack = No	;Archer hordes cannot crush or Bombard will not work

	FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2.
	FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2.
	
    TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
	KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARCHER ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND MELEE_HORDE//UNATTACKABLE 
	
	Body = ImmortalBody ModuleTag_ImmortalBody
		MaxHealth = 1
	End
	
	ThreatLevel = GONDOR_RANGER_HORDE_THREAT
	ThreatBreakdown GondorRangerHorde_DetailedThreat
		AIKindOf = ARCHER
	End
	
	#include "..\..\..\includes\CaptureBuilding.inc"
	
	Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = ArcherHorde
    End

	Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
		AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED
		MoodAttackCheckRate        = 500
		MaxCowerTime				=	5000
		MinCowerTime				=	3000
		CanAttackWhileContained    = Yes  // Can fire out of garrisoned building		
        AILuaEventsList				= InfantryFunctions
        AttackPriority				= 	AttackPriority_Archer
	End

	Behavior = HordeContain ModuleTag_HordeContain
		FrontAngle = 270
		FlankedDelay = 2000
		ObjectStatusOfContained = 
		InitialPayload = GondorRanger 12
		Slots = 12
		PassengerFilter = NONE +INFANTRY
		ShowPips = No
		ThisFormationIsTheMainFormation = Yes	//Used to determine which armorset to use (and anything else we want!)
		RandomOffset=X:4 Y:4
		MeleeBehavior = Amoeba
		End
		
		// Banner Carrier info		
		BannerCarriersAllowed	= GondorRangerCaptain ;GondorInfantryBanner										// types of units that are allowed as banner carriers
		BannerCarrierPosition	= UnitType:GondorRanger		Pos:X:40.0 Y:0.0		; (DEFAULT) position of banner carrier for archer horde
		
		; Positions for 5
		RandomOffset = X:0 Y:-12
		
		RankInfo = RankNumber:1 UnitType:GondorRanger Position:X:0 Y:12	Position:X:0 Y:-12	Position:X:0 Y:-36	Position:X:0 Y:36	Position:X:0 Y:-60 	Position:X:0 Y:60 
		RankInfo = RankNumber:2 UnitType:GondorRanger Position:X:20 Y:12	Position:X:20 Y:-12	Position:X:20 Y:-36	Position:X:20 Y:36	Position:X:20 Y:-60	Position:X:20 Y:60  ;;.;; Fixed mistake on front middle-right horde member.  Position:X:15 Y:-12 ---> Position:X:20 Y:-12


;		BannerCarrierPosition	= UnitType:GondorRanger		Pos:X:30.0 Y:0.0		// (DEFAULT) position of banner carrier
		
		// Positions for 5
;		RankInfo = RankNumber:1 UnitType:GondorRanger Position:X:20 Y:0			Position:X:20 Y:25		Position:X:20 Y:-25		Position:X:20 Y:50		Position:X:20 Y:-50 
;		RankInfo = RankNumber:2 UnitType:GondorRanger Position:X:0 Y:0	Leader 1 0 	Position:X:0 Y:25 Leader 1 1	Position:X:0 Y:-25 Leader 1 2	Position:X:0 Y:50 Leader 1 3	Position:X:0 Y:-50 Leader 1 4

		RanksToReleaseWhenAttacking = 1 2 
				
		MeleeAttackLeashDistance = 50   //How far the hordes	can	move from the center of	the	horde when melee attacking.				  
		BackUpMinDelayTime		 = 1	//The minimum amount of	time to	delay before backing up
		BackUpMaxDelayTime		 = 3000	//The maximum amount of	time to	delay before backing up
		BackUpMinDistance		 = 1	//The minimum number of	cells to backup
		BackUpMaxDistance		 = 3	//The maximum number of	cells to backup
		BackupPercentage		 = 80%	//The amount of	chance that	a unit will	back up.
	End

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

	Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
		GravityMult = 1.0
	End
	
   	Behavior = EmotionTrackerUpdate	Module_EmotionTracker
		TauntAndPointDistance		=	INFANTRY_TAUNT_POINT_RADIUS		// max distance to taunted/pointed objet
		TauntAndPointUpdateDelay	=	1000	// how often scan (milliseconds)
		TauntAndPointExcluded		=	NONE
 		AfraidOf					=	EMOTION_AFRAIDOF_OBJECTFILTER
		AlwaysAfraidOf				=	EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
 		PointAt						=	EMOTION_POINTAT_OBJECTFILTER
		HeroScanDistance		=	150
		FearScanDistance		=	ARCHER_FEAR_SCAN_RADIUS

		AddEmotion	=	Terror_Base
		AddEmotion	=	Doom_Base
		AddEmotion	=   BraceForBeingCrushed_Base
		AddEmotion	=	UncontrollableFear_Base
		AddEmotion	=	FearIdle_Base
		AddEmotion	=	FearBusy_Base
		AddEmotion	=	Point_Base
		
