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Replacing troops of the fiefdoms with Rohirrim
DrHouse93:
Greetings, companions of the Edain^^
Is there a way to replace the troops of the fiefdoms spawning for Gondor through beacons with the Rohirrim?
I tried with scripts on the map, but the troops only spawn once, and by looking inside the .ini files of both the leuchtfeuer.ini and the objectcreationlist I've found no reference on how the troops arrive on the map
Gnomi:
Everything is done with scripts in the libraries, therefore you won't find anything in the codes.^^
You can try to use a different specialpower (to disable the original troups) and make scripts for your map. It should be more or less the same as in the libraries.^^
DrHouse93:
Ok, so this is the OCL code I'm referencing to:
--- Code: ---ObjectCreationList OCL_SpawnLehenGondorsUnits
CreateObject
ObjectNames = MorthondBowmenHorde
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 270
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-50 Y:-50 Z:0
RequiredUpgrades = Upgrade_BeistandinderNotNormal
End
CreateObject
ObjectNames = RingValeSwordsmanHorde
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 270
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:50 Y:-50 Z:0
RequiredUpgrades = Upgrade_BeistandinderNotNormal
End
CreateObject
ObjectNames = LehenLossarnachÄxteHorde
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 270
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-50 Y:50 Z:0
End
CreateObject
ObjectNames = PelegirSpearmenHorde
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 270
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:50 Y:50 Z:0
RequiredUpgrades = Upgrade_BeistandinderNotNormal
End
End
--- Ende Code ---
Replacing the module name and the batallions with Rohirrim shouldn't be so hard. The problem is: how can I set on which waypoint to spawn them? And how can I link the OCL code with the appropriate custom Special Power?
Gnomi:
As said: That's all done with scripts in libraries.^^
The scripts basically say:
if X
then spawn ocl at waypoint Player_x_Spawn
You have to do this for every number x. The units also start walking a Path called Player_Path after they are spawned.
As said: Everything is made with scripts in libraries and therefore is not in the codes.^^
DrHouse93:
Sorry for my harassment, but I still can't understand some things. This part:
--- Zitat ---if X
then spawn ocl at waypoint Player_x_Spawn
--- Ende Zitat ---
Does it mean that's a script I have to place on the map through Worldbuilder (in that case, how can I define OCLs through the Worldbuilder?)
OR
Does it mean that's the script in the libraries, and therefore it can't be done through map.ini?
In that case, is there a way to somehow make it a map feature nonetheless, or I should simply give up? xD
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