just wanted to know if Khamul is included in the evil campaign as a persistent hero
cheers
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theczar
Member Since 03 Mar 2007Offline Last Active Jul 05 2007 11:06 PM
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shadows of evil mod
07 May 2007 - 07:52 PM
single player campaign
07 May 2007 - 05:53 PM
just wonderin if anbody could recommend a mod that works with the single player campaign, i want to replay that experience, but with things like gothmog, and ugluk for the evil side for example,
there r some excellent mods out there, but im just lookng for a simple one that adds new heroes or units into the campaign
cheers
there r some excellent mods out there, but im just lookng for a simple one that adds new heroes or units into the campaign
cheers
New poison arrow bonus
28 April 2007 - 09:47 PM
hey im trying to add a new power to the corrupted man class, a poisoned arrow bonus.
but instead of the normal magic fx, its poison, and at level 3 he can actually fire a green poison projectile based on the goblin poison arrow like the sliverthorn arrow for CAH level4 arrow bonus, . i think it would be really cool
i copied the CAH arrow bonus and based i on that, but when he recieves the upgrade i cant target enemies, and
the CAH can no longer fire arrows or use his bow
here are the codes if anybody is willing to help, or try it out
WEAPON-----------------------------
SPECIAL POWER-----------------------------
CREATEAHEROOBJECTS-----------------------------
CREATEAHEROPOWERS-----------------------------
COMMANDBUTTON-----------------------------
CREATEAHEROUPGRADES-----------------------------
but instead of the normal magic fx, its poison, and at level 3 he can actually fire a green poison projectile based on the goblin poison arrow like the sliverthorn arrow for CAH level4 arrow bonus, . i think it would be really cool
i copied the CAH arrow bonus and based i on that, but when he recieves the upgrade i cant target enemies, and
the CAH can no longer fire arrows or use his bow
here are the codes if anybody is willing to help, or try it out
WEAPON-----------------------------
//------------------------------------------------------------------------------ Weapon CreateAHeroBasicRangedWeapon AttackRange = 350 LeechRangeWeapon = Yes WeaponSpeed = 321 // dist/sec MinWeaponSpeed = 241 MaxWeaponSpeed = 481 // dist/sec Upper limit on scaling, when attacking past nominal "max" range FireFX = FX_RohanArcherBowWeapon ScaleWeaponSpeed = Yes // Used for lob weapons, scales speed proportional to range HitPercentage = 100 //When this weapon is used it will hit exactly 75% of the time. ScatterRadius = 0.0 //When this weapon misses it can randomly miss by as much as this distance. UseInnateAttributes = Yes DelayBetweenShots = FARAMIR_BOW_DELAYBETWEENSHOTS // time between shots, msec PreAttackDelay = FARAMIR_BOW_PREATTACKDELAY // 1467 is the prep time for archer. PreAttackType = PER_POSITION FiringDuration = FARAMIR_BOW_FIRINGDURATION // Duration of the archer firing shot is 500ms. ClipSize = 1 AutoReloadsClip = Yes AutoReloadWhenIdle = 1 ClipReloadTime = Min:1000 Max:1500 ContinuousFireOne = 0 ContinuousFireCoast = FARAMIR_BOW_RELOADTIME_MAX AntiAirborneVehicle = Yes AntiAirborneMonster = Yes CanFireWhileMoving = Yes ProjectileNugget // Default arrow ProjectileTemplateName = GoodFactionArrow WarheadTemplateName = CreateAHeroBasicRangedWarhead ForbiddenUpgradeNames = Upgrade_CreateAHeroArrowBonus_Level4 Upgrade_PoisonedArrows_Level1 Upgrade_PoisonedArrows_Level2 Upgrade_PoisonedArrows_Level3 End ProjectileNugget // Default arrow ProjectileTemplateName = MirkwoodArcherSilverthornProjectile WarheadTemplateName = CreateAHeroBasicRangedWarhead RequiredUpgradeNames = Upgrade_CreateAHeroArrowBonus_Level4 End ProjectileNugget // Default arrow ProjectileTemplateName = PoisonedArrowsProjectile WarheadTemplateName = CreateAHeroBasicRangedWarhead