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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 01-07-2005, 05:48 PM   #31 (permalink)
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Heheh. I'll look into adding new attacks, bonusses and changing the default rank. I tried to add the summon Oathbreakers attack to Shelob, but it didn't work at all. So I'll check out how the powers work anyway. I'm sure I need to add the Oathbreakers command to Shelob's profile or something like that.


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Old 01-07-2005, 05:53 PM   #32 (permalink)
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The Oathbreakers code is triggered by an upgrade, the upgrades work differently from Generals and ZH. Here, the upgrades are triggered by experience, you will need to look at Aragons experience in the experiencelevels.ini file. The name you give to the exeperience block is not important and is not referenced anywhere, which begs the question, why name it at all....it must be unique tho....what is important is the Target reference this MUST be the object name you are attaching the block to.
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Old 01-07-2005, 05:56 PM   #33 (permalink)
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O.o

...

How do you know all this stuff? With your knowledge of INI codings you could code a whole mod with all the chars 'n stuff. o.O *thumbs up*


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Old 01-07-2005, 06:05 PM   #34 (permalink)
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I code for a living. I've been coding Generals for the past 2 years, lead the mod team Call To Arms for much of that. Play around with it, its not difficult, but it isn't that logical either. The best way to learn is pick a unit that you know and try and replicate the functionality with a twist of your own. You will soon learn.

Some things....like FACTIONS are not as easy as Generals or ZH and have me completely stumped atm.
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Old 01-08-2005, 07:57 AM   #35 (permalink)
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How do you maka sauron summon nazgul or a balrog mine only summons orcs
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Old 01-08-2005, 01:33 PM   #36 (permalink)
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I added Sauron too, gave him a modified Rain Of Fire.

The reason why people cant get an animated Witch King when he falls off the Fellbeats is due to what I explained earlier - when he falls off the Fellbeast, he becomes another unit and thus he is still alive, but the game thinks he is dead and you can spawn another Witch King on his Fellbeast.
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Old 01-08-2005, 02:03 PM   #37 (permalink)
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Look at the summon eagles code to figure out how to summon nazgul, then look at aragon's summon oath breaker code.

Once I get it polished off I will post the entire object code.
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Old 01-09-2005, 06:38 AM   #38 (permalink)
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i think it will cost some time but i will figure out how to do it and then shelob will be able to spawn a lot of creatures
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Old 01-09-2005, 10:39 AM   #39 (permalink)
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I just found out how to summon things. Check out the system.ini, yuri. And then objectcreationlist.ini.

Edit: But what is "SPECIAL_SPAWN_OATHBREAKERS" in SpecialPower.ini? If I search all Ini's, I can't find the same phrase anywhere. When I added all the spawn_minorspiders stuff everywhere, it gave the error:

Token 'SPECIAL_SPAWN_MINORSPIDERS' is not a valid member of the index list

Error parsing field 'Enum' in block 'SpecialPower" in file 'Data\INI\SpecialPower.ini', line 53.

I know I still have to add something somewhere in order to make it work.. But I can't find "SPECIAL_SPAWN_OATHBREAKERS" so I don't know where to add it. ; ;


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Old 01-09-2005, 11:29 AM   #40 (permalink)
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Its just a reference number, you can re-use it, the name is unimportant. The enum's are defined in the engine.

Instead of SPECIAL_SPAWN_MINORSPIDERS, just use the OathEathers Enum.

For the code to work correctly you should define an egg object which creates the actual object that you will summon on its death.
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