The 3rd Age

Wars of the East

Wars of the East

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Rohirrim Archer Turret Horde

Avatar of Rob38

Rob38

Category: Code
Level: Expert
Created: Saturday January 19, 2008 - 22:07
Updated: Sunday March 20, 2011 - 13:22
Views: 9967
Summary: Getting Rohirrim Archers to fire while moving

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4.5

Members say

4.0

Average

4.2/5.0

10 votes

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11. Going back to your unit object, add these behaviors to it:
              
Code

    Behavior = WeaponSetUpgrade MountWeapon
        TriggeredBy     = Upgrade_MovingBow
        WeaponCondition         = WEAPONSET_CREATE_A_HERO_WS_01
        ConflictsWith         = Upgrade_NotMovingBow
    End

    Behavior = ObjectCreationUpgrade ModuleTag_RemoveUpgrades1
    TriggeredBy = Upgrade_MovingBow
    RemoveUpgrade = Upgrade_NotMovingBow
    End

    Behavior = ObjectCreationUpgrade ModuleTag_RemoveUpgrades2
    TriggeredBy = Upgrade_NotMovingBow
    RemoveUpgrade = Upgrade_MovingBow
    End


So what is going on here!? Well, when you unit starts moving, it triggers an event that grants the upgrade Upgrade_MovingBow. By getting this upgrade, your weaponset changes and you het the weapon RohanRohirrimBowMovingHD. When your unit stops moving, this upgrade is removed and you return back to your normal weapon. This really helps makes things run better and works perfectly in-game :)

At this point, you should have an awesome looking Rohirrim archer unit that works exactly like you want it too! Complications will begin to arise though if you decide to make it a horde object, as seen on the next page.

Links / Downloads

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Tank turrets in BFME 2 Tutorial2180January 19, 2008 - 22:23

Comments

Display order: Newest first

Carthaen - Wednesday April 12, 2017 - 12:49

I don't understand why it's not working... I did all like it was in tutorial. I tried to do it for Rivendell Archers in ROTWK... And it was no results...

drogoth232 - Tuesday May 5, 2009 - 14:05

Where do I find scriptevents.xml?

Rob38 (Team Chamber Member) - Friday May 23, 2008 - 16:04

It depends on how advanced you want your setup to be. The scripts allows for two different weaponsets to be created, one for moving and one for not moving. This is so that I can change attack power, accuracy, etc. You can try to set it up without the scripts, but I'm not sure how well it will work.

galentv - Friday May 23, 2008 - 11:25

is the scriptevents.xml and scripts.lua very necessary? Please say no, because i dont know how to get them...

Rob38 (Team Chamber Member) - Wednesday January 23, 2008 - 19:41

Well, first, I don't think there are animations for Theoden swinging his sword on both sides of the horse. Second, you would have two melee attacks being performed at the same time so I don't really know how well that would work. But I think it would be possible, although it may look a little bit strange ;)

Dwar the wolf - Tuesday January 22, 2008 - 4:04

can this done with Theoden while charging he attacks with his sword only (no bow) also how to make him use both hands in attack when mounting to left and right ..( like in movie in Helmsdeep)

Sulherokhh (Team Chamber Member) - Sunday January 20, 2008 - 8:27

Yeehaa! Different WeaponSets! Veeery neat! :)

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