RequiredUpgradeNames = Upgrade_PoisonedArrows_Level1 Upgrade_PoisonedArrows_Level2 Upgrade_PoisonedArrows_Level3 End End //---------------------------- Weapon CreateAHeroBasicRangedWarhead ProjectileCollidesWith = ALLIES ENEMIES NEUTRAL STRUCTURES WALLS // Remember, the projectile is a rock, who has no allies RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR HitStoredTarget = Yes // Always hits initial target. UseInnateAttributes = Yes // No bonus DamageNugget // A basic Nugget that just does damage Damage = 80 Radius = 0.0 // HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DelayTime = 0 DamageType = HERO_RANGED DamageFXType = GOOD_ARROW_PIERCE DeathType = NORMAL ForbiddenUpgradeNames = Upgrade_CreateAHeroToggleWeapon_Level2 Upgrade_CreateAHeroArrowBonus_Level1 Upgrade_CreateAHeroArrowBonus_Level2 Upgrade_CreateAHeroArrowBonus_Level3 Upgrade_CreateAHeroArrowBonus_Level4 Upgrade_PoisonedArrows_Level1 Upgrade_PoisonedArrows_Level2 Upgrade_PoisonedArrows_Level3 End // Corrupted Man Level 2 Toggle Weapon Bonus DamageNugget Damage = 120 Radius = 0.0 DelayTime = 0 DamageType = HERO_RANGED DamageFXType = GOOD_ARROW_PIERCE DeathType = NORMAL RequiredUpgradeNames = Upgrade_CreateAHeroToggleWeapon_Level2 ForbiddenUpgradeNames = Upgrade_CreateAHeroArrowBonus_Level1 Upgrade_CreateAHeroArrowBonus_Level2 Upgrade_CreateAHeroArrowBonus_Level3 Upgrade_CreateAHeroArrowBonus_Level4 Upgrade_PoisonedArrows_Level1 Upgrade_PoisonedArrows_Level2 Upgrade_PoisonedArrows_Level3 End // Level 1 Poisoned Arrows DamageNugget // A basic Nugget that just does damage Damage = 80 Radius = 0.0 // HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DelayTime = 0 DamageType = HERO_RANGED DamageFXType = GOOD_ARROW_PIERCE DeathType = NORMAL RequiredUpgradeNames = Upgrade_PoisonedArrows_Level1 ForbiddenUpgradeNames = Upgrade_PoisonedArrows_Level2 Upgrade_PoisonedArrows_Level3 End DamageNugget // A basic Nugget that just does damage Damage = CREATE_A_HERO_ARROW_BONUS_DAMAGE_L1 Radius = CREATE_A_HERO_ARROW_BONUS_RADIUS_L1 // HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DamageScalar = 10% NONE +STRUCTURE DelayTime = 0 DamageType = SLASH DamageFXType = GOOD_ARROW_PIERCE DeathType = NORMAL RequiredUpgradeNames = Upgrade_PoisonedArrows_Level1 ForbiddenUpgradeNames = Upgrade_PoisonedArrows_Level2 Upgrade_PoisonedArrows_Level3 End DOTNugget // A basic Nugget that just does damage SpecialObjectFilter = ALL -STRUCTURE AcceptDamageAdd = No Damage = CREATE_A_HERO_ARROW_BONUS_DAMAGE_L1 Radius = CREATE_A_HERO_ARROW_BONUS_RADIUS_L1 // HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DelayTime = 0 DamageType = POISON DamageFXType = POISON DeathType = NORMAL DamageInterval = 500 DamageDuration = 15000 SpecialObjectFilter = AFFECTED_BY_POISON_OBJECTFILTER RequiredUpgradeNames = Upgrade_PoisonedArrows_Level1 ForbiddenUpgradeNames = Upgrade_PoisonedArrows_Level2 Upgrade_PoisonedArrows_Level3 End // Level 2 Poisoned Arrows DamageNugget // A basic Nugget that just does damage Damage = 80 Radius = 0.0 // HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DelayTime = 0 DamageType = HERO_RANGED DamageFXType = POISON DeathType = NORMAL RequiredUpgradeNames = Upgrade_PoisonedArrows_Level2 ForbiddenUpgradeNames = Upgrade_PoisonedArrows_Level3 End DamageNugget // A basic Nugget that just does damage Damage = CREATE_A_HERO_ARROW_BONUS_DAMAGE_L1 Radius = CREATE_A_HERO_ARROW_BONUS_RADIUS_L1 // HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DamageScalar = 10% NONE +STRUCTURE DelayTime = 0 DamageType = SLASH DamageFXType = POISON DeathType = NORMAL RequiredUpgradeNames = Upgrade_PoisonedArrows_Level2 ForbiddenUpgradeNames = Upgrade_PoisonedArrows_Level3 End DamageNugget // A basic Nugget that just does damage Damage = CREATE_A_HERO_ARROW_BONUS_DAMAGE_L2 Radius = CREATE_A_HERO_ARROW_BONUS_RADIUS_L2 // HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DamageScalar = 10% NONE +STRUCTURE