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DeeZire Online > Editing Community > LOTR: Battle For Middle Earth I & II Editing » Adding Units Groups -- not seperate Units?

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, 04:34 PM   #1 (permalink)
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Default Adding Units Groups -- not seperate Units?

I know how to create a seperate unit, but have no idea how to create a batallion of units? Let's say I made a new unit called Minor Spider by copying the Minor Spider in giantspider.ini and editing some things. How would I make a horde of six of them in one batallion? Thanks again.


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Old 01-12-2005, 04:50 PM   #2 (permalink)
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Create a new horde. Look in the horde files, like in object/hordes/evilfactionhordes.ini and such. They have examples of hordes. What a horde IS precisely is an immortal, invisible object that keeps the units together. You can specify in this horde what units it contains, what positions they are at, and what combinations can be made with them.

Then, in the build button options, don't put MinorSpider to build, put like MinorSpiderHorde or whatever you named your horde of spiders.
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Old 01-13-2005, 11:07 AM   #3 (permalink)
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Hmmm.. I can now create them as one hord, and not seperate units... But they don't select as a horde. I have to select all of them seperately instead of clicking on one and automaticly selecting the whole horde.

Code:
;////////////////////////////////////////////////////////////////////////////////
Object MinorSpidersHorde
;Minor Spiders Horde
  	; This is required for garrisoned objects - please put in all objects.
;	ButtonImage		= BIUrukPit_Warriors
	SelectPortrait	= UPShelob_MinorSpider
	
	Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
	    DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH 

EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR 

EMOTION_LOOK_TO_SKY
		DefaultModelConditionState
			Model = None ;InvisHrdeTmp
		End
		ModelConditionState = HORDE_EMPTY
			Model = None
		End		
		ModelConditionState = WORLD_BUILDER
			Model = HordeMarkIUHai
		End
	End
	
	Side = Mordor
	EditorSorting = UNIT
	EmotionRange = 240
	DisplayName = OBJECT:MinorSpider_Summoned
	
	WeaponSet
		Conditions = None 
		Weapon = PRIMARY    NormalMeleeHordeRangefinder
	End

	BuildCost = 0			
	BuildTime = 0			
	VisionRange = VISION_STANDARD_MELEE		
	CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
	CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles 
	CommandPoints = 0
	CommandSet = MinorSpiderCommandSet
		
	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 = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT 

CAN_USE_SIEGE_TOWER INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY URUK 

;UNATTACKABLE 
	
	Body = ImmortalBody ModuleTag_ImmortalBody
		MaxHealth = 1
	End
	
	Behavior = SiegeDeployHordeSpecialPower SiegeDeployHordeSpecialPowerModuleTag
		SpecialPowerTemplate = SpecialAbilitySiegeDeploy
	End
	
	Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
		AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
		MoodAttackCheckRate        = 500
		AILuaEventsList				=	InfantryFunctions
		MaxCowerTime				=	5000
		MinCowerTime				=	3000
        AILuaEventsList				= InfantryFunctions
        AttackPriority				= 	AttackPriority_Infantry
		
	End

	Behavior = HordeContain ModuleTag_HordeContain
		ObjectStatusOfContained	= 
		InitialPayload = MinorSpider_Summoned 14
		Slots = 14
		PassengerFilter = NONE +INFANTRY
		ShowPips = No

		ThisFormationIsTheMainFormation = Yes	;Used to determine which armorset to use 

(and anything else we want!)
;		AlternateFormation = IsengardFighterHordeBlock
		
		; Banner Carrier info		
;		BannerCarriersAllowed	= IsengardBannerOrc				

						; types of units that are allowed as banner 

carriers
;		BannerCarrierPosition	= UnitType:IsengardFighter		Pos:X:35.0 

Y:0.0		; (DEFAULT) position of banner carrier for fighter horde
		
		RandomOffset=X:2 Y:2	
		RankInfo = RankNumber:1 UnitType:IsengardFighter		Position:X:25 Y:-25 	

Position:X:25 Y:0 	Position:X:25 Y:25
		RankInfo = RankNumber:2 UnitType:IsengardFighter		Position:X:0 Y:-35 	

