logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,617
Total Threads: 8,723
Posts: 95,211

Administrators:
DeeZire, Redemption

There are currently 39 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


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.

Reply
 
LinkBack Thread Tools
Old 01-09-2005, 10:38 AM   #41 (permalink)
Member
 
Join Date: Jan 2005
Posts: 40
Default

Oooh.. I need an egg object? Thanks Sy! You should make a Tutorial with things like "How to create a new weapon", "How to add a new Unit" and stuff like that. XP


TM
Twin Matrix is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-09-2005, 10:54 AM   #42 (permalink)
Member
 
Join Date: Jan 2005
Posts: 40
Default

Hmmm.. My Shelob doesn't want to do it's power. The power is deactivated.


~~In Shelob's Profile~~
Code:
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
		SpecialPowerTemplate	= SuperweaponSpawnMinorSpiders
		OCL						= 

OCL_MinorSpidersEggSmall
		CreateLocation			= CREATE_AT_LOCATION
		StartsPaused			= Yes              ; Yes
	;	SetModelCondition		= ModelConditionState:USER_1
	;	SetModelConditionTime	= 8.1
	End
~~Shelob's Spawn Minor Spiders COmmand Button~~
Code:
CommandButton Command_SpawnMinorSpiders
  Command           = SPECIAL_POWER
  SpecialPower      = SuperweaponSpawnMinorSpiders
  TextLabel         = CONTROLBAR:WordofPower
  ButtonImage       = HSGandalfWizardBlast
  Options           = NEED_TARGET_POS CONTEXTMODE_COMMAND
  RadiusCursorType  = SUMMON_OATH_BREAKERS
  CursorName        = Bombard
  InvalidCursorName = GenericInvalid  
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:TooltipWordofPower
  InPalantir	    = Yes
  ;UnitSpecificSound = AragornVoiceSummonOathbreakers
  ;AutoAbility		= Yes ;
  ;TriggerWhenReady	= Yes ;
End
~~Minor Spiders Object Creation List
Code:
; ---------------------------------------------------------------------------------------
; Spawn Minor Spiders
ObjectCreationList SpawnMinorSpiders
   CreateObject
      ObjectNames = MinorSpider
      Count = 4
      FadeIn = Yes
      FadeTime = 1000
                             IgnoreCommandPointLimit = Yes
  End
End
Minor Spiders Small Egg Object Creation List
Code:
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_MinorSpidersEggSmall
	; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish 

below
	CreateObject
		ObjectNames = MinorSpidersSmallEgg
		UseJustBuiltFlag = Yes
		Count = 1
		Disposition = LIKE_EXISTING
		IgnoreCommandPointLimit = Yes
	End
End
Weapon Stuff
Code:
;------------------------------------------------------------------------------
Weapon MinorSpidersSummoning	;used in the OCL that makes a Balrog.
  RadiusDamageAffects	= ENEMIES NOT_SIMILAR
  AttackRange           = 4.0

  DamageNugget                        ; A basic Nugget that just does damage
    Damage        = 1000 ;300
    Radius        = 200.0
    DelayTime     = 667
    DamageType    = FLAME
    DamageFXType  = FLAME
    DeathType     = BURNED
  End
  
  MetaImpactNugget                    ; A Nugget that throws things back with force
	HeroResist			= .75
    ShockWaveAmount   = 70 ;70.0
    ShockWaveRadius   = 200.0
    ShockWaveTaperOff = 0.9
    ShockWaveZMult    = 1.20
    DelayTime         = 667
  End
End
EGG in goodfactionsubobjects
Code:
;------------------------------------------------------------------------------
Object MinorSpidersSmallEgg
	Draw = W3DScriptedModelDraw ModuleTag_Draw
		DefaultModelConditionState
			Model = None
		End
	End
	KindOf = INERT IMMOBILE UNATTACKABLE
	
	Body = ActiveBody ModuleTag_MakesKillWork
		MaxHealth = 1
	End
	Behavior = LifetimeUpdate ModuleTag_HatchTrigger
		MinLifetime = 0.0
		MaxLifetime = 0.0
	End
	Behavior = SlowDeathBehavior ModuleTag_HatchProcess
		DestructionDelay = 4000
		FX = INITIAL FX_SummonAOD
		OCL = MIDPOINT SUPERWEAPON_SpawnMinorSpiders
;		Weapon = FINAL MinorSpidersSummoning
	End
End

TM
Twin Matrix is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-09-2005, 02:03 PM   #43 (permalink)
Sy
Senior Member
 
Join Date: Apr 2003
Location: UK
Posts: 186
Send a message via MSN to Sy
Default

Ok, here is what you need to do and I'll use my Nazgul code as an example, I'll try and explain it as best I can.