DelayTime = 0 DamageType = MAGIC DamageFXType = POISON DeathType = NORMAL RequiredUpgradeNames = Upgrade_PoisonedArrows_Level2 ForbiddenUpgradeNames = Upgrade_PoisonedArrows_Level3 End DOTNugget // A basic Nugget that just does damage SpecialObjectFilter = ALL -STRUCTURE AcceptDamageAdd = No Damage = CREATE_A_HERO_ARROW_BONUS_DAMAGE_L3 Radius = CREATE_A_HERO_ARROW_BONUS_RADIUS_L3 // HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DelayTime = 0 DamageType = POISON DamageFXType = POISON DeathType = NORMAL DamageInterval = 500 DamageDuration = 20000 SpecialObjectFilter = AFFECTED_BY_POISON_OBJECTFILTER RequiredUpgradeNames = Upgrade_PoisonedArrows_Level2 ForbiddenUpgradeNames = Upgrade_PoisonedArrows_Level3 End // Level 3 Poisoned Arrows DamageNugget // A basic Nugget that just does damage Damage = CREATE_A_HERO_ARROW_BONUS_DAMAGE_L4 Radius = CREATE_A_HERO_ARROW_BONUS_RADIUS_L4 // HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DamageScalar = 10% NONE +STRUCTURE DelayTime = 0 DamageType = HERO_RANGED DamageFXType = POISON DeathType = NORMAL RequiredUpgradeNames = Upgrade_PoisonedArrows_Level3 End DOTNugget // A basic Nugget that just does damage SpecialObjectFilter = ALL -STRUCTURE AcceptDamageAdd = No Damage = CREATE_A_HERO_ARROW_BONUS_DAMAGE_L4 Radius = CREATE_A_HERO_ARROW_BONUS_RADIUS_L4 // HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DelayTime = 0 DamageType = POISON DamageFXType = POISON DeathType = NORMAL DamageInterval = 500 DamageDuration = 25000 SpecialObjectFilter = AFFECTED_BY_POISON_OBJECTFILTER RequiredUpgradeNames = Upgrade_PoisonedArrows_Level3 End
SPECIAL POWER-----------------------------
//----------------------------------------------------------------------------------------------------------------------------------------- // POISONED ARROWS SPECIAL POWER //------------------------------------------------------------------------------ SpecialPower SpecialAbilityPoisonedArrows_Level1 Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 60000 PublicTimer = No End //------------------------------------------------------------------------------ SpecialPower SpecialAbilityPoisonedArrows_Level2 Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 60000 PublicTimer = No End //------------------------------------------------------------------------------ SpecialPower SpecialAbilityPoisonedArrows_Level3 Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 60000 PublicTimer = No End
CREATEAHEROOBJECTS-----------------------------
;------------------------------------------------------------------------------ ; The Poison Arrow Projectile ;------------------------------------------------------------------------------ Object PoisonedArrowsProjectile ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = EXPoison_AROW ParticleSysBone = MESH01 PoisonArrowTrail Followbone:YES End End Draw = W3DStreakDraw ModuleTag_Draw2 Length = 25 Width = 2 NumSegments = 2 ; number of segements in the streak, increase for smoother line Color = R:70 G:160 B:30 Additive = No ; Yes by default Texture = EXArrowStreak01.tga WeatherTexture = SNOWY EXArrowStreak_Snow.tga End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** EditorSorting = SYSTEM ArmorSet Armor = NoArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE NO_COLLIDE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = BezierProjectileBehavior ModuleTag_04 FirstHeight = 9; Height of Bezier control points above highest intervening terrain SecondHeight = 9 FirstPercentIndent = 20%; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 50; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed) GroundHitFX = FX_GondorArrowDeath;FX_PoisonArrowDeath CurveFlattenMinDist = 100.0 End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL ; DeathFX = FX_BarbedArrowDeath ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED ; DeathFX = FX_BarbedArrowDeath ; End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 0.8 End