Position:X:5 Y:-7	Position:X:-5 Y:8 	Position:X:0 Y:35 
		RankInfo = RankNumber:3 UnitType:IsengardFighter		Position:X:-25 Y:-25 	

Position:X:-25 Y:0 	Position:X:-25 Y:25

		RanksToReleaseWhenAttacking = 1 2 3 
		
;		ComboHorde = Target:IsengardPikemanHorde 

Result:IsengardFighterPikemanComboHorde InitiateVoice:UrukWarriorVoiceJoin
;		ComboHorde = Target:IsengardPikemanHordePorcupine 

Result:IsengardFighterPikemanComboHorde InitiateVoice:UrukWarriorVoiceJoin
;		ComboHorde = Target:IsengardUrukCrossbowHorde 

Result:IsengardFighterCrossbowComboHorde InitiateVoice:UrukWarriorVoiceJoin
;		ComboHorde = Target:IsengardUrukCrossbowHordeWedgeFormation 

Result:IsengardFighterCrossbowComboHorde InitiateVoice:UrukWarriorVoiceJoin
;		ComboHorde = Target:IsengardSiegeLadder	

Result:IsengardFighterLadderComboHorde InitiateVoice:UrukWarriorVoiceJoin
		
		MachineAllowed = Yes
		MachineType = MordorSiegeTower				
		UseSlowHordeMovement = Yes
		
		MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the 

horde when melee attacking.

	End
	
;	Behavior = BloodthirstyUpdate ModuleTag_Bloodthirsty
;		;In order to sacrifice or be sacrificed, you must have a BloodthirstyUpdate
;		SacrificeFilter			= ALL	;Hordes with BloodthirstyUpdates 

I can sacrifice (hint: use template names)
;		NumToSacrifice			= 5		;Must sacrifice this 

number of units in the same horde in order to gain veterancy.
;		InitiateVoice			= UrukWarriorVoiceJoinOrcs
;		InitiateVoice2			= UrukWarriorVoiceJoinOrcsBattleChatter
;	End

	Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
		GravityMult = 1.0
	End
	
   	Behavior = EmotionTrackerUpdate	Module_EmotionTracker
		TauntAndPointDistance		=	

INFANTRY_TAUNT_POINT_RADIUS		; max distance to taunted/pointed objet
		TauntAndPointUpdateDelay	=	1000	; how often scan (milliseconds)
		TauntAndPointExcluded		=	NONE
		AfraidOf					=	NONE 

+RohanOathbreakerHordeSmall +GondorGwaihir +RohanTreeBerd +RohanEntFir +RohanEntAsh 

+RohanEntBirch +MordorFellBeast +MordorWitchKingOnFellBeast +MordorBalrog +MordorCaveTroll 

+MordorMountainTroll +MordorDrummerTroll +MordorMumakil ;Must be SCARY kindof as well.
		AlwaysAfraidOf				=	NONE +MordorBalrog 

+RohanOathbreaker; +MordorWitchKing +MordorWitchKingOnFellBeast
		PointAt						=	NONE 

+GondorGwaihir 
		HeroScanDistance			=	150
		FearScanDistance			=	

INFANTRY_FEAR_SCAN_RADIUS

		AddEmotion	=	Terror_Base
		AddEmotion	=	Doom_Base
		AddEmotion	=	UncontrollableFear_Base_Evil
		AddEmotion	=	FearIdle_Base
		AddEmotion	=	FearBusy_Base
		AddEmotion	=	Point_Base
		
		AddEmotion	=	OVERRIDE Taunt_Base	
 		;	AttributeModifier		=	GondorFighterTaunt
 		End

		AddEmotion	=	CheerIdle_Base
		AddEmotion	=	CheerBusy_Base
		AddEmotion	=	HeroCheerIdle_Base
		AddEmotion	=	HeroCheerBusy_Base
	End		

	LocomotorSet
		Locomotor     = ShelobLocomotor
		Condition     = SET_NORMAL
		Speed         = 50
	End

