The 3rd Age

BOTTA Mod

BOTTA Mod

This mod tends to follow the lore of books and films along with bringing the realism in the gameplay

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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: 9966
Summary: Getting Rohirrim Archers to fire while moving

Rating

Staff says

4.5

Members say

4.0

Average

4.2/5.0

10 votes

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"Unsolved" Problems

The unsolved part is in quotes because I do not know if they can be solved or not. Here are the issues you get with the horde turret:

1. Animation problem - If you look back at the previous page, I mentioned the issue with the moving weapon for the horde. This directly affects the animations in severe ways. Your horde will play all its regular non-attacking animations properly. It will also play the attacking animations when not moving. They will not, however, play any of the moving attack animations. This is because we are using an unit weapon instead of a horde range finder one. Unfortunately, I have yet to find a solution to this dilemma.

How bad does it look to not have attacking animations while moving? Surprisingly, it really doesn't look that bad and it isn't very noticeable. With the horse units moving so quickly, you would really have to be focusing on them to notice any problem.

If anyone can help me out with this issue, let me know as soon as possible. I'm officially stumped and don't know what else to do :(

That's all for now. Again, please credit me if use this tutorial for your mod. Thanks :)

Links / Downloads

 HitsAdded
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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