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The Special Power Guide
Ridder Blauw
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Category: |
Code |
Level: |
Intermediate
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Created: |
Wednesday March 25, 2009 - 9:41 |
Updated: |
Friday May 28, 2010 - 15:36 |
Views: |
12090 |
Summary: |
Here you will read and learn tips and tricks about special powers. |
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Rating
Staff says
3.7
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Members say
4.0
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Average
3.9/5.0
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9 votes
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Combined Powers - Beginner
This tutorial will show you how to combine powers, I will show you the way that only works with Projectile spells. These are Wounding Arrow, Axe Throw, etc.
You will be needing:
'YourHero'.ini -The hero you will be editing
Weapon.ini
First up is the 'YourHero'.ini,
'YourHero'.ini
For this tutorial I will be using Ridder Blauw as usual, if the hero already has Leap or Wounding, etc., you may skip this part. Scroll down to the power section and paste this:
Code |
;--------------------------------------------------------------------------
; Faramir Wounding Arrow - AKA: FaramirWoundArrow
;--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseWoundArrow
SpecialPowerTemplate = SpecialAbilityWoundArrow ;Referenced in the specialpower.ini
TriggeredBy = Upgrade_ObjectLevel2 ;Which upgrade 'unlocks' the power?
End ;Needed at the end of every code block!
Behavior = SpecialPowerModule ModuleTag_WoundArrow
SpecialPowerTemplate = SpecialAbilityWoundArrow ;Referenced in the specialpower.ini
UpdateModuleStartsAttack = Yes ;Does the update module start the power?
InitiateSound = FaramirRangerVoiceWoundingArrow ;What sound comes when you use this power?
StartsPaused = Yes ;Do you have to wait with using it?
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WoundArrowUpdate
SpecialPowerTemplate = SpecialAbilityWoundArrow ;Referenced in the specialpower.ini
SkipContinue = Yes
UnpackTime = 2000 ;Reload time
PreparationTime = 1
PersistentPrepTime = 1000
PackTime = 1
AwardXPForTriggering = 0 ;The exp you gain for starting the power
StartAbilityRange = #SUBTRACT( FARAMIR_WOUNDING_ARROW_RANGE 25 )
ApproachRequiresLOS = Yes ;Does it require line of sight to fire it
SpecialWeapon = FaramirWoundArrow ;The weapon that is used, referenced in the weapon.ini
WhichSpecialWeapon = 1 ;Keep it this way
End
Behavior = AutoAbilityBehavior ModuleTag_WoundArrowAutoAbility
SpecialAbility = SpecialAbilityWoundArrow ;Referenced in the specialpower.ini
MaxScanRange = #SUBTRACT( FARAMIR_WOUNDING_ARROW_RANGE 25 )
Query = 1 ALL ENEMIES -STRUCTURE
End
; Generic
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior ;This makes it be an auto -ability
End |
I have written descriptions of most of the coding, now look at this part:
Code |
SpecialWeapon = FaramirWoundArrow |
Change it to the name we will reference it in the weapon ini, as an example:
Code |
SpecialWeapon = [YourHero]WoundArrow |
Replace '[YourHero]' with the name of your hero, please.
Now we move on to the weapon ini,
Weapon.ini
Scroll all the way down to the bottom of the file, paste this piece of code there:
Code |
Weapon FaramirWoundArrow
AttackRange = FARAMIR_WOUNDING_ARROW_RANGE
LeechRangeWeapon = Yes
WeaponSpeed = 321 ; dist/sec
MinWeaponSpeed = 241
MaxWeaponSpeed = 481 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_FaramirWoundingArrow
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 100 ;When this weapon is used it will hit exactly 75% of the time.
ScatterRadius = 0.0 ;When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = 15000 ; time between shots, msec
PreAttackDelay = 1 ; we want isntant
PreAttackType = PER_POSITION
FiringDuration = 1 ; Duration of the archer firing shot is 500ms.
ClipSize = 1
AutoReloadsClip = Yes
AutoReloadWhenIdle = 1
ClipReloadTime = Min:FARAMIR_BOW_RELOADTIME_MIN Max:FARAMIR_BOW_RELOADTIME_MAX
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
PreferredTargetBone = B_LLLID ; Likes to shoot things in their left eye.
ProjectileNugget ; A Nugget that creates an Object and sends it to the target with a Warhead
ProjectileTemplateName = FaramirSpecialArrow
WarheadTemplateName = FaramirWoundArrowWarhead
End
End |
Now look at this code:
Code |
Weapon FaramirWoundArrow |
Change it to this:
Code |
Weapon [YourHero]WoundArrow |
Remember to replace the '[YourHero]' with the name of your hero or what you had referenced it with in the 'YourHero'.ini.
Now look at the 'Projectile Nugget' code block:
Code |
ProjectileNugget ; A Nugget that creates an Object and sends it to the target with a Warhead
ProjectileTemplateName = FaramirSpecialArrow
WarheadTemplateName = FaramirWoundArrowWarhead
End |
Copy and paste this part of coding.
Now edit it to this:
Code |
ProjectileNugget ; A Nugget that creates an Object and sends it to the target with a Warhead
ProjectileTemplateName = FaramirSpecialArrow ;This is the same. WarheadTemplateName = GandalfWordOfPower ;WWe have changed this.
End |
The full weapon should now look like this:
Code |
Weapon FaramirWoundArrow
AttackRange = FARAMIR_WOUNDING_ARROW_RANGE
LeechRangeWeapon = Yes
WeaponSpeed = 321 ; dist/sec
MinWeaponSpeed = 241
MaxWeaponSpeed = 481 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_FaramirWoundingArrow
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 100 ;When this weapon is used it will hit exactly 75% of the time.
ScatterRadius = 0.0 ;When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = 15000 ; time between shots, msec
PreAttackDelay = 1 ; we want isntant
PreAttackType = PER_POSITION
FiringDuration = 1 ; Duration of the archer firing shot is 500ms.
ClipSize = 1
AutoReloadsClip = Yes
AutoReloadWhenIdle = 1
ClipReloadTime = Min:FARAMIR_BOW_RELOADTIME_MIN Max:FARAMIR_BOW_RELOADTIME_MAX
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
PreferredTargetBone = B_LLLID ; Likes to shoot things in their left eye.
ProjectileNugget ; A Nugget that creates an Object and sends it to the target with a Warhead
ProjectileTemplateName = FaramirSpecialArrow
WarheadTemplateName = FaramirWoundArrowWarhead
End
ProjectileNugget ; A Nugget that creates an Object and sends it to the target with a Warhead
ProjectileTemplateName = FaramirSpecialArrow ;This is the same.
WarheadTemplateName = GandalfWordOfPower ;We have changed this.
End
End |
Et Voilà , save this and put the 'Command_SpecialAbilityWoundArrow' in your hero's commandset and test if it doesn't work please tell me.
Note: This works the same for Axe Throw
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To learn more about weapons check out Ridder Geel's Tutorial, you can click on the link at the Links/Downloads. Links / DownloadsCommentsDisplay order: Newest first | Page: 1, 2 clank234 - Tuesday November 16, 2010 - 12:41 I gave a 5
1) A lot off effort just to help others which i love to see a lot.
2) Can i hav some help with Summon Balrog, when i try to play it crashes and the upgrade.ini isnt right Ridder Blauw - Monday August 23, 2010 - 6:05 That means the thing that is filled in at Attackrange in the weapon is wrong.
Or the macro there doesnt exsist or the characters filled in are wrong. SkillModLord - Friday August 20, 2010 - 0:02 Weapon.ini
That part where you combine woundarrow with Word of Power goes wrong.
When I put the piece of code you written there in my weapon.ini and correct it as you said, I try to start up the game and it says that attacktange in the file weapon.ini isnt good. I try to put other command first under the wounding arrow but then the the same bug appears with the new command first :S Shininku - Sunday September 13, 2009 - 18:53 This was pretty awesome guide and it helped me to fix up my powers. But I think I need help. I've set up my hero so that he can summon a BlackRider (Ringwraith w/e) at level 10. When my character gets to level 10, Blackrider icon lights up like it's usable. But when I click it, nothing happens. I don't get the little summoning area thing. What'd I do wrong? drogoth232 - Wednesday September 9, 2009 - 14:07 In the coding part. Will sam have the throwing anims? Ridder Blauw - Wednesday August 19, 2009 - 8:34 That's modeling and coding. ;)
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Added a Two Part tutorial to continue the Editing Projectile Spells tutorial, New Projectile Spells! ;):);) Spartan184 - Wednesday June 24, 2009 - 18:09 I tryed adding Summon Balrog to Saruman and it crashed its for bfme1.
Nevermind Fixed it. Thanks a lot UR THE BEST!!!
For the Gimli thing for instead of haveing a axe he has a Spear can we change the weopen like say sarumans staff or something? Ridder Blauw - Sunday May 10, 2009 - 22:26 The code calls them dozers in the code block DOZER_CONSTRUCT don't they?
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Didn't get at first why you brought it up, so would you forgive me.
And thanks. Prolong - Sunday May 10, 2009 - 19:57 DOZERs are Builder/Porters
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