Start off with an upgrade definition, this goes in upgrade.ini, the upgrade is used to trigger the spawning of the new object.

Upgrade Upgrade_SauronNazguls
Type = OBJECT
End

Next (SpecialPower.INI), we define the superweapon, notice the reuse of the SPECIAL_SPAWN_OATHBREAKERS enum, really doesn't matter. The superweapon tells the engine what to do when the superweapon is created and how long between instances of it.

SpecialPower SuperweaponSummonNazgul
Enum = SPECIAL_SPAWN_OATHBREAKERS
ReloadTime = 360000 ; in milliseconds
InitiateAtLocationSound = NazgulScreech
RadiusCursorRadius = 100.0
PublicTimer = No
End

Now we define two OCL's (ObjectCreationList.INI), the first is a `egg' object which spawns or more appropriately hatches the actual object(s) what we want to summon.

ObjectCreationList OCL_NazgulEggSmall
CreateObject
ObjectNames = NazgulEggSmall
UseJustBuiltFlag = Yes
Count = 1
Disposition = LIKE_EXISTING
IgnoreCommandPointLimit = Yes
End
End

ObjectCreationList SUPERWEAPON_SpawnNazgul
CreateObject
ObjectNames = MordorFellBeast_Summoned
Count = 1
FadeIn = Yes
FadeTime = 2000
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
Offset = X:15 Y:15 Z:15
End
CreateObject
ObjectNames = MordorFellBeast_Summoned
Count = 1
FadeIn = Yes
FadeTime = 2000
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
Offset = X:-15 Y:15 Z:0
End
End

Now we can define the buttons that will action the use request to summon the Nazguls. (CommandButton.INI)

CommandButton Command_SummonNazgul
Command = SPECIAL_POWER
SpecialPower = SuperweaponSummonNazgul
TextLabel = CONTROLBAR:SwoopAttack
ButtonImage = SBEvil_Plus1Nazgul
Options = NEED_TARGET_POS CONTEXTMODE_COMMAND
RadiusCursorType = SUMMON_OATH_BREAKERS
CursorName = Bombard
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipSwoopAttack
InPalantir = Yes
End

Add the button to the command set used by the object that will summon the nazguls. (CommandSet.INI) Ignore SummonBalrog, I did this in exactly the same way.

CommandSet SauronCommandSet
1 = Command_Guard
2 = Command_SummonNazgul
3 = Command_SummonBalrog
13 = Command_AttackMove
14 = Command_Stop
15 = Command_Guard
End

Now add the following code to the object that will summon the nazguls, in my case Sauron. This pulls it all together, it should be reasonably obvious how this works.

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SauronNazgulEnabler
SpecialPowerTemplate = SuperweaponSummonNazgul
TriggeredBy = Upgrade_SauronNazguls
End

Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower1
SpecialPowerTemplate = SuperweaponSummonNazgul
OCL = OCL_NazgulEggSmall
CreateLocation = CREATE_AT_LOCATION
StartsPaused = Yes
End

Finally, we need to actually award the upgrade to the object, this is done with experience. So edit ExperienceLevels.INI and add this:

ExperienceLevel SauronLevel6
TargetNames = MySauron
RequiredExperience = ARAGORN_LVL6_EXP_NEEDED
ExperienceAward = ARAGORN_LVL6_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
Rank = 6
Upgrades = Upgrade_SauronNazguls
AttributeModifiers = HeroLevelUpDamage9
SelectionDecal
Texture = Decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

MySauron is the name I gave to my version of the Sauron object in my mod. He gets this upgrade at level 6.

You will also need to add three objects, they must be in the correct order, for simplicility I have posted them here....I put these in MYSAURON.INI along with the MySauron object.