;	LocomotorSet
;		Locomotor     = NormalMeleeHordeLocomotor
;		Condition     = SET_NORMAL
;		Speed         = NORMAL_EVIL_FAST_HORDE_SPEED
;	End

	Behavior = ProductionUpdate ProductionUpdateModuleTag
		GiveNoXP = Yes
	End

	Behavior = LevelUpUpgrade ModuleTag_BasicTraining
		TriggeredBy = Upgrade_IsengardBasicTraining 

Upgrade_TechnologyIsengardBasicTraining
		RequiresAllTriggers = Yes
		LevelsToGain = 1
		LevelCap = 2
	End
	
	Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
		TriggeredBy = Upgrade_IsengardForgedBlades 

Upgrade_TechnologyIsengardForgedBlades
		RequiresAllTriggers = Yes
	End

	Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
		TriggeredBy = Upgrade_IsengardHeavyArmor 

Upgrade_TechnologyIsengardHeavyArmor
		RequiresAllTriggers = Yes
	End
	
	Geometry = BOX
	GeometryMajorRadius = 40 ;30.4
	GeometryMinorRadius = 40 ;30.4
	GeometryHeight = 8.0
	GeometryIsSmall = No
End
Thanks! I'll take another look at the problem. Maybe it has something to do with it that I replaced the IsenguardFighter locomotor with Shelob's locomotor. Or do I have to add something to the Minor Spider's ini itself?


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Old 01-13-2005, 02:39 PM   #4 (permalink)
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No, I had the same problem as well, but figured out the key since my horde was a hero horde. The Horde you have is dying. It becomes empty as soon as it is created because it cannot hold the spiders.

Look at HordeContain. You need to have 14 Rank spaces, but since you based this off of the uruks, you only have 10. Use on of the combo horde rank infos, because they have 20 ranks defined.

Now that you have enough space, change the ranks to allow MinorSpider instead of the uruk, as the minor spiders need a place to go.

Finally, open up experiencelevels.ini and add this horde to all 10 levels of the extremely long EvilWeakLevel# list. Add MinorSpidersHorde, as this will make them selectable at all levels. If you don't want the spiders to level up like other hordes do, just add them to level 1 only.
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Old 01-13-2005, 03:07 PM   #5 (permalink)
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Code:
	Behavior = HordeContain ModuleTag_HordeContain
		ObjectStatusOfContained = 
		InitialPayload = MinorSpider_Summoned  10
;		InitialPayload = IsengardPikeman 10
		Slots = 20
		PassengerFilter = NONE +INFANTRY
		ShowPips = No
		ThisFormationIsTheMainFormation = Yes	;Used to determine which armorset to use 

(and anything else we want!)
Dam.. It still isn't working. I copied the HordeIsengardFighterPikemenCombo and change the Portrait, Object Name, HordeContain, BuildCost, BuildTime, Slots and the Ranks. Still not working. When I select it I just select that Spider, so obviously the Horde can't hold all the spiders.


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Old 01-13-2005, 03:22 PM   #6 (permalink)
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Edit: Thx Lord Arkaine, it's working! Just a small mistake on object names!

One last question: (And you dont have to write a lot about this, just refer to a behavior or ini or whatever I have to edit) How do I change where the spiders are standing in the horde? ^^;

Edit2: Um.. Would you also happen to know how to not give them any Ranks at all? I want the Horde to have a Time Limit, and when they have a Rank I can't view the Time Limit bar.

Edit3: I hate to ask another question, but... I've coded a Summon Power for Shelob to summon lots of spiders. Now I have working Hordes, I changed her Ini, the Objectcreationlist and Specialpowers to create the Horde. But it's not working. Does anyone know why? (Sy? :P)


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Old 01-13-2005, 06:15 PM   #7 (permalink)
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Elves and Rohirrim summon hordes. Compare to them. So does AOD. They all have time limits too.

You cannot have a horde without ranks because ranks are where the spiders actually stand. You change the positions by changing the x, y coordinates. Make sure you have ReleaseRanks set to ALL the ranks to have spiders just not care about formations when attacking.
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