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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 01-12-2005, 05:45 AM   #1 (permalink)
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Default Flight Formation

I'm trying to add a flying horde. I can easily have the individul units fly, but as soon as the last horde member leaves the citadel, the horde becomes grounded. It refuses to be detached from the ground no matter what I do. Wondering if anyone else happened to figure this one out.

[hr:9e10259617]

Code:
Object SpiesofSaruman
  ; *** ART Parameters ***

  Draw = W3DScriptedModelDraw ModuleTag_01
    DefaultModelConditionState
      Model               = CUBird_flya
    End
    IdleAnimationState
      Animation = Idle
        AnimationName       = CUBird_flya.CUBird_flya
        AnimationMode       = ONCE
      End
    End
    AnimationState        = MOVING
      Animation = Moving
        AnimationName       = CUBird_flya.CUBird_flya
        AnimationMode       = LOOP
      End
      Flags               = RANDOMSTART
    End
  End
 
  ; ***DESIGN parameters ***
  Side = Isengard
  EditorSorting = UNIT
  ThreatLevel = 1.0
  ThingClass = HORDE_UNIT
  TransportSlotCount = 1

  ArmorSet
    Conditions      = None
    Armor           = NoArmor
    DamageFX        = None
  End

  VisionRange = ISENGARD_SPIES_VISION_RANGE
  ShroudClearingRange = SHROUD_CLEAR_STANDARD
  DisplayName = OBJECT:SpiesofSaruman

  CommandPoints = 0
  CommandSet = EmptyCommandSet

  ; *** AUDIO Parameters ***;
  VoiceSelect = NoSound
  VoiceMove = NoSound
  VoiceAttack = NoSound
  VoiceFear = NoSound
  VoiceGuard = NoSound
;  SoundDie = NoSound
;  SoundDieFire = NoSound
  SoundStealthOn = NoSound
  SoundStealthOff = NoSound
  
  UnitSpecificSounds
    VoiceGarrison         = NoSound
    VoiceEnter            = NoSound
    VoiceEnterHostile     = NoSound
    VoiceGetHealed        = NoSound
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = PRELOAD SELECTABLE INFANTRY PATH_THROUGH_EACH_OTHER SCORE NOT_AUTOACQUIRABLE NO_BASE_CAPTURE
  ;NO_COLLIDE IGNORED_IN_GUI

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 1.0                  
  End
 
  Behavior = AIUpdateInterface ModuleTag_03
  End

  LocomotorSet
    Locomotor = CrowLocomotor
    Condition = SET_NORMAL 
    Speed     = 150
  End
 
  Behavior = PhysicsBehavior ModuleTag_04
  End
 
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL 
    SinkDelay = 3000
    SinkRate = 0.40     ; in Dist/Sec
    DestructionDelay = 8000
  End
 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 5.0
  GeometryMinorRadius = 5.0
  GeometryHeight = 5.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  Shadow = SHADOW_DECAL
  ShadowSizeX = 10
  ShadowSizeY = 10
  ShadowTexture = ShadowI
End

;-------------------------------------------------------------------------------------
Object SpiesofSarumanHorde

	; This is required for garrisoned objects - please put in all objects.
	ButtonImage	= SBEvil_EyeofSauron
	SelectPortrait	= HPSauron_eye

	Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
	    DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY SELECTED
		DefaultModelConditionState
			Model = None
		End

		ModelConditionState = HORDE_EMPTY
			Model = None
		End		
		
		ModelConditionState = WORLD_BUILDER
			Model = HordeMarkGUSol
		End		
	End
	
	Side = Isengard
	EditorSorting = UNIT
	EmotionRange = 240
	MaxSimultaneousOfType = 1

	DisplayName = OBJECT:SpiesofSaruman
	BuildCost = ISENGARD_SPIES_BUILDCOST
	BuildTime = ISENGARD_SPIES_BUILDTIME
	VisionRange = ISENGARD_SPIES_VISION_RANGE
	CommandPoints = 0

	FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
	FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.

