Modding Union
[en] - Modding Corner => General Modding Questions => Thema gestartet von: KingThranduil am 21. Jun 2013, 14:13
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I want to add Rogash in Angmar.
Durmarth at level 10 have the ability with which the causes Rogash and two Trolls.
I would like in place Rogash, Durmarth caused 5 trolls.
Help me to remake his ability
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You have to open the objectcreationlist.inc. There is the "ObjectCreationList OCL_SpawnSummonRogash" ,where you change the Count of the Troll and where you can delete the summon of Rogash.
For Building Rogash, you have to open the playertemplate.ini and then you have to add Rogash in the "BuildableHeroesMP" of Faction Angmar at the last place. Afterthat you have to change the commandset of the building, where you want to build him.
For example the normal Angmarbarrackscommandset:
CommandSet AngmarBarracksCommandSet_Edikt
InitialVisible = 8
1 = Command_SelectRevivablesAngmarBarracks
2 = Command_ConstructAngmarDarkDunedainHorde_Edikt
3 = Command_ConstructAngmarDunedainPikemanHorde_Edikt
4 = Command_ConstructAngmarDarkRangerHorde_Edikt
5 = Command_ConstructAngmarNumEliteHorde
6 = Command_Sell
7 = Command_ConstructAngmarSchwarzeRitterHorde
8 = Command_PurchaseUpgradeGemächerderSchwarzenGarde
9 = Command_FakeRingHeroReviveSlot
10 = Command_FakeCreateAHeroReviveSlot
11 = Command_FakeHeroReviveSlot1
12 = Command_DurmarthReviveSlot
13 = Command_FakeHeroReviveSlot3
14 = Command_GenericReviveSlot4
15 = Command_FakeHeroReviveSlot5
16 = Command_FakeHeroReviveSlot6
17 = Command_FakeHeroReviveSlot7
18 = Command_FakeHeroReviveSlot8
19 = Command_RadialBack
End
and the changed Commandset
CommandSet AngmarBarracksCommandSet_Edikt
InitialVisible = 8
1 = Command_SelectRevivablesAngmarBarracks
2 = Command_ConstructAngmarDarkDunedainHorde_Edikt
3 = Command_ConstructAngmarDunedainPikemanHorde_Edikt
4 = Command_ConstructAngmarDarkRangerHorde_Edikt
5 = Command_ConstructAngmarNumEliteHorde
6 = Command_Sell
7 = Command_ConstructAngmarSchwarzeRitterHorde
8 = Command_PurchaseUpgradeGemächerderSchwarzenGarde
9 = Command_FakeRingHeroReviveSlot
10 = Command_FakeCreateAHeroReviveSlot
11 = Command_FakeHeroReviveSlot1
12 = Command_DurmarthReviveSlot
13 = Command_FakeHeroReviveSlot3
14 = Command_GenericReviveSlot4
15 = Command_FakeHeroReviveSlot5
16 = Command_FakeHeroReviveSlot6
17 = Command_FakeHeroReviveSlot7
18 = Command_FakeHeroReviveSlot8
19 = Command_GenericReviveSlot9
20 = Command_RadialBack
End
You have to change the commandrangecount, too, of the CommandButton Command_SelectRevivables AngmarBarracks from 11 to 12.
CommandButton Command_SelectRevivablesAngmarBarracks
Command = PUSH_VISIBLE_COMMAND_RANGE
TextLabel = CONTROLBAR:SelectRevivablesMenFortress
ButtonImage = UCCommon_EvilHeroes
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:ToolTipCommandSelectRevivablesAngmarBarracks
Radial = Yes
CommandRangeStart = 8
CommandRangeCount = 12
End
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I added in the inn, but disappears after death.
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCARY PATH_THROUGH_INFANTRY SCORE THROWN_OBJECT HERO ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ROGASH_HEALTH_MOD
PermanentlyKilledByFilter = NONE
DodgePercent = 80%
End
; Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = DYING ;Model condition to play when killed-to-respawn
; DeathFX = FX_AngmarRogashDieToRespawn ;FXList to play when killed-to-respawn
; DeathAnimationTime = 4100 ;How long DeathAnim will take.
; InitialSpawnFX = FX_RogashInitialSpawn
; RespawnAnim = LEVELED ;Animation to play when respawning.
; RespawnFX = FX_AngmarRogashRespawn ;FXList to play when respawning.
; RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
; AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
; ButtonImage = HIRogash_res
;
; ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
; ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
; RespawnRules = AutoSpawn:No Cost:2000 Time:60000 Health:100% ;DEFAULT VALUES
; End
Behavior = AutoHealBehavior ModuleTag_RogashHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 2000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 60
AILuaEventsList = AngmarRogashFunctions
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
LocomotorSet
Locomotor = TrollLocomotor
Condition = SET_NORMAL
Speed = TROLL_SPEED
End
; Locomotor = SET_WANDER HumanWanderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
AllowBouncing = No
ShockStunnedTimeLow = 1400 ;msec
ShockStunnedTimeHigh = 2400 ;msec
ShockStandingTime = 2600 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 1000
SinkRate = 0.80 ; in Dist/Sec
DestructionDelay = 12000
Sound = INITIAL RogashVoiceDie
DeathFlags = DEATH_1
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 1000
SinkRate = 0.80 ; in Dist/Sec
DestructionDelay = 12000
End
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You have to delete all the ";" on the left side between the Behavior = RespawnUpdate ModuleTag_RespawnUpdate and End
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I'm grateful to you for your help. Thank you very much
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How to do so that the ability to self activated? (like leadership)
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How to create your own hero with the help of the FinalBig in Edain 3.8.1?
