29. Mär 2024, 14:54 Hallo Gast.
Willkommen Gast. Bitte einloggen oder registrieren. Haben Sie Ihre Aktivierungs E-Mail übersehen?

Einloggen mit Benutzername, Passwort und Sitzungslänge. Hierbei werden gemäß Datenschutzerklärung Benutzername und Passwort verschlüsselt für die gewählte Dauer in einem Cookie abgelegt.


Select Boards:
 
Language:
 


Autor Thema: Coding in Edain 4.00  (Gelesen 41464 mal)

calsash

  • Heiler von Imladris
  • **
  • Beiträge: 232
  • "The tower guard shall take up the call!"
Re: Coding in Edain 4.00
« Antwort #75 am: 28. Feb 2016, 13:37 »
Gnomi i have PM'd you the map because this is confusing me, but one more thing and then all the coding and scripting should be done how would i add Elrond, Arwen, Glorfindel , Elladan and Elrohir to the main keep as recruitable heroes?
And i have been getting a weird effect from the water falls and would it be possible to remove it? here is a link to a video of whats going on: https://drive.google.com/file/d/0By36Hi0bmHWeRWRBQWxxY0E1Vnc/view?usp=sharing
« Letzte Änderung: 28. Feb 2016, 16:35 von calsash »
"I would have followed you my brother my captain my king"

calsash

  • Heiler von Imladris
  • **
  • Beiträge: 232
  • "The tower guard shall take up the call!"
Re: Coding in Edain 4.00
« Antwort #76 am: 1. Mär 2016, 19:58 »
I tried what you had suggested house and it still isn't working :/ would you like me to send it to you?
"I would have followed you my brother my captain my king"

DrHouse93

  • Elronds Berater
  • **
  • Beiträge: 336
Re: Coding in Edain 4.00
« Antwort #77 am: 2. Mär 2016, 00:56 »
Sure, send it to me. I'll give it a look :)

Gnomi

  • Administrator
  • Bewahrer des roten Buches
  • *****
  • Beiträge: 12.617
Re: Coding in Edain 4.00
« Antwort #78 am: 2. Mär 2016, 08:58 »
Sorry I haven't answered you. I have a lot to do and completely forgot it. :P If DrHouse has more time, then just sent it to him.^^

calsash

  • Heiler von Imladris
  • **
  • Beiträge: 232
  • "The tower guard shall take up the call!"
Re: Coding in Edain 4.00
« Antwort #79 am: 2. Mär 2016, 09:17 »
Sorry I haven't answered you. I have a lot to do and completely forgot it. :P If DrHouse has more time, then just sent it to him.^^
no problem Gnomi :) but I was wondering how would I make heroes recruitsble from the Elvenbarracks?
"I would have followed you my brother my captain my king"

DrHouse93

  • Elronds Berater
  • **
  • Beiträge: 336
Re: Coding in Edain 4.00
« Antwort #80 am: 2. Mär 2016, 10:23 »
Which heroes you want to make recruitable from the Elven Barracks?

calsash

  • Heiler von Imladris
  • **
  • Beiträge: 232
  • "The tower guard shall take up the call!"
Re: Coding in Edain 4.00
« Antwort #81 am: 2. Mär 2016, 16:24 »
Which heroes you want to make recruitable from the Elven Barracks?
elrond, glorfindel,arwen and elronds sons. Also did you get my link to the map?
« Letzte Änderung: 2. Mär 2016, 17:07 von calsash »
"I would have followed you my brother my captain my king"

DrHouse93

  • Elronds Berater
  • **
  • Beiträge: 336
Re: Coding in Edain 4.00
« Antwort #82 am: 2. Mär 2016, 17:34 »
I got it. I'll give it a look after^^

