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  1. #1

    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.


    TM

  2. #2

    Default

    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.

  3. #3

    Default

    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?


    TM

  4. #4

    Default

    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.

  5. #5

    Default

    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.


    TM

  6. #6

    Default

    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)


    TM

  7. #7

    Default

    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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