CREATEAHEROPOWERS-----------------------------
//-------------------------------------------------------------------------- // POISONED ARROWS SPECIAL POWER Level 1 //-------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_PoisonedArrowsEnabler_Level1 SpecialPowerTemplate = SpecialAbilityPoisonedArrows_Level1 TriggeredBy = Upgrade_PoisonedArrows_Level1 End Behavior = SpecialPowerModule ModuleTag_PoisonedArrowsStarter_Level1 SpecialPowerTemplate = SpecialAbilityPoisonedArrows_Level1 UpdateModuleStartsAttack = Yes StartsPaused = Yes End //-------------------------------------------------------------------------- // POISONED ARROWS SPECIAL POWER Level 2 //-------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_PoisonedArrowsEnabler_Level2 SpecialPowerTemplate = SpecialAbilityPoisonedArrows_Level2 TriggeredBy = Upgrade_PoisonedArrows_Level2 End Behavior = SpecialPowerModule ModuleTag_PoisonedArrowsStarter_Level2 SpecialPowerTemplate = SpecialAbilityPoisonedArrows_Level2 UpdateModuleStartsAttack = Yes StartsPaused = Yes End //-------------------------------------------------------------------------- // POISONED ARROWS SPECIAL POWER Level 3 //-------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_PoisonedArrowsEnabler_Level3 SpecialPowerTemplate = SpecialAbilityPoisonedArrows_Level3 TriggeredBy = Upgrade_PoisonedArrows_Level3 End Behavior = SpecialPowerModule ModuleTag_PoisonedArrowsStarter_Level3 SpecialPowerTemplate = SpecialAbilityPoisonedArrows_Level3 UpdateModuleStartsAttack = Yes StartsPaused = Yes End
COMMANDBUTTON-----------------------------
//------------------- Create A Hero ---------------------------- //-------------------------------------------------------------- CommandButton Command_PoisonedArrows_Level1 Command = SPECIAL_POWER SpecialPower = SpecialAbilityPoisonedArrows_Level1 Options = NONPRESSABLE TextLabel = CONTROLBAR:PoisonedArrows_Level1 DescriptLabel = CONTROLBAR:ToolTipPoisonedArrows_Level1 ButtonImage = HSThranduilThornofVengeance ButtonBorderType = ACTION InPalantir = Yes CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassCorruptedMan CreateAHeroUIMinimumLevel = 1 CreateAHeroUIPrerequisiteButtonName = None CreateAHeroUICostIfSelected = CAH_ARROWBONUS_LEVEL2_COST End //------------------- Create A Hero ---------------------------- //-------------------------------------------------------------- CommandButton Command_PoisonedArrows_Level2 Command = SPECIAL_POWER SpecialPower = SpecialAbilityPoisonedArrows_Level2 Options = NONPRESSABLE TextLabel = CONTROLBAR:PoisonedArrows_Level2 DescriptLabel = CONTROLBAR:ToolTipPoisonedArrows_Level2 ButtonImage = HSThranduilThornofVengeance ButtonBorderType = ACTION InPalantir = Yes CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassCorruptedMan CreateAHeroUIMinimumLevel = 3 CreateAHeroUIPrerequisiteButtonName = Command_PoisonedArrows_Level1 CreateAHeroUICostIfSelected = CAH_ARROWBONUS_LEVEL3_COST End //------------------- Create A Hero ---------------------------- //-------------------------------------------------------------- CommandButton Command_PoisonedArrows_Level3 Command = SPECIAL_POWER SpecialPower = SpecialAbilityPoisonedArrows_Level3 Options = NONPRESSABLE TextLabel = CONTROLBAR:PoisonedArrows_Level3 DescriptLabel = CONTROLBAR:ToolTipPoisonedArrows_Level3 ButtonImage = HSThranduilThornofVengeance ButtonBorderType = ACTION InPalantir = Yes CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassCorruptedMan CreateAHeroUIMinimumLevel = 7 CreateAHeroUIPrerequisiteButtonName = Command_PoisonedArrows_Level2 CreateAHeroUICostIfSelected = CAH_ARROWBONUS_LEVEL4_COST End
CREATEAHEROUPGRADES-----------------------------
Upgrade Upgrade_PoisonedArrows_Level1 Type = OBJECT End Upgrade Upgrade_PoisonedArrows_Level2 Type = OBJECT End Upgrade Upgrade_PoisonedArrows_Level3 Type = OBJECT End
ROTWK
22 March 2007 - 11:30 PM
has anyone changed their CAH models?
