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Autor Thema: Making a new Ring Hero  (Gelesen 202 mal)

The_Necromancer0

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Making a new Ring Hero
« am: 2. Mär 2018, 20:16 »
So, I'm trying to add Mornamarth as a ring hero for Angmar. I've identified various similar points between the code all Ring Heroes and I've added the following to Mornamarth's ini file.

;---------------------------------------------------------
; One Ring
;---------------------------------------------------------


    Behavior = SpecialPowerModule ModuleTag_GeprüfteStarter                     
         SpecialPowerTemplate           = SpecialAbilityGandalfGeprüfte
         UpdateModuleStartsAttack       = Yes
         StartsPaused                   = No
    End

    Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_Geprüfte
         SpecialPowerTemplate           = SpecialAbilityGandalfGeprüfte
         MountedTemplate                = AngmarMorgramir_modRing
         SynchronizeTimerOnSpecialPower = SpecialAbilityDunklerPakt SpecialAbilityAragornBladeMaster SpecialAbilitySchergendesGroßorks SpecialAbilityGrausamWitchking
         UnpackTime                     = 2000
         PreparationTime                = 0            ; none, cause we hop onto our mount in no time at all :)
         PackTime                       = 0         ; none, cause we hop onto our mount in no time at all :)
         OpacityTarget                  = .0        ; How see-thru to be at peak of change
         AwardXPForTriggering           = 0
         IgnoreFacingCheck              = Yes
    End

    Behavior = DoCommandUpgrade Module_DoCommandUpgrade   
        TriggeredBy                     = Upgrade_RingHero
        GetUpgradeCommandButtonName     = Command_SpecialAbilityGandalfGeprüfte
    End


    ; ---------------------------------------------------------------------------
    ;  Aufnehmen des Ringes durch Ringheld
    ; ---------------------------------------------------------------------------

    Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
        PassengerFilter              = NONE +TheDroppedRing
        ObjectStatusOfContained      = UNSELECTABLE ENCLOSED 
        ContainMax                   = 1
        AllowEnemiesInside           = No
        AllowAlliesInside            = Yes
        AllowNeutralInside           = No
        AllowOwnPlayerInsideOverride = Yes
        EnterSound                   = AngmarWitchking_RingReturned
        EntryOffset                  = X:0.0 Y:0.0 Z:0.0
        EntryPosition                = X:0.0 Y:0.0 Z:0.0
        ExitOffset                   = X:0.0 Y:0.0 Z:0.0
        StatusForRingEntry           = HOLDING_THE_RING
        UpgradeForRingEntry          = Upgrade_RingHero Upgrade_FortressRingHero
        ObjectToDestroyForRingEntry  = NONE +TheDroppedRing
        FXForRingEntry               = FX_OneRingFlare
    End

    Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
        SkirmishAIOnly = Yes
        StuffToPickUp = NONE +TheDroppedRing
        ScanRange = 3000
        ScanIntervalSeconds = 0.5
    End



; ----------------------------------------------------------------------
;  Spawn des Rings
; ----------------------------------------------------------------------

    Behavior = FXListDie ModuleTag_AnnounceWeLostTheRing
        DeathFX = AnnounceFortressDeathLostRingFX
    End

    Behavior = CreateObjectDie ModuleTag_DropTheRing
        CreationList    = OCL_TheOneRing
        UpgradeRequired = Upgrade_RingHero Upgrade_FortressRingHero
    End


; ----------------------------------------------------------------------
;  Ende der Ring funktion
; ----------------------------------------------------------------------

and appended COMMANDCENTER to the end of the KindOf declaration. Mornamarth picks up the ring properly but doesn't "consumate" it so to say.

I also made a ChildObject as such

ChildObject AngmarMorgramir_modRing AngmarMorgramir_mod

    EquivalentTo = AngmarMorgramir_mod

    Draw = W3DScriptedModelDraw ModuleTag_011

        DefaultModelConditionState
            Model            = kumorn_skn
            ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
            ParticleSysBone = B_NHANDR SaronRingSpark FollowBone:Yes
        End

        ModelConditionState = WEAPONSET_HERO_MODE
            ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
            ParticleSysBone = B_SWORD SchattenklingeHK FollowBone:Yes
            ParticleSysBone = B_NHANDR SaronRingSpark FollowBone:Yes
        End
    End

    CommandSet             = GondorGandalfderWeißeCommandSet
End

So, I'm wondering what part I'm missing, I've tried looking for references of various upgrades, object names and command buttons but I just can't find anything.
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TiberiumLeader

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  • Beiträge: 13
Re: Making a new Ring Hero
« Antwort #1 am: 4. Apr 2018, 15:07 »
Check at Mornamarth's ini to see if he has the following code

    Behavior = ProductionUpdate ProductionUpdateModuleTag
        GiveNoXP = Yes
    End

If he doesnt, add it