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Replacing troops of the fiefdoms with Rohirrim

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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                = LehenLossarnachĂ„xteHorde
        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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