Thorin King under the Mountain

  • Bilbos Festgast
  • *
  • Beiträge: 17
  • Will you follow me, one last time?
Re: Coding in Edain 4.00
« Antwort #83 am: 3. Mär 2016, 01:36 »
I did the same thing for a dwarvenbuilding today and it worked perfectly. Im not sure if it might help u for elvenbuildings but i could give u a short instruction how i did it. First u need to go to data/ini... then u search "playertemplate" open the first document. Then u look for the faction u want to add the heroes so lets say elves, press Ctrl + F to search for "PlayerTemplate FactionElves" there u ll find this:
PlayerTemplate FactionElves
    Side                      = Elves
    PlayableSide              = Yes       ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side.  And the skirmish scripts are what actually make it function.
    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          = LothlorienFortress
   
    ;------------- NO STARTING UNITS FOR YOU -------
    StartingUnit0               = ElvenLorienWarriorHorde ;_StartUnit
    StartingUnitOffset0         = X:-70 Y:220 Z:0
    StartingUnit1               = ElvenLorienWarriorHorde ;_StartUnit
    StartingUnitOffset1         = X:60 Y:270 Z:0 ;250

    StartingUnitTacticalWOTR    = ElvenLorienWarriorHorde
    StartingUnitTacticalWOTR    = ElvenLorienWarriorHorde
    StartingUnitTacticalWOTR    = ObjectRingkriegStartScript

    IntrinsicSciences           = SCIENCE_GOOD
    IntrinsicSciencesMP         = SCIENCE_ELVES
    SpellBook                   = GoodSpellBook
    SpellBookMp                 = ElvesSpellBook_MapMirkwood
    PurchaseScienceCommandSet   = GoodSpellStoreCommandSet
    PurchaseScienceCommandSetMP = ElvesSpellStoreCommandSet_MapMirkwood
    DisplayName                 = INI:FactionElves
    DefaultPlayerAIType         = ElvesSkirmishAI        ; Needs to exist before I can change it.
    BeaconName                  = MultiplayerBeacon
    LightPointsUpSound          = GondorLightPointsUp
    ObjectiveAddedSound         = Gui_MissionObjectiveNew
    ObjectiveCompletedSound     = Gui_MissionObjectiveCompleted
    InitialUpgrades             = Upgrade_ElfFaction  Upgrade_LothlorienFaction  Upgrade_AllFactionUpgrade        ; Any upgrades this player template is born with.

    // 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        = CreateAHero RohanFrodo_mod RohanSam_mod LothlorienRumil LothlorienHaldir LothlorienCeleborn LothlorienGaladriel LothlorienTauriel LothlorienLegolas GasthausGrimbeorn ElvenThranduil_mod
    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
    MultiSelectionPortrait        = UPElvenArmy
    LoadScreenMusic            = Shell2MusicForLoadScreenLothlorien ;Shell2MusicForLoadScreen
End

The BuildableHeroesMP Define which heroes u can build at all in the whole game i think. That means You have to add a commandset of ~"RevivableRinghero" CaHReviveSlot "FakeheroReviveslot" and  "GenericReviveSlot". Generic with a numer means u can see the buildable hero, fakeHeroRS means u cannot see it but exists i think. So u just Check in BuildableHeroesMP which hero u want to build and give them their correspondent number but u dont count the Create A Hero and ringhero ( not sure about this), so u just start with the real hero in this case it should be LothlorienHaldir with number 1

CommandSet LothlorienCastleBaseKeepCommandSet_MapMirkwood2
    InitialVisible = 11

    1      = Command_ConstructElvenLorienWarriorHorde
    2      = Command_ConstructElvenLorienArcherHorde
    3      = Command_ConstructElvenLorienPikemanHorde
    4      = Command_ConstructLothlorienSängerinnen
    5      = Command_ConstructLothlorienGaladhrimHorde
    6      = Command_ConstructLothlorienCarasGuardHorde
    7      = Command_ConstructMirkwoodWächterPfadeHorde
    8      = Command_ConstructDwarvenKhazadVeteranenHorde
    9      = Command_RingMechanikLothlorien
    10     = Command_SelectRevivablesLothlorienCastleKeepHeroes_MapMirkwood
    11     = Command_StartCitadelSelfRepair