im tyring to put the sauron skel and skin to my new CAH subclass, i want him to look and attack like sauron and give him CAH powers , he does not have to show up in the creation screen,i know that wont work
in creataheromodelconditionupgrades.
what should i change here {CREATE_A_HERO_18 into what?}
because as you know CREATE_A_HERO_18 (corrupedman2) is in creataheromodels it has its on skel and skin,
so if i add:
Model = MUSauron_SKN
Skeleton = MUSauron_SKL
to a new create a hero model,in createaheromodels
what should i name : AddConditionFlags = CREATE_A_HERO_18
as all CAH models i think are between CREATE_A_HERO_00 CREATE_A_HERO_65
increateaheromodels for example, ane modelsate
and do i put sauron's animations under creataheroanims or do i create a whole new object file?
finally where in object/createahero do i put sauron's weapon damage and fx?
i know this is a messy deal but it ould be cool if you could have your on sauron type CAhero, with your on special powers.
if anybody is willing to answer my questions it would be very much appreciated,
cheers
theczar
im tyring to put the sauron skel and skin to my new CAH subclass, i want him to look and attack like sauron and give him CAH powers , he does not have to show up in the creation screen,i know that wont work
in creataheromodelconditionupgrades.
//------------------------------------------------------------------------------------------------------ // Upgrade for Khazadrim#2 Behavior = ModelConditionUpgrade ModuleTag_Khazadrim_SubClass_1 TriggeredBy = Upgrade_CreateAHero_ClassKhazadrim Upgrade_CreateAHero_SubClass_1 ConflictsWith = Upgrade_CreateAHeroMapMode RequiresAllTriggers = Yes RemoveConditionFlagsInRange = CREATE_A_HERO_00 CREATE_A_HERO_65 AddConditionFlags = CREATE_A_HERO_18 End // Upgrade for Khazadrim #2 (Create A Hero Map Mode) Behavior = ModelConditionUpgrade ModuleTag_Khazadrim_SubClass_1_MM TriggeredBy = Upgrade_CreateAHeroMapMode Upgrade_CreateAHero_ClassKhazadrim Upgrade_CreateAHero_SubClass_1 RequiresAllTriggers = Yes RemoveConditionFlagsInRange = CREATE_A_HERO_00 CREATE_A_HERO_65 AddConditionFlags = CREATE_A_HERO_19 End
what should i change here {CREATE_A_HERO_18 into what?}
because as you know CREATE_A_HERO_18 (corrupedman2) is in creataheromodels it has its on skel and skin,
so if i add:
Model = MUSauron_SKN
Skeleton = MUSauron_SKL
to a new create a hero model,in createaheromodels
what should i name : AddConditionFlags = CREATE_A_HERO_18
as all CAH models i think are between CREATE_A_HERO_00 CREATE_A_HERO_65
increateaheromodels for example, ane modelsate
//-------------------------------------------------------------------------------------------------------------------------------------- // ModelConditionState = CREATE_A_HERO_18===== what should i name this,: anything? Model = MUSauron_SKN Skeleton = MUSauron_SKL ModelAnimationPrefix = MUSauron PortraitImageName = CPHaradrim ButtonImageName = HICAHHaradrim ParticleSysBone = WEAPON SaronRingSpark FollowBone:Yes WeaponLaunchBone = PRIMARY Weapon End
and do i put sauron's animations under creataheroanims or do i create a whole new object file?
finally where in object/createahero do i put sauron's weapon damage and fx?
WeaponSet Conditions = None Weapon = PRIMARY SauronMace AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
i know this is a messy deal but it ould be cool if you could have your on sauron type CAhero, with your on special powers.
if anybody is willing to answer my questions it would be very much appreciated,
cheers
theczar
ROTWK
15 March 2007 - 03:02 AM
two questions:
how do i change the background color of a button in the palantir,
for example i have the outlaw leadership ability added to my CAHs and the button image is the spellbook scavenger image with the skull/swords and a white background, i would like to change it to grey or brown.
also the CAH's rain of arrows; could the color effects of the arrows be changed from blue to red,
i know there are experts out there on this,
cheers
czar
how do i change the background color of a button in the palantir,
for example i have the outlaw leadership ability added to my CAHs and the button image is the spellbook scavenger image with the skull/swords and a white background, i would like to change it to grey or brown.
also the CAH's rain of arrows; could the color effects of the arrows be changed from blue to red,
i know there are experts out there on this,
cheers
czar
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