		//Rangers are very stoic and do not taunt. - 
		//AddEmotion	=	OVERRIDE Taunt_Base	
 			//AttributeModifier		=	GondorFighterTaunt
 		//End		
 		
 		AddEmotion	=	CheerIdle_Base
		AddEmotion	=	CheerBusy_Base
		AddEmotion	=	HeroCheerIdle_Base
		AddEmotion	=	HeroCheerBusy_Base
		AddEmotion	=	Alert_Base
	End	
		
	LocomotorSet
		Locomotor     = NormalRangedHordeLocomotor
		Condition     = SET_NORMAL
		Speed         = NORMAL_FOOT_FAST_HORDE_SPEED
	End

	CommandSet = GondorRangerHordeCommandSet

        Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KnifeEnabler
		SpecialPowerTemplate = SpecialAbilityKnifeFighter
		TriggeredBy = Upgrade_ObjectLevel2
	End
	Behavior = WeaponModeSpecialPowerUpdate ModuleTag_KnifeFighterPowerUpdate
		SpecialPowerTemplate		= SpecialAbilityKnifeFighter
		Duration				= 30000
		AttributeModifier			= RangerToggleBonus
		LockWeaponSlot			= SECONDARY
		StartsPaused			= Yes
		InitiateSound           = LegolasKnifeModeMS
	End
	Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityKnifeFighter
		SpecialAbility				= SpecialAbilityKnifeFighter
		ForbiddenStatus = INSIDE_GARRISON
		MaxScanRange				= 100
		Query						= 1 ALL ENEMIES -STRUCTURE -WALL_UPGRADE -WALL_HUB -WALL_SEGMENT -DEFENSIVE_WALL -FS_BASE_DEFENSE
	End
	
	;;; TOGGLE WEAPON SPECIAL POWER ;;;
	Behavior = WeaponChangeSpecialPowerModule THING
		SpecialPowerTemplate 	= SpecialAbilityBerserkerLightTorch
		FlagsUsedForToggle	= WEAPONSET_TOGGLE_1
		ToggleOnAttributeModifier = IthilienRangerToggleBonus
	End

;-------------------;;.;;
;2.02 balance - adding the behaviors to prevent non level 2 or higher horde from using longshot when multi-selected with a level 2 or higher horde

	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LongshotEnabler
		SpecialPowerTemplate 		= SpecialAbilityMenLongShot
		TriggeredBy 			= Upgrade_ObjectLevel2
	End

	Behavior = OCLSpecialPower ModuleTag_ArrowVolleyEvil
		SpecialPowerTemplate		= SpecialAbilityMenLongShot
		OCL				= OCL_LongShotAbility
		CreateLocation			= CREATE_AT_LOCATION
		UpdateModuleStartsAttack	= No
		StartsPaused			= No ;;.;;added
		
		;// Need to set a model condition (unused by the horde anyway) in order to
		;// freeze the horde for the duration of the spell
		SetModelCondition		= ModelConditionState:USER_1
		SetModelConditionTime		= 5.0
		DisableDuringAnimDuration	= Yes
	End
	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate   
		SpecialPowerTemplate    	= SpecialAbilityMenLongShot
		PackTime			= 5000						// returning to flap
		MustFinishAbility		= Yes
		SpecialWeapon			= MenLongShotWeapon
		NeedLivingTargets		= No
		;PackSound			= LongshotRangerCall	;this worked!
		;UnpackSound			= LongshotRangerCall	;this didn't work
		;PrepSoundLoop			= LongshotRangerCall	;this worked!
		TriggerSound			= RangerVoiceLongShot
		ApproachRequiresLOS		= No
	End


	
	Behavior = ProductionUpdate ProductionUpdateModuleTag
		GiveNoXP = Yes
	End

	Behavior = LevelUpUpgrade ModuleTag_BasicTraining
		TriggeredBy = Upgrade_GondorBasicTraining
		LevelsToGain = 1
		LevelCap = 2
	End
	
	Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
		TriggeredBy = Upgrade_GondorFireArrows
	End
	
	Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
		SkirmishAIOnly = Yes
		StuffToPickUp = NONE +CRATE
		ScanRange = 200
		ScanIntervalSeconds = 0.5
	End
	
	/////////////////////
	// AISpecialPowers
	/////////////////////
	
	Behavior = AISpecialPowerUpdate GondorRangerHordeCaptureBuildingAI
		CommandButtonName = Command_CaptureBuilding
		SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
	End
	
	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 RangerLongshotAI	;;,;; Added for 2.02c
		CommandButtonName = Command_MenLongShotAbility
		SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF ;;,;; AI_SPECIAL_POWER_RANGED_AOE_ATTACK ;;,;; Changed for 2.4
	End
	