	TransportSlotCount = 1

	KindOf = HERO SELECTABLE INFANTRY HORDE MELEE_HORDE NOT_AUTOACQUIRABLE NO_BASE_CAPTURE ARMY_SUMMARY

	Body = ImmortalBody ModuleTag_ImmortalBody
		MaxHealth = 1
	End

	Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
	End

	Behavior = HordeContain ModuleTag_HordeContain
		ObjectStatusOfContained = 
		InitialPayload = SpiesofSaruman 20
		Slots = 20
		PassengerFilter	= NONE +INFANTRY
		ShowPips = No
		ThisFormationIsTheMainFormation = Yes

		; Banner Carrier info		
		BannerCarriersAllowed	= GondorBanner
		BannerCarrierPosition	= UnitType:GondorFighter	Pos:X:40.0 Y:0.0

		; Positions for 5
		RankInfo = RankNumber:1 UnitType:SpiesofSaruman	Position:X:22 Y:-32	Position:X:22 Y:-10	Position:X:22 Y:10	Position:X:22 Y:32	
		RankInfo = RankNumber:2 UnitType:SpiesofSaruman	Position:X:2 Y:-32	Position:X:2 Y:-10	Position:X:2 Y:10	Position:X:2 Y:32	 
		RankInfo = RankNumber:3 UnitType:SpiesofSaruman				Position:X:-22 Y:-10	Position:X:-22 Y:10		

		RankInfo = RankNumber:4 UnitType:SpiesofSaruman	Position:X:42 Y:-50	Position:X:42 Y:-32	Position:X:42 Y:-10	Position:X:42 Y:10	Position:X:42 Y:32	Position:X:42 Y:47	
		RankInfo = RankNumber:5 UnitType:SpiesofSaruman	Position:X:27 Y:-50	Position:X:22 Y:50				
		RankInfo = RankNumber:6 UnitType:SpiesofSaruman	Position:X:2 Y:-50	Position:X:2 Y:50				

		RanksToReleaseWhenAttacking = 1
	End

	Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
	End

	Behavior = CommandButtonHuntUpdate ModuleTag_CommandButtonHuntUpdate
	End

   	Behavior = EmotionTrackerUpdate	Module_EmotionTracker
	End	

	LocomotorSet
		Locomotor     = CrowLocomotor
		Condition     = SET_NORMAL
		Speed         = 150
	End

	Behavior = ProductionUpdate ProductionUpdateModuleTag
		GiveNoXP = Yes
	End

	CommandSet = EmptyCommandSet

	Geometry = BOX
	GeometryMajorRadius = 20.0
	GeometryMinorRadius = 20.0
	GeometryHeight = 20.0
	GeometryIsSmall = No
End
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Old 01-12-2005, 07:20 AM   #2 (permalink)
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It could be coming down to the horde based locomotors. Units have different locomotors when they are in a formation rather than by themselves. Make sure the entire horde and contained units have a flying locomotor with the necessary differences.
If it's not that then I'm not so sure what could be causing this problem
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Old 01-12-2005, 07:30 AM   #3 (permalink)
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Personally I would make the whole thing a special power that works pretty much the same as the A10 Strike in Generals - that way it would come from off the map revealing the map on its way to a target where it would fire a 'weapon' which would reveal a radius at its target.

By doing it that way you can create the 'formation' in the OCL without all that hassle.
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Old 01-12-2005, 07:45 AM   #4 (permalink)
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Didn't want to have it as a power, though. Gondor, Mordor, and Rohan have their "useless" heroes, each of them meant pretty much for scouting purposes only. Creating a murder of crows for Isengard seemed ideal, but I can't figure out what's causing it to be grounded. The formation locomoter is fine. Generals or anything ever have formations for aircraft?
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Old 01-13-2005, 01:45 AM   #5 (permalink)
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I don't see why it wouldn't work if the hording unit had the same locomotor as the individual units. Unless it is one of those unusual hardcoded things, hords can't have flying locomotors, but I can't imagine that is the case.
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Old 01-13-2005, 06:05 AM   #6 (permalink)
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Quote:
Personally I would make the whole thing a special power that works pretty much the same as the A10 Strike in Generals - that way it would come from off the map revealing the map on its way to a target where it would fire a 'weapon' which would reveal a radius at its target.
Although that would defy the object of having a nasty evil airborne horde

Quote:
I don't see why it wouldn't work if the hording unit had the same locomotor as the individual units. Unless it is one of those unusual hardcoded things, hords can't have flying locomotors, but I can't imagine that is the case.
I was referring to the fact that there are multiple locomotors for units that take different priority at different times - a horde uses a horde locomotor, and the infantry within the horde will use (two different?) locomotors from within it. They would all need to be airborne to fly.
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Old 01-13-2005, 02:32 PM   #7 (permalink)
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They are airborne, as you can see from the code, they use the crow flight. Separately, it works perfectly. They fly. Together they do not, but they do still use the crow flight because part of the code requires them to continually move in a circle formation, unlike Nazgul who can hover. They do still do this in the horde, but they do it on the ground.

This may indeed be hardcoded, but like many hardcoded things, there are sometimes variants or special exception cases hardcoded in. I was wondering if anyone knew any of these. Has anyone successfully made a flying formation of doom for a game like Generals?
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