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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 01-05-2005, 04:13 PM   #21 (permalink)
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Funny!

One of the first things I did was add the WitchKing as a hero to Mordor and he has animations for everything, he'll walk, attack, use sword or mace.

However I haven't tried him as an object spawned when the Nazgul dies.
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Old 01-05-2005, 04:32 PM   #22 (permalink)
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Oooh. How did you add him as normal Witchking hero?


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Old 01-05-2005, 04:38 PM   #23 (permalink)
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Open PlayerTemplate.INI, go to FactionMordor, edit the line which reads:

BuildableHeroesMP = MordorWitchKingOnFellBeast MordorFellBeast MordorFellBeast NeutralGollum

and change to

BuildableHeroesMP = MordorWitchKing MordorFellBeast MordorFellBeast NeutralGollum
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Old 01-05-2005, 05:36 PM   #24 (permalink)
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XD Nasty simple. I was looking through the Commandset. Thanks!


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Old 01-06-2005, 07:25 PM   #25 (permalink)
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Apparently they didn't include the dismounting witch king because the animation looked odd of him dismounting
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Old 01-06-2005, 07:32 PM   #26 (permalink)
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He's also a bit of a migit, you might like to scale him up a bit, try adding:

scale = 1.1 to the geometry section at the bottom of the code.
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Old 01-06-2005, 08:09 PM   #27 (permalink)
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Some how if you make him step off, the Witch King doesn't show any animations. But if you put the Witch King without his Fell Beast as a buildable hero and build him, he DOES show animation (not the Mace tho). So.. Ah well, coding isn't ment for me. Give me GMax and I'm home. XP


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Old 01-07-2005, 03:20 PM   #28 (permalink)
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The animation for his mace is actually commented out inside the file, so the game isn't even reading it. I have it uncommented, but I have yet to try this whole "Spawn the WitchKing" thing when it comes to him by himself. I'll play with it.

You're right though. He's a midget. He's deadly though. :lol:

Edit : Once the animation for the mace is uncommented, it works fine. I don't like him off of the FellBeast, but there ya go. It'd be much better if EA fixed it up for him to be able to dismount and attack, and be regular size versus him staying the size as if he were still on the Fellbeast in the air.

The animations you uncomment look like the following. They aren't together, but they're close.
Code:
			;Animation				= IDLB
			;	AnimationName       = MUWchKng_IDLB
			;	AnimationMode       = ONCE
			;	AnimationSpeedFactorRange = 0.9 1.1
			;	AnimationBlendTime	= 20
			;End

		;AnimationState        = ATTACKING WEAPONSET_TOGGLE_1
		;	StateName = STATE_Mace
		;	Animation           = ALERT_1
		;		AnimationName     = MUWchKng_IDLC
		;		AnimationMode     = LOOP
		;		AnimationPriority = 10
		;	End
		;	BeginScript
		;		CurDrawableShowSubObject("MACE")
		;	EndScript
		;End
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Old 01-07-2005, 05:23 PM   #29 (permalink)
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Gah.. Dumb comments. >> Thanks TXL


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Old 01-07-2005, 05:42 PM   #30 (permalink)
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When your done with the mighty migit, you should enable Sauron.

He takes a small amount of editing to add buildtime, buildcosts and a proper buttonimage, but nothing difficult.

Sauron is very cool, excellent attack. I have been working on a new commandset for him which will summon Nazguls, rather like the eagles and when he is fully ranked up, he will be able to summon balrog. His default rank is level 10, but I have changed that to 5. I've also enabled his leadership bonus for troops.
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