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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. |
01-05-2005, 03:44 PM
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#1 (permalink)
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Member
Join Date: Jan 2005
Posts: 40
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Additional Heroes
1) I'm talking about Isildur and Elrond. They do exist in the game, but not as heroes that can be made in the game. And I think someone said Sauron was in the game too? Did anyone code these heroes into the game? Because if I look at gamedata.ini I see no damage, production costs, etc for those heroes. And I can't find Sauron at all. ^^
2) Talking about heroes: How do I edited the Reload time for Heroes' abilities? I only see Saruman's fireball reload time and it's over 6000 seconds! O.o
3) BTW, how you add Heroes to a capital? Let's say I want it to be possible to make Frodo and Sam in Gondor.
4) Did anyone succeed at making the Witchking and Nazgul step off the Fallen Beasts when the Fallen Beasts die and become normal units? I tried it, but they don't show any animations and are hardly selectable. I have to click and drag a selection field to be able to select them.
5) Is it even possible to make more Evenstar/Ring powers?
Sorry for asking so much questions, but I'm veeeeerrrry new to BFME modding and editing. ><
TM
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01-05-2005, 03:55 PM
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#2 (permalink)
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Senior Member
Join Date: Apr 2003
Location: UK
Posts: 186
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1. There are a whole bunch of extra characters that you can add as hero's without to much effort at all. I have added Elrond myself, look in the folder:
data\ini\object\goodfaction\units\elven
Then open the appropriate INI and copy the object name, then append this to the hero's list in PlayerTemplate.INI, note you may need to either drop one of the existing hero's or modify the commandset for that faction to increase the number of revive slots.
Also you should note that not all the characters are complete, Elrond for example builds in zero time and costs nothing and comes out at Rank 10. He is very skilled with the sword and has no upgrades.
2. Check the object code for the character, references to other objects OCL's etc will be in the object definition for the character.
3. Answered that in your thread on the witchking, do the same.
4. Deezire.
5. Yes, Once you get a bit more experience you will learn how everything fits together, you can create your own upgrades and weapons. I suggest you look at the objects a bit closer first, pick a weapon from an objects WEAPONSET then search WEAPONS.INI.
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01-05-2005, 09:20 PM
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#3 (permalink)
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Member
Join Date: Jan 2005
Posts: 40
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Thanks! I added Frodo, Sam and the Eagle to Gondor, but some how the things get mixed up. First I only see Frodo and Sam and not the eagle, then Sam is over Gandalf's head and then the Eagle appears and Sam goes away. I build the Eagle and he doesn't dissapear but just get replaced by Sam. O.o I tried to add more HeroesRevive slots but it doesn't help.
TM
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01-11-2006, 03:37 AM
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#4 (permalink)
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Junior Member
Join Date: May 2005
Location: Basel, Switzerland
Posts: 16
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I need help with the eagles too.
i managed somewhow to add them as heroes for gondor. but i can't revive them.
i added 2 reviveslots to the gondor commandset and copied a revive code for gwahir from a mod where it seems to work. unfortunately the author did not provide any email or homepage adresses to contact him/her 'coz the reviving still doen't work with this code.
when the gwahir die they don't "explode" like before. instead they hang stunned in the air.
also the ions on the bottom does not dissapear, even tough they eagles have no health left.
look at the code i got from annatar's mod:
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn
;DeathFX = FX_sauronDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 5367 ;1133 ;How long DeathAnim will take.
;InitialSpawnFX = FX_SauronInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
;RespawnFX = FX_SauronRespawn ;FXList 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 = HPGwahir
;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:1200 Time:120000 Health:100% ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:1400 Time:120000 ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:1600 Time:120000
RespawnEntry = Level:4 Cost:1800 Time:120000
RespawnEntry = Level:5 Cost:2000 Time:180000
RespawnEntry = Level:6 Cost:2200 Time:180000
RespawnEntry = Level:7 Cost:2400 Time:180000
RespawnEntry = Level:8 Cost:2600 Time:180000
RespawnEntry = Level:9 Cost:2800 Time:180000
RespawnEntry = Level:10 Cost:2800 Time:180000
End
plus the egagle always has level 10 when you recruit it, but when rolling on the icon at the citadel it displayed rank 1, so i added the following code:
Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus
LevelToGrant = 10
MPOnly = Yes
End
didn't help tough..
does someone know what's wrong?
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01-12-2006, 10:14 AM
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#5 (permalink)
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Junior Member
Join Date: May 2005
Location: Basel, Switzerland
Posts: 16
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ok, it's official:
i am stupid.
i forgot to paste the first part of the code..
use:
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = GIANT_EAGLE_HEALTH ;BALANCE Eomer Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
in before the code i posted and it should work.
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