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It is not possible. We deleted most of the CaH Code, if you readd it, the engine could not handle it, resulting in random crashes and the ability not to load savegames.
Or do you mean creating a hero complete from scratch?
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yes I meant to create a hero
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In Edain mod (3.8.1) added new models and textures did asset file after this I appeared pink screen
(http://i.pixs.ru/thumbs/8/4/8/game201402_1377260_10830848.jpg) (http://pixs.ru/showimage/game201402_1377260_10830848.jpg) (http://i.pixs.ru/thumbs/8/5/1/game201402_4499593_10830851.jpg) (http://pixs.ru/showimage/game201402_4499593_10830851.jpg)
how to fix?
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You edited the wrong asset.dat.
Edain uses the asset.dat from BfME 2, not the expansion, so you need to edit this file. Replace the asset.dat in the expansion folder with the original one.
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I did so
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Ah yes, i did not really look into the screens, since this all pink thing happens also in this case, but youre angmar textures are shown, so there is another problem. Which program did you use to create the asset.dat? Is your new asset.dat bigger than the old one?
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I use Asset Builder 2.0
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I use Asset Builder 2.0
Could you give a link to that program? I only know Sy's asset builder, the asset cache builder from the BFME Mod SDK and Elvenriders updated Asset Tool. Never heard of a Asset Builder 2.0.
I recommend you use Elvenriders Assethelper and the official asset cache builder from the SDK. Create a complete new asset.dat with only your assets via the asset chache builder, then combine your asset.dat with the Edain Mod through Elvenriders tool.
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I'm doing everything correctly?
http://www.youtube.com/watch?v=RhcAG6QLRDU&feature=youtu.be
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No. As said numerous times before: Do NOT edit the asset.dat from Rise of the Witchking! You need to use the one from BFME 2!
Second: I have no idea which files you added to the asset.dat, but it looks like you only added the mod ones, you also need to add the ones from bfme 2. It is easier to use the option "append to existing asset.dat" and then save the file in the BFME 2 folder, so that the program uses the right asset.dat. You do not need to add the files form BFME 2 then.
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I took these files from __edain_textures and __edain_w3d
folder: The Lord of the Rings, The Rise of the Witch-king\EP1
I do not understand how to do it, could not shoot a video role or show screenshots
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This is game folder. Where here folder BFME 2 and Witch-king? or do I need to install The Battle for Middle-earth II
http://www.youtube.com/watch?v=cT7Bh7viJtI&feature=youtu.be
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It's a completely different folder, we can't see there where you have installed it. I have used the standard path, therefore I have my bfme II folder here:
C:\Program Files (x86)\Electronic Arts\The Battle for Middle-earth (tm) II
You have just shown us the rotw folder, but there should be a second folder somewhere.^^
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Can you give me a link? Of course, I can find alone, but I want to download exactly the game which you have
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I have bought You already should have the game... You can't have rotw without bfme II. ;)
First you have installed Bfme II. Afterwards you have installed rotw.
You have done those two steps already, as you wouldn't be able to play rotw otherwise. (its just an addon, not a 'stand alone'-game)
Therefore you have those two folders already on your pc.
I can't give you a link, as I have bought the dvd and haven't downloaded it. (which is illegal, if you don't have bought it)
Just search on your computer for the folder "The Battle for Middle-earth (tm) II" and you should find it.
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I also installed the game from the disk. I have only ROTWK folder, I installed without BFME II
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Do you have used the normal rotw dvd?
Then you have installed bfme II sometime earlier. It is impossible to play rotw without bfme, as most files are only in the bfme II folder and not the rotw folder.
And edain also installs its asset.dat in the bfme II folder, not the addon folder. As your computer managed to install edain, you also have the bfme II folder.
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I have a question: which files to Asset? __edain_textures and __edain_w3d?
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As said before, it is easier to only add your new files to the asset.dat of Edain instead of adding all the Edain Content, you will for sure miss something. So just use the "attend to existing asset.dat" option in the asset builder and save the file in the BFME 2 folder, but with a different name, like asset_new.dat. Then rename the original asset.dat to something like asset_old.dat and the asset_new.dat to asset.dat.
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when I asset.dat rename to asset_old.dat the game has pink screen, it's because I rename the other Asset? (why it is so difficult to add new models in Edain?! :( )
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when I asset.dat rename to asset_old.dat the game has pink screen, it's because I rename the other Asset? (why it is so difficult to add new models in Edain?! :( )
Jeah, sure, because there is no asset.dat which the game reads, thats why you rename your asset_new.dat to asset.dat. Just make sure not to overwrite the file, because the asset builder cant handle this.
Well, it is not hard, I just think that the language barrier makes it hard for you ;)
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Well, it is not hard, I just think that the language barrier makes it hard for you ;)
I think so too.
Whether there is a program, which unite two asset file?
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I made hero as "ring hero", but when I move the cursor on hero to give the ring, The ring cursor doesn't displayed. How fix. Please help me.