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Arnor in Edain Mod 3.8.1
KingThranduil:
How to add Arnor in Edain Mod 3.8.1?
I add it thus: in data\ini\playertemplate.ini I change "No" on "Yes".
And as a result I get the following:
--------------------
I want such Arnor, as in the map "Rhudaur".
--------------------
Gnomi:
Then you have also to change the spellbook in the playertemplate, the starting units and the buildable heros.
You just have activated a faction which isn't used in the mod. Our arnor has nothing to do with this code, it's just a change of the gondor faction via map.inis.^^
KingThranduil:
I do not know how to do it.
Can you tell me how to do it?
What codes where to insert.
Sturmkronne:
you will get help, dont become impatient. I think it takes time to find something like that out, and the Modder has a real live, so calm down :D
Lostir:
I'm not a modder, but I will try my best.
I would try to change the playertemplate of the menfaction in this way.
--- Code: ---PlayerTemplate FactionMen
Side = Men
PlayableSide = Yes
Evil = No
StartMoney = 0
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor = R:43 G:150 B:179
StartingBuilding = MenFortress
;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 = GondorFighterHorde
;StartingUnitOffset0 = X:-60 Y:185 Z:0
StartingUnit1 = ArnorPorter
StartingUnitOffset1 = X:30 Y:200 Z:0
StartingUnit0 = ArnorPorter
StartingUnitOffset0 = X:1 Y:130 Z:0
StartingUnitTacticalWOTR = ArnorPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
StartingUnitTacticalWOTR = ArnorPorter
IntrinsicSciences = SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_ARNOR
SpellBook = GoodSpellBook
SpellBookMp = ArnorSpellBook ;;MenSpellBook
PurchaseScienceCommandSet = GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP = ArnorSpellStoreCommandSet ;;MenSpellStoreCommandSet
DisplayName = INI:FactionArnor
DefaultPlayerAIType = MenSkirmishAI
BeaconName = MultiplayerBeacon
LightPointsUpSound = GondorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_MenFaction Upgrade_AllFactionUpgrade Upgrade_ArnorFaction
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHeroDummy ArnorAraphant ArnorAranarth GondorArvedui GondorEarnur ImladrisGlorfindel_forArnor GasthausPalando GasthausAlatar LothlorienCirdan GondorGandalf_mod_forFornost ArnorCaptainStealthless_mod ;ArnorBandobras
BuildableRingHeroesMP = RingHeroDummy
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues = 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
MultiSelectionPortrait = UPArnor_Army
LoadScreenMusic = Shell2MusicForLoadScreenGondor ;Shell2MusicForLoadScreen
End
--- Ende Code ---
I'm not sure at all, if this will work, but it might.
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