Modding Union
[en] - Modding Corner => Mapping => Thema gestartet von: Aragorn_Frodo am 16. Feb 2016, 04:00
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I was wondering how to make certain heroes unavailable for a map from the fortress, such as Theoden for Rohan or something like that?
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I think you can't make it "don't recruit this hero", but rather define a new commandset for the citadel/building and make it so it has only what you want.
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Does anyone know the code for this for the Rohan building? I've been trying for about an hour and nothing has worked...
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RohanCastleBaseKeepCommandSet
If you want to edit the recruitable heroes for a specific map, just copy the playertemplate.ini section into your map.ini and change the BuildableHeroesMP.
After this you have to change the commandset, too. Otherwise there will be some terrible issues.
PlayerTemplate FactionRohan
Side = Rohan
PlayableSide = Yes
Evil = No
StartMoney = 0
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor = R:43 G:150 B:179
;StartingBuilding = RohanFortress
;------------- NO STARTING UNITS FOR YOU -------
StartingUnit1 = RohanPeasantHorde_modneu
StartingUnitOffset1 = X:30 Y:200 Z:0
StartingUnit0 = RohanPeasantHorde_modneu
StartingUnitOffset0 = X:1 Y:130 Z:0
StartingUnitTacticalWOTR = RohanPeasantHorde_modneu ;_StartUnit
StartingUnitTacticalWOTR = RohanPeasantHorde_modneu ;_StartUnit
StartingUnitTacticalWOTR = ObjectRingkriegStartScript
IntrinsicSciencesMP = SCIENCE_ROHAN;;SCIENCE_MEN
SpellBook = GoodSpellBook
SpellBookMp = RohanSpellBook
PurchaseScienceCommandSet = GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP = RohanSpellStoreCommandSet
DisplayName = INI:FactionRohan
DefaultPlayerAIType = RohanSkirmishAI
BeaconName = MultiplayerBeacon
LightPointsUpSound = GondorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_RohanFaction Upgrade_AllFactionUpgrade ;Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero RohanMerry_mod RohanOldMan RohanGamling_mod_neu RohanEowyn_mod RohanHama RohanTheodred RohanEomer_mod
BuildableRingHeroesMP = RingHeroDummy
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues = 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
MultiSelectionPortrait = UPRohan_Army
LoadScreenMusic = Shell2MusicForLoadScreenRohan
End
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Thank you Ealendril! The playertemplate.ini was what I needed to remove all heroes from being recrutable, which is just what I wanted! :)
However, in my mission you start out with a few heroes, and I just want to make sure they are able to be revived in case of death. I'm guessing it has something to do with the RohanCastleBaseKeepComma ndSet, but I can't seem to find where that code is so I can copy it and modify it?
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This isn't possible. If you have some starting heroes, they are not able to revive, because they aren't defined in the needed section.
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Funny... That's too bad, since I know it was possible in the vanilla game. Well, thank you for your help. :)
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With the campaign system and campaign ini: yes. But not with a map.ini.
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Well, in the original ROTWK, if I spawned for example Aragorn in the world builder, and then he died ingame, he would be relivable in the fortress, regardless of whether it was a Dwarven fortress or Men fortress. At least, that's what I remember.