[en] - Modding Corner > Coding
Coding in Edain 4.00
DrHouse93:
I'm trying to give to Mordor Archers their fire arrows, but granted by another upgrade (in this case, IsengardFireArrows, since the Mordor one doesn't work on the mission map I'm working on even if I put an Arsenal with the Influence of Sauron out-of-map). This is the code I'm using, which grants to Mordor Archers the visual effect only, but not the actual upgrade:
--- Code: ---Object MordorArcher
;------------- Fire arrow upgrade ----------------
ReplaceModule ModuleTag_Fire
Behavior = WeaponSetUpgrade ModuleTag_FireNEW
TriggeredBy = Upgrade_IsengardFireArrows
End
End
ReplaceModule FireArrows_Upgrade
Behavior = SubObjectsUpgrade FireArrows_UpgradeNEW
TriggeredBy = Upgrade_IsengardFireArrows
ShowSubObjects = ARROWFIRE
HideSubObjects = arrrow
End
End
End
Object MordorArcherHorde
CommandSet = MordorArcherHordeCommandSet_EvilFordsOfIsen
ReplaceModule ModuleTag_BasicTraining
Behavior = LevelUpUpgrade ModuleTag_BasicTraining_EvilFordsOfIsen
TriggeredBy = Upgrade_IsengardBasicTraining
LevelsToGain = 1
LevelCap = 2
End
End
ReplaceModule ModuleTag_HordeContain
Behavior = HordeContain ModuleTag_HordeContain_EvilFordsOfIsen
FrontAngle = FRONT_ANGLE_ARCHER
FlankedDelay = FLANKED_DELAY_ARCHER
ObjectStatusOfContained =
InitialPayload = MordorArcher 20
Slots = 20
PassengerFilter = ANY +INFANTRY +BANNER
ShowPips = No
RandomOffset = X:3 Y:3
MeleeBehavior = Amoeba
End
BannerCarriersAllowed = IsengardGasthausBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MordorArcher Pos:X:55.0 Y:0.0
RankInfo = RankNumber:1 UnitType:MordorArcher Position:X:35 Y:0 Position:X:30 Y:25 Position:X:30 Y:-25 Position:X:40 Y:40 Position:X:40 Y:-40
RankInfo = RankNumber:2 UnitType:MordorArcher Position:X:15 Y:0 Leader 1 0 Position:X:10 Y:20 Leader 1 1 Position:X:10 Y:-20 Leader 1 2 Position:X:15 Y:40 Leader 1 3 Position:X:15 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:MordorArcher Position:X:-5 Y:0 Leader 2 0 Position:X:-10 Y:20 Leader 2 1 Position:X:-10 Y:-20 Leader 2 2 Position:X:0 Y:40 Leader 2 3 Position:X:0 Y:-40 Leader 2 4
RankInfo = RankNumber:4 UnitType:MordorArcher Position:X:-25 Y:0 Leader 3 0 Position:X:-30 Y:25 Leader 3 1 Position:X:-30 Y:-25 Leader 3 2 Position:X:-15 Y:40 Leader 3 3 Position:X:-20 Y:-38 Leader 3 4
; Normal Formations
;ComboHorde = Target:MordorAufseherHorde Result:MordorAufseherArcherHordeComboHorde InitiateVoice:OrcFighterVoiceJoinAnybody
RanksToReleaseWhenAttacking = 1 2 3 4
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
End
AutoResolveWeapon
RequiredUpgrades = Upgrade_IsengardFireArrows
Weapon = AutoResolve_MordorArcherUpgradedWeapon
End
AutoResolveWeapon
ExcludedUpgrades = Upgrade_IsengardFireArrows
Weapon = AutoResolve_MordorArcherWeapon
End
End
--- Ende Code ---
What am I getting wrong?
(Also, I've being already capable of giving them the Isengard banner, rather than the Mordor one, so I really don't understand why it's not working for Fire arrows)
FG15:
The problem is that the WeaponSetUpgrade is just a fake one, which has no effect. The actual effect of the fire arrow upgrade is defined in the weapon itself, which can't be changed.
My suggestion would be to just grant the unit the normal upgrade when it gets your upgrade.
DrHouse93:
Damn, I hate these stupid engine limitations >_>
Btw, I tried also in a different way. I used a code on the map like this:
--- Code: ---* IF *
Player_1 has purchased the upgrade Upgrade_TechnologyMordorFireArrows
* THEN *
Give unit "Arsenal" (An actual Arsenal of Mordor placed out-of-map) this upgrade "Upgrade_PlantShield" (which should be the upgrade granted to it by the Influence of Sauron, thus unlocking Fire arrows for Orc Archers)
--- Ende Code ---
However, that doesn't work, as well. The faction set to be used is Isengard, maybe that is the reason?
DrHouse93:
How can I make a building's rubble to stay on the battlefield when they're supposed to vanish? (so the player can click on it and rebuild the building)
EXAMPLE:
I've managed to use the Gondor Border Stronghold as a citadel for a map I'm working on. However, once destroyed, you can't rebuild it. How can I make its rubble stay on the battlefield (like for Helm's Deep's Arcade, or Minas Tirith's Citadel), rather than disappearing? (so the player can click on it and rebuild the fortress)
EDIT: I tried with:
--- Zitat ---ReplaceModule ModuleTag_08
Behavior = StructureCollapseUpdate ModuleTag_08NEW
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_FortressCollapse
;FXList = ALMOST_FINAL FX_FortressCollapse
DestroyObjectWhenDone = No #It was 'Yes' originally
CollapseHeight = 155
End
End
AddModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL
End
End
--- Ende Zitat ---
but it didn't work
Glorfindel23:
Edited*
Hi, I've a problem with the fire arrow upgrade :
When I make the fire arrow of a faction granted by the upgrade fire arrow of another faction the damage upgrade and the fire on the arrow working but not the annimation, the units continue to shoot normal arrow.
(I've seen the post above but this is not the same problem)
Can you help me please, this is my code :
--- Zitat ---Object ElvenLorienArcher
ReplaceModule ModuleTag_WeaponSetUpgra deTag
Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgra deTagMithlond
TriggeredBy = Upgrade_BruchtalFireArro ws
CustomAnimAndDuration = AnimState:USER_4 AnimTime:0 TriggerTime:0
End
End
ReplaceModule ModuleTag_FireArrowSwapU pgrade
Behavior = SubObjectsUpgrade ModuleTag_FireArrowSwapU pgradeMithlond
TriggeredBy = Upgrade_BruchtalFireArro ws
ShowSubObjects = FireArowTip
End
End
End
Object ElvenLorienArcherHorde
CommandSet = ElvenLorienArcherHordeCo mmandSet_EdainNew
ReplaceModule ModuleTag_ProductionLega lity3
Behavior = StatusBitsUpgrade ModuleTag_ProductionLega lity3New
TriggeredBy = Upgrade_BruchtalFireArro ws
End
End
End
CommandSet ElvenLorienArcherHordeCo mmandSet_EdainNew
1 = Command_ToggleStance
2 = Command_SpecialAbilityGr enzwächterPatrouille
3 = Command_PurchaseUpgradeB ruchtalFireArrows
4 = Command_SpecialAbilityLe mbasbrotPassive
5 = Command_PurchaseUpgradeB ruchtalHeavyArmor
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggress ive
18 = Command_SetStanceHoldGro und
End
--- Ende Zitat ---
And also, how can I delete the banner carrier of a unit ?
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