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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. |
01-12-2005, 05:45 AM
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#1 (permalink)
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Junior Member
Join Date: Jan 2005
Location: Rochester, NY
Posts: 28
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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
Email:
semajarchmage@yahoo.com
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01-12-2005, 07:20 AM
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#2 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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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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01-12-2005, 07:30 AM
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#3 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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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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01-12-2005, 07:45 AM
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#4 (permalink)
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Junior Member
Join Date: Jan 2005
Location: Rochester, NY
Posts: 28
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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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01-13-2005, 01:45 AM
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#5 (permalink)
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Senior Member
Join Date: Jun 2003
Posts: 462
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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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01-13-2005, 06:05 AM
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#6 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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Quote:
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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.
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Although that would defy the object of having a nasty evil airborne horde
Quote:
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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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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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01-13-2005, 02:32 PM
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#7 (permalink)
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Junior Member
Join Date: Jan 2005
Location: Rochester, NY
Posts: 28
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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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