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Coding in Edain 4.00

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DrHouse93:
Which heroes you want to make recruitable from the Elven Barracks?

calsash:

--- Zitat von: DrHouse93 am  2. Mär 2016, 10:23 ---Which heroes you want to make recruitable from the Elven Barracks?

--- Ende Zitat ---
elrond, glorfindel,arwen and elronds sons. Also did you get my link to the map?

DrHouse93:
I got it. I'll give it a look after^^

Thorin King under the Mountain:
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:

--- Code: ---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
--- Ende Code ---

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


--- Code: ---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
--- Ende Code ---

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:


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
--- Ende Zitat ---

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