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theczar

Member Since 03 Mar 2007
Offline Last Active Jul 05 2007 11:06 PM

Topics I've Started

shadows of evil mod

07 May 2007 - 07:52 PM

just wanted to know if Khamul is included in the evil campaign as a persistent hero

cheers

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

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-----------------------------

//------------------------------------------------------------------------------
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.

//------------------------------------------------------------------------------------------------------
	// 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