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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 04-15-2005, 05:24 PM   #1 (permalink)
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Default Scripts.lua ?

Does the scripts.lua file actually do anything, I'm trying to alter the oncreated condition state of a model, and nothing I change in here seems to do anything.

I've tried changing other stuff too, and nothing changes ingame.

Is it actually used ??
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Old 04-17-2005, 10:39 PM   #2 (permalink)
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where is the file located I'm trying to find to take a look at it. Which big file?
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Old 04-18-2005, 12:35 AM   #3 (permalink)
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data/scripts I think.
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Old 04-18-2005, 03:57 AM   #4 (permalink)
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Yes its used, it worked perfectly fine for me. Was your OnCreated function defined in ScriptEvents.XML?
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Old 04-18-2005, 05:13 AM   #5 (permalink)
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yes I have this in scriptevents.xml:

Code:
        EventList Name="IsengardLurtzFunctions" Inherit="BaseScriptFunctions"
        EventHandler EventName="OnCreated"      ScriptFunctionName="OnIsengardLurtzCreated" DebugSingleStep="false"/
    /EventList
(it wouldn't let me post with the <> tags so I had to remove them)


then I added this tho the script.lua:
Code:
   function OnIsengardLurtzCreated(self)
  ObjectModelCondition(self, WEAPONSET_TOGGLE_1, true )
end
and finally added this to the units code

Code:
       Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
  AILuaEventsList         = IsengardLurtzFunctions
    MoodAttackCheckRate        = 500
    AttackPriority        =   AttackPriority_Archer
  End
Of course I may have the sytax completely wrong. Any help appreciated (hint hint Deezire )
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Old 04-19-2005, 06:47 PM   #6 (permalink)
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You cant just set a model like that, your function needs to be CurDrawableModelCondition, not ObjectModelCondition. Im not sure that will even work, as I think its used to test the current model condition rather than set it.
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Old 04-19-2005, 07:06 PM   #7 (permalink)
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Ok. Thanks for the help

I'll just have to keep messing around with it I guess.
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