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Object NazgulEggSmall
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = None
End
End
KindOf = INERT IMMOBILE UNATTACKABLE

Body = ActiveBody ModuleTag_MakesKillWork
MaxHealth = 1
End
Behavior = LifetimeUpdate ModuleTag_HatchTrigger
MinLifetime = 0.0
MaxLifetime = 0.0
End
Behavior = SlowDeathBehavior ModuleTag_HatchProcess
DestructionDelay = 4000
FX = INITIAL FX_SummonAOD
OCL = MIDPOINT SUPERWEAPON_SpawnNazgul
End
End

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Object MyNazgul
; *** ART Parameters ***

; This is required for garrisoned objects - please put in all objects.
ButtonImage = HINazgul

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPNazgul

ImmuneToShockwave = Yes

Draw = W3DScriptedModelDraw ModuleTag_01
ExtraPublicBone = B_PASSENGER

OkToChangeModelColor = Yes

StaticModelLODMode = Yes

DefaultModelConditionState
Model = MUWchKngFB_SKN ;RIDER1!
WeaponLaunchBone = PRIMARY BAT_TOER1
End
ModelConditionState = RIDER2
Model = CUFellBst_SKN
End
ModelConditionState = RIDER3
Model = CUFellWrth_SKN
End

IdleAnimationState
StateName = Idle
Animation = IDLA
AnimationName = CUFellBst_SKL.CUFellBst_HVRA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.95 1.05
End
End

AnimationState = BACKING_UP
StateName = backup
Animation = IDLA
AnimationName = CUFellBst_SKL.CUFellBst_HVRA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.95 1.05
End
End

AnimationState = DIVING
StateName = Diving
Animation = Diving
AnimationName = CUFellBst_SKL.CUFellBst_ATKD
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.95 1.05
End
End



AnimationState = ABOUT_TO_HIT ; clawing
StateName = Claw
Animation = Claw
AnimationName = CUFellBst_SKL.CUFellBst_ATKD
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript
CurDrawableSetTransitionAnimState("Trans_Begin_Att acking") return
EndScript

End
TransitionState = Trans_Begin_Attacking
StateName = Grab
Animation = Grab
AnimationName = CUFellBst_SKL.CUFellBst_GRBA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.4 0.4
End
End



AnimationState STUNNED SPECIAL_DAMAGED
StateName = STUNNED
Animation = HitA
AnimationName = CUFellBst_SKL.CUFellBst_ATKH
AnimationMode = ONCE
AnimationBlendTime = 6
End
End
AnimationState STUNNED
StateName = STUNNED
Animation = HitA
AnimationName = CUFellBst_SKL.CUFellBst_HITA
AnimationMode = ONCE
AnimationBlendTime = 6
End
End


;--- HARD FLAPPING ------------------------
AnimationState = CLIMBING
StateName = Climbing
Animation = Moving
AnimationName = CUFellBst_SKL.CUFellBst_HVRB
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.95 1.05
End
End
AnimationState = FREEFALL
StateName = Freefall
Animation = Moving
AnimationName = CUFellBst_SKL.CUFellBst_IDLA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End

AnimationState = MOVING SPECIAL_WEAPON_ONE
StateName = Moving
Animation = Moving
AnimationName = CUFellBst_SKL.CUFellBst_ATKB
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Mov ing") return end
if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Begin_Mov ing") return end
EndScript
End

AnimationState = MOVING
StateName = Moving
Animation = Moving
AnimationName = CUFellBst_SKL.CUFellBst_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.9 1.1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Mov ing") return end
if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Begin_Mov ing") return end
EndScript
End

TransitionState = Trans_Begin_Moving
Animation = Transition
AnimationName = CUFellBst_SKL.CUFellBst_HVRC
AnimationMode = ONCE
AnimationBlendTime = 6
End
End

AnimationState = RUBBLE
Animation = RubbleDieF

AnimationName = CUFellBst_SKL.CUFellBst_DIVA
AnimationMode = ONCE
AnimationBlendTime = 4
End
End

AnimationState = DYING
Animation = DyingA
AnimationName = CUFellBst_SKL.CUFellBst_HVRC
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.5 0.5
End
StateName = DYING
End

End ; Draw

; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = 5.0
ThingClass = LARGE_MONSTER
TransportSlotCount = 1

DisplayMeleeDamage = NAZGUL_PLOW_DAMAGE_INNER

BuildCost = NAZGUL_BUILDCOST
BuildTime = NAZGUL_BUILDTIME
WeaponSet
Weapon = PRIMARY NazgulPlowAttack
PreferredAgainst = PRIMARY STRUCTURE MACHINE HORDE