    12     = Command_FakeRingHeroReviveSlot
    13     = Command_CreateAHeroReviveSlot
    14     = Command_FrodoRingHeroReviveSlot
    15     = Command_SamRingHeroReviveSlot
    16     = Command_HaldirsBrüderGenericReviveSlot
    17     = Command_GenericReviveSlot1
    18     = Command_GenericReviveSlot2
    19     = Command_GenericReviveSlot3
    20     = Command_FakeHeroReviveSlot5
    22     = Command_FakeHeroReviveSlot6
    23     = Command_FakeHeroReviveSlot7
    24     = Command_FakeHeroReviveSlot8
    25     = Command_RadialBack
End

So that means if u want him in the building write GenericReviveSlot, if not u just write FakeHeroReviveSlot like in the codeexample.

I hope it wasnt too confusing because i just got one map. ini on this pc (I think it was your map.ini from Woodlandrealm)
P.S ignore the KhazadVeteranen, i changed it for a custom map

Regards :)

Glorfindel23

  • Edain Team
  • Veteran von Khazad-Dûm
  • *****
  • Beiträge: 640
Re: Coding in Edain 4.00
« Antwort #84 am: 3. Mär 2016, 14:58 »


Why my map.ini is not working ? (I want change the texture of the object ")

Zitat
Object BlueMtnMountainLarge

ReplaceModule  ModuleTag_01
    Draw = W3DScriptedModelDraw ModuleTag_01HA
RandomTexture = tstone_edain3.tga
      DefaultModelConditionSta te
        Model = BB_mountainl
      End
   
    AlphaCameraFadeOuterRadi us = 500
    AlphaCameraFadeInnerRadi us = 250
    AlphaCameraAtInnerRadius = 0%
    End
End

    KindOf                = IMMOBILE UNATTACKABLE INERT IGNORED_IN_GUI BASE_FOUNDATION HIDE_IF_FOGGED  ; note: INERT is important otherwise things will collide...
  End

Gnomi

  • Administrator
  • Bewahrer des roten Buches
  • *****
  • Beiträge: 12.617
Re: Coding in Edain 4.00
« Antwort #85 am: 3. Mär 2016, 15:13 »
You need to write two things there:
The old texture which is replaced and the new texture. You've only written one thing.

Glorfindel23

  • Edain Team
  • Veteran von Khazad-Dûm
  • *****
  • Beiträge: 640
Re: Coding in Edain 4.00
« Antwort #86 am: 3. Mär 2016, 16:22 »
Thank you !  ;)
Where can I find the texture name of the "Object BlueMtnMountainLarge" ?

Gnomi

  • Administrator
  • Bewahrer des roten Buches
  • *****
  • Beiträge: 12.617
Re: Coding in Edain 4.00
« Antwort #87 am: 3. Mär 2016, 18:26 »
Open the object with something like the 23d viewer and then look for the used skins.

Glorfindel23

  • Edain Team
  • Veteran von Khazad-Dûm
  • *****
  • Beiträge: 640
Re: Coding in Edain 4.00
« Antwort #88 am: 13. Mär 2016, 15:45 »
Thank you !  ;)
________________________ _________

I have a very little question, help me please :
How can I change the name of a units with the map.ini ?

Prinz von Dol Amroth

  • Edain Ehrenmember
  • Held von Helms Klamm
  • *****
  • Beiträge: 1.262
Re: Coding in Edain 4.00
« Antwort #89 am: 13. Mär 2016, 18:08 »
If you want to change its description, you have to create a new String in your map.str and override the references of the strings in your Object with the name of your new String (DisplayName = OBJECT:NewName ,...).
Ich bin der selbst ernannte Herrscher, oberster Befehlshaber und noch vieles anderes von Dol Amroth
oft in tunngle zu finden