well here it is.
oh and the white texture sometimes conflicts with normal one
14 August 2019 - 08:41 PM
well here it is.
oh and the white texture sometimes conflicts with normal one
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
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
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
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