	Geometry = BOX
	GeometryMajorRadius = 20.0
	GeometryMinorRadius = 60.0
	GeometryHeight = 10.0
	GeometryIsSmall = No
	
	
	// *** AUTO RESOLVE DATA *** 
	AutoResolveUnitType = AutoResolveUnit_Archer
	AutoResolveCombatChain = AutoResolve_ArcherCombatChain
	
	AutoResolveBody = AutoResolve_GondorRangerHordeBody

	AutoResolveArmor
		Armor = AutoResolve_GondorRangerArmor
	End

	AutoResolveWeapon
		RequiredUpgrades = Upgrade_GondorFireArrows
		Weapon = AutoResolve_GondorRangerUpgradedWeapon
	End

	AutoResolveWeapon
		ExcludedUpgrades = Upgrade_GondorFireArrows
		Weapon = AutoResolve_GondorRangerWeapon
	End
	
	WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorFireArrows
End

//////////////////////////////////////////////////////////////////////////////////
ChildObject GondorRangerInnHorde GondorRangerHorde
	BuildCost = INN_UNIT_BUILDCOST_MEN ;;,;; GONDOR_RANGER_BUILDCOST ;;.;; INN_UNIT_BUILDCOST_MEN
	BuildTime = INN_UNIT_BUILDTIME_MEN ;;,;; GONDOR_RANGER_BUILDTIME ;;.;; INN_UNIT_BUILDTIME_MEN ;;.;; Added
	EquivalentTo = GondorRangerHorde_Summoned
	
	DisplayName = OBJECT:HordeDunedainRanger ;;,;; Added for 2.1

	Behavior = HordeContain ModuleTag_HordeContain
		FrontAngle = 270
		FlankedDelay = 2000
		ObjectStatusOfContained = 
		InitialPayload = GondorRangerInn 12 ;2.02 balance ;;.;;GOOD_MEN_HORDE_SIZE
		Slots = 12 ;2.02 balance ;;.;;10
		PassengerFilter = NONE +INFANTRY
		ShowPips = No
		ThisFormationIsTheMainFormation = Yes	//Used to determine which armorset to use (and anything else we want!)
		RandomOffset=X:4 Y:4
		MeleeBehavior = Amoeba
		End
		
		// Banner Carrier info		
		BannerCarriersAllowed	= GondorInfantryBanner										// types of units that are allowed as banner carriers
		BannerCarrierPosition	= UnitType:GondorRangerInn		Pos:X:30.0 Y:0.0		// (DEFAULT) position of banner carrier
		
;;.;; Legacy horde positions
;		// Positions for 5
;		RankInfo = RankNumber:1 UnitType:GondorRangerInn Position:X:0 Y:0	Position:X:0 Y:25	Position:X:0 Y:-25	Position:X:0 Y:50	Position:X:0 Y:-50 
;		RankInfo = RankNumber:2 UnitType:GondorRangerInn Position:X:20 Y:0	Position:X:15 Y:25	Position:X:20 Y:-25	Position:X:20 Y:50	Position:X:20 Y:-50 

;;.;; 2.02 horde positions
		RankInfo = RankNumber:1 UnitType:GondorRangerInn Position:X:0 Y:12	Position:X:0 Y:-12	Position:X:0 Y:-36	Position:X:0 Y:36	Position:X:0 Y:-60 	Position:X:0 Y:60 
		RankInfo = RankNumber:2 UnitType:GondorRangerInn Position:X:20 Y:12	Position:X:20 Y:-12	Position:X:20 Y:-36	Position:X:20 Y:36	Position:X:20 Y:-60	Position:X:20 Y:60  
		
		RanksToReleaseWhenAttacking = 1 2 
				
		MeleeAttackLeashDistance = 1   //How far the hordes	can	move from the center of	the	horde when melee attacking.				  
		BackUpMinDelayTime		 = 1	//The minimum amount of	time to	delay before backing up
		BackUpMaxDelayTime		 = 3000	//The maximum amount of	time to	delay before backing up
		BackUpMinDistance		 = 1	//The minimum number of	cells to backup
		BackUpMaxDistance		 = 3	//The maximum number of	cells to backup
		BackupPercentage		 = 80%	//The amount of	chance that	a unit will	back up.
	End

	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate   ;;,;;
		SpecialPowerTemplate    	= SpecialAbilityMenLongShot
		PackTime			= 5000						// returning to flap
		MustFinishAbility		= Yes
		SpecialWeapon			= MenLongShotWeapon
		NeedLivingTargets		= No
		;PackSound			= LongshotRangerCall	;this worked!
		;UnpackSound			= LongshotRangerCall	;this didn't work
		;PrepSoundLoop			= LongshotRangerCall	;this worked!
		TriggerSound			= DunedainVoiceLongShot
		ApproachRequiresLOS		= No
	End

End

//////////////////////////////////////////////////////////////////////////////////
ChildObject GondorRangerHorde_Summoned GondorRangerHorde
	IsTrainable = No
	CommandPoints = 0
	CommandSet = GondorRangerHordeCommandSet_Summoned
	EquivalentTo = GondorRangerInnHorde

	DisplayName  =  OBJECT:HordeDunedainRanger
	KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARCHER ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND SUMMONED

	Behavior = HordeContain ModuleTag_HordeContain
		FrontAngle = 270
		FlankedDelay = 2000
		ObjectStatusOfContained = 
		InitialPayload = GondorRanger_Summoned 12 ;;,;; GOOD_MEN_HORDE_SIZE
		Slots = 12 ;;,;; 10
		PassengerFilter = NONE +INFANTRY
		ShowPips = No
		ThisFormationIsTheMainFormation = Yes	//Used to determine which armorset to use (and anything else we want!)
		RandomOffset=X:4 Y:4
		
		// Positions for 5
;;,;;		RankInfo = RankNumber:1 UnitType:GondorRanger_Summoned Position:X:0 Y:0	Position:X:0 Y:20	Position:X:0 Y:-20	Position:X:0 Y:40	Position:X:0 Y:-40 
;;,;;		RankInfo = RankNumber:2 UnitType:GondorRanger_Summoned Position:X:15 Y:0	Position:X:15 Y:20	Position:X:15 Y:-20	Position:X:15 Y:40	Position:X:15 Y:-40 

		RankInfo = RankNumber:1 UnitType:GondorRanger_Summoned Position:X:0 Y:12	Position:X:0 Y:-12	Position:X:0 Y:-36	Position:X:0 Y:36	Position:X:0 Y:-60 	Position:X:0 Y:60 ;;,;;
		RankInfo = RankNumber:2 UnitType:GondorRanger_Summoned Position:X:20 Y:12	Position:X:20 Y:-12	Position:X:20 Y:-36	Position:X:20 Y:36	Position:X:20 Y:-60	Position:X:20 Y:60 ;;,;;

		RanksToReleaseWhenAttacking = 1 2 
				
		MeleeAttackLeashDistance = 25// How far the hordes can move from the center of the horde when melee attacking.
	End
	
	Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
		// This one displays the timer, but the one in the uint does the work 
		MinLifetime		= DUNEDAIN_ALLIES_LIFETIME
		MaxLifetime		= DUNEDAIN_ALLIES_LIFETIME
		DeathType		= FADED
	End	

;;,;;	//Summoned Rangers can detect Stealthed Units	
;;,;;	Behavior = StealthDetectorUpdate StealthDetectorUpdateModuleTag
;;,;;		DetectionRange		= 100	// range to detect
;;,;;		DetectionRate		= 500   // how often to rescan for stealthed things in my sight (msec)
;;,;;		CancelOneRingEffect = Yes	// forces uses of one-ring to pop out of it
;;,;;	End
End

ChildObject GondorRangerFreeHorde GondorRangerInnHorde ;;,;; GondorRangerHorde
	BuildCost = 0
	KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARCHER LARGE_RECTANGLE_PATHFIND
	EquivalentTo = GondorRangerInnHorde ;;,;;
End
CommandButton Command_MenLongShotAbility
	Command				= SPECIAL_POWER
	SpecialPower			= SpecialAbilityMenLongShot
	Options				= NEED_UPGRADE OK_FOR_MULTI_SELECT NEED_TARGET_POS
	NeededUpgrade			= Upgrade_ObjectLevel2
	TextLabel			= CONTROLBAR:MenLongShotAbility
	DescriptLabel			= CONTROLBAR:ToolTipMenLongShotAbility
	ButtonImage			= UCCommon_Longshot
	ButtonBorderType		= ACTION
	InPalantir			= Yes	
	PresetRange			= GONDOR_RANGER_LONGSHOT_RANGE
	RadiusCursorType		= LongShotRadiusCursor
    CursorName				= AttackObj	
	InvalidCursorName		= GenericInvalid
End

fire fx probelm i guess ?!

15 July 2019 - 09:24 PM

so basicaly when i get closer to (drakes,balrog,dragon) the screen goes black like the one i attached, so any ideas on how to fix this annoying probelm


creating a new house colour section (colourless)

11 July 2019 - 03:20 PM

hello fellow modders

 

so i was messing with my mod and stuff and then this idea came to me, basically instead of going to gamedata.ini and setting the housecolor to 0, i want to create a hole colorless section just like picking anyother color ingame

 

i'd really love some help here, and i hope its not hard coded :)