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LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

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Old 12-07-2004, 06:50 PM   #11 (permalink)
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They actually might done that.

Make that overdone that :P
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Old 12-07-2004, 07:42 PM   #12 (permalink)
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The reason for that on the Rohan rider is that he is a humanoid I assume. So you would look extremely dumb if he rotated all around like a vehicle. So that have 4 differents animations for him shooting in 4 different directions I guess to cover as much area with all little unique animations as possible. So it rounds to the nearest 90 degree angle. I think Phoibs fear is that they may have taken out the normal turret rotation functionality seen in Generals, which allows you to specific a sub object on the model as the turret and let the game rotate it dynamically. That would really suck if they did take it out. Somone who has the game please try specifying a turret and remove those turret 90 degree condition states and see what happens.
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*I mean humanoid not player... thinking of HL2 SDK...
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Old 12-07-2004, 07:44 PM   #13 (permalink)
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Looking at the game.dat, I am a little bit more confident they put it in.
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Old 12-07-2004, 07:47 PM   #14 (permalink)
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Excellent!
BTW I meant humanoid model not player. Got HL2 SDK on the brain. I just got it open and am checking it out until of course I can re-install ZH and get BFME.
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Old 12-07-2004, 09:04 PM   #15 (permalink)
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I also noticed alot of GLA comments in the createctate.ini. Another question is why does the weapon ini state a phrase for some ranges like Legolas bow but a numeral for others like Golems weapon?

I found no reference to the "named" ranges anywhere.
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Old 12-07-2004, 09:31 PM   #16 (permalink)
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can we make fake turret if the turret code isn't there?like use the mumakil's transportContain code,give it a passenger that can fire out?
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Old 12-07-2004, 10:45 PM   #17 (permalink)
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but you still won't have the art? would you?
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Old 12-08-2004, 04:32 AM   #18 (permalink)
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I've just checked the *.dat file and did a side by side compare.

All the ZH behavior tags concerning turrets are also in BFME. (including turret= and alturret=). It seems indeed more likely that the 4 angles are only used to override the display of a continous rotation.


I'm still in doubt whether the visual aspects (conditionstates) of the turret are still operatable or fully present in the game.dat.
Hide/showSubObject has been drastically changed....

But we'll only be sure if someone tries out an edited tank.ini
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Old 12-08-2004, 03:08 PM   #19 (permalink)
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Related to this question: Do W3dTankDraw, TruckDraw or any of the other old Draw Modules still exist?
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Old 12-08-2004, 03:11 PM   #20 (permalink)
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TankDraw is gone, and TruckDraw has changed. You cannot just straight copy the art code over. It appears that something might have to be done with the scripted draw module to get it working.
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