Weapon = SECONDARY NazgulGrabAttack
PreferredAgainst = SECONDARY INFANTRY THROWN_OBJECT CAVALRY

Weapon = TERTIARY NazgulClawAttack
OnlyAgainst = TERTIARY MONSTER
End

ArmorSet
Conditions = None
Armor = NazgulArmor
DamageFX = FellBeastDamageFX
End


VisionRange = VISION_FLIER
ShroudClearingRange = SHROUD_CLEAR_FLIER

DisplayName = OBJECT:MordorFellBeast
RecruitText = CONTROLBAR:MordorFellBeastRecruit
ReviveText = CONTROLBAR:MordorFellBeastRevive
Hotkey = CONTROLBAR:MordorFellBeastHotkey
RamPower = 45;
RamZMult = 0.5;
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushKnockback = 50;
CrushZFactor = 1.0;

; CommandSet is overridden by Behavior Rider changes.
CommandSet = FellBeastCommandSet
CommandPoints = 0


; *** AUDIO Parameters ***;

VoiceAttack = FellBeastVoiceAttack
VoiceAttack2 = FellBeastVox2
;VoiceCreated = CampOrcCreateNazgul ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
;VoiceFullyCreated = CampOrcCreateNazgul ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFear = FellBeastAlert
VoiceMove = FellBeastVoiceMove
VoiceMove2 = FellBeastVox2
VoicePriority = 76
VoiceSelect = FellBeastVoiceSelect
VoiceSelect2 = FellBeastVox2
VoiceGuard = FellBeastVoiceMove

SoundAmbient = FellBeastVoxAmbientLoop
SoundMoveStart = FellBeastMoveStart
SoundImpact = ImpactHorse ;FellBeastDie

;UnitSpecificSounds
;End

EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800

AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_IDLA Frames: 33

AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKB Frames: 1 24 65 87 112
AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKD Frames: 5

AnimationSound = Sound: FellBeastEagleAttack Animation:CUFELLBST_SKL.CUFELLBST_ATKD Frames: 10

AnimationSound = Sound: FellBeastHurt Animation:CUFELLBST_SKL.CUFELLBST_ATKH Frames: 0
AnimationSound = Sound: FellBeastHurt Animation:CUFELLBST_SKL.CUFELLBST_HITA Frames: 0
AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_HITA Frames: 10

AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_FLYA Frames: 5
AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_HVRA Frames: 7
AnimationSound = Sound: FellBeastWingFlapsShort Animation:CUFELLBST_SKL.CUFELLBST_HVRB Frames: 3
AnimationSound = Sound: FellBeastWingFlapsShort Animation:CUFELLBST_SKL.CUFELLBST_HVRC Frames: 5 32
AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_HVRC Frames: 62 103

;-------- animation unused anymore -----------
;AnimationSound = Sound: FellBeastEagleAttack Animation:CUFELLBST_SKL.CUFELLBST_ATKE Frames: 20
;AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKA Frames: 1 24 46
;AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKC Frames: 16
;AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKE Frames: 7
;AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKF Frames: 7
;AnimationSound = Sound: FellBeastDie Animation:CUFELLBST_SKL.CUFELLBST_DIEC Frames: 5
End


; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER SCARY MONSTER CANNOT_RETALIATE ARMY_SUMMARY

Body = RespawnBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = NAZGUL_HEALTH ;BALANCE FellBeast Health
; MaxHealthDamaged = 750
; ;RecoveryTime = 15000

HealingBuffFx = None
End

Behavior = AutoHealBehavior ModuleTag_FellbeastHealing
StartsActive = Yes
HealingAmount = NAZGUL_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = 15000
HealOnlyIfNotInCombat = Yes
End

Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING
;DeathFX = FX_SarumanDieToRespawn ;FXList to play when killed-to-respawn
;DeathAnimationTime = 5500 ;1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_NazgulInitialSpawn
RespawnFX = FX_NazgulRespawn ;FXList to play when respawning.
;RespawnAnim = LEVELED ;Animation to play when respawning.
;RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HINazgul

;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:0 Time:300000 Health:100% ;DEFAULT VALUES
End

Behavior = GiantBirdAIUpdate ModuleTag_GiantBirdAI
AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS ; Important that Nazgul not go swooping about on his own, UNLESS IN GUARD STATE
MoodAttackCheckRate = 500
AILuaEventsList = FellBeastFunctions
FollowThroughDistance = 200
FollowThroughCheckStep = 50
FollowThroughGradient = 1.0

GrabTossTimeTrigger = 2.5
GrabTossHeightTrigger = 100.0
TossFX = FX_DiebyFalling
SpecialContactPoints = Swoop

AttackPriority = AttackPriority_FellBeast
End

LocomotorSet
Locomotor = FellBeastLocomotor ;BALANCE FellBeast
Condition = SET_NORMAL
Speed = 88
End
LocomotorSet
Locomotor = FellBeastLocomotor ; BALANCE FellBeast
Condition = SET_SUPERSONIC
Speed = 114
End
LocomotorSet
Locomotor = FellBeastLocomotor ; BALANCE FellBeast
Condition = SET_WANDER
Speed = 78
End
LocomotorSet
Locomotor = FellBeastSwoopLocomotor ; BALANCE FellBeast
Condition = SET_PANIC
Speed = 160
End

Behavior = PhysicsBehavior ModuleTag_04
;;VehicleCrashesIntoBuildingWeaponTemplate = NazgulCrashingOnBuildingWeapon
;;VehicleCrashesIntoNonBuildingWeaponTemplate = NazgulCrashingOnNonBuildingWeapon
End

Behavior = SpecialPowerModule ModuleTag_FellbeastLevelAttack
SpecialPowerTemplate = SpecialAbilityLevelAttack
UpdateModuleStartsAttack = Yes
;InitiateSound =
End

Behavior = FellBeastSwoopPower ModuleTag_FellBeastSwoopPower ; special fellbeast swoop power
SpecialPowerTemplate = SpecialAbilityLevelAttack
UnpackTime = 1 ; hit the guy
AwardXPForTriggering = 0
StartAbilityRange = 1000.0
End

Behavior = SpecialPowerModule ModuleTag_FellbeastScreech
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
End
Behavior = SpecialAbilityUpdate ModuleTag_FellBeastScreechSAUpdate
SpecialPowerTemplate = SpecialAbilityScreech
UnpackTime = 0
AwardXPForTriggering = 0
TriggerSound = NazgulScreech
Instant = Yes
End

Behavior = RiderChangeContain TransportContainModuleTag
;A list of each valid rider that is allowed to ride this object. Each rider is
;assigned a modelcondition state, a weaponset flag, an object status bit, and
;a commandset override. The actual object is hidden inside the container so the
;visible rider is fluff. Also riders are deleted (not killed) when the vehicle
;is destroyed, so all deaths must be OCLs on the vehicle.
Rider1 = MordorWitchKing RIDER1 WEAPON_RIDER1 RIDER1 MordorWitchKingRidingFellBeastCommandSet SET_NORMAL
Rider2 = MordorRingWraith RIDER2 WEAPON_RIDER1 RIDER2 MordorNazgulRidingFellBeastCommandSet SET_NORMAL

;ScuttleDelay = 1500 this unit doesn't scuttle
;ScuttleStatus = TOPPLED
KillRiderWhenVehicleDies = Yes

;Crew
ObjectStatusOfCrew = UNSELECTABLE UNATTACKABLE ENCLOSED
InitialCrew = MordorRingWraith 1
CrewFilter = NONE +MordorRingWraith +MordorWitchKing
CrewMax = 1

;Victim passenger
ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE
PassengerFilter = ANY +INFANTRY +HULK +CAVALRY +GRAB_AND_DROP -HERO -PORTER
Slots = 1

ShowPips = No
CollidePickup = No
AllowEnemiesInside = Yes
AllowNeutralInside = Yes
AllowAlliesInside = Yes
DamagePercentToUnits = 0%
PassengerBonePrefix = PassengerBone:B_PASSENGER KindOf:GRAB_AND_DROP
EjectPassengersOnDeath = No ;Let RiderChangeContain handle this

GrabWeapon = FellbeastGrabWeapon ; fire this weapon when fellbeast grabs a victim
FireGrabWeaponOnVictim = No

ReleaseSnappyness = 0.05 ; 1.0 is very snappy, 0.0 is very loose

End

; Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath
; DeathTypes = ALL ;-KNOCKBACK
; SinkDelay = 8000
; SinkRate = 1.6 ; in Dist/Sec
; DestructionDelay = 15000;
; Sound = INITIAL FellBeastDie
; Weapon = HIT_GROUND GondorTrebuchetRockWarhead
; ;FX = HIT_GROUND FX_NazgulLightPoint
; FX = HIT_GROUND FX_TrebuchetImpactHit
; Sound = HIT_GROUND FellBeastDieImpact
; CrashAvoidKindOfs = STRUCTURE
; CrashAvoidRadius = 800
; CrashAvoidStrength = 0.2
; NeedToMaintainFlailingHeight = No
; EjectRiderIfApplicable = Yes
; RiderSubObjects = NAZGUL_SKN WITCHKING2
; End

Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL
DestructionDelay = 500
; FadeTime = 1000
; FadeDelay = 100
ShadowWhenDead = No
Sound = INITIAL FellBeastDie
FX = INITIAL FX_FellBeastDeath
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

; Detects stealth like the General's Pathfinder
; Behavior = StealthDetectorUpdate ModuleTag_10
; DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
; ;DetectionRange = ??? ; enable this for independant balancing!
; CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
; CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
; End

;;; AUTO ABILITY MODULE ;;;
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

Behavior = ExperienceLevelCreate ModuleTag_LevelBonus ;fixes the helptext not being ok on command button
LevelToGrant = 5
MPOnly = Yes
End

Geometry = CYLINDER
GeometryMinorRadius = 39.0
GeometryMajorRadius = 39.0
GeometryHeight = 40.0
GeometryOffset = X:0 Y:0 Z:-10
GeometryIsSmall = No
Shadow = SHADOW_VOLUME_NON_SELF_3; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_3
ShadowSunAngle = 89; clamp the angle so shadow casts straight down.
Scale = 0.80
End

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ChildObject MordorFellBeast_Summoned MyNazgul
IsTrainable = No
CommandPoints = 0

KindOf = PRELOAD HERO SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER MONSTER ARMY_SUMMARY SCARY CANNOT_RETALIATE SUMMONED

Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = 120000
MaxLifetime = 120000
DeathType = FADED
End
End
Sy is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-09-2005, 07:06 PM   #44 (permalink)
Member
 
Join Date: Jan 2005
Posts: 40
Default

W00T!

Thanks Sy! You should make a website with tutorials on these things. Now to add custom graphics.. *downloads MIP Map plugin for Photoshop* *makes a new image and MIP Maps it* *adds it to the file with all the images and the minor spider's art parameters* *uses TibEd 2 and runs the mod launcher* *image shows up as a purple square*

GAH! >_>


TM
Twin Matrix is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-09-2005, 09:33 PM   #45 (permalink)
Administrator
 
DeeZire's Avatar
 
Join Date: Dec 2002
Posts: 1,913
Send a message via ICQ to DeeZire
Default

Sy please use the 'code' BB tags, it get a little frustrating to scroll through messages that only contain reams of code
DeeZire is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-10-2005, 04:57 AM   #46 (permalink)
Sy
Senior Member
 
Join Date: Apr 2003
Location: UK
Posts: 186
Send a message via MSN to Sy
Default

Np, will do!
Sy is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-10-2005, 08:07 AM   #47 (permalink)
Member
 
Join Date: Jan 2005
Posts: 40
Default

Is it also possible to make him summon more than one? When I change Count nothing happens.


TM
Twin Matrix is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-10-2005, 12:01 PM   #48 (permalink)
Sy
Senior Member
 
Join Date: Apr 2003
Location: UK
Posts: 186
Send a message via MSN to Sy
Default

In my example, he spawns 2 nazgul. You should modify the SUPERWEAPON OCL not the Egg OCL.

There is a seperate CreateObject block for each Nazgul spawned, the count is not relevant.
Sy is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-10-2005, 12:43 PM   #49 (permalink)
Member
 
Join Date: Jan 2005
Posts: 40
Default

So I just copy and paste the hatched object to create more of em? Sweet.


TM
Twin Matrix is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Witchking Special Power Problems pabtyf3 LOTR: Battle For Middle Earth I & II Editing 0 01-24-2005 04:47 AM


All times are GMT -4. The time now is 09:42 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.