The 3rd Age

MasterHero Mod 1.9

MasterHero Mod 1.9

Enhances Visuals, provide series of modifications and additions to the game play, support WOR

Button for The 3rd AgeButton for The Dwarf HoldsButton for The Elven AllianceButton for Helm's Deep Last HopeButton for GothmogtheOrcButton for BFME+Button for The Four AgesButton for HDR HeadquartersButton for Middle Earth CenterButton for Project Perfect Mod

Become an affiliate!

   

Quick Lists

Top Rated Popular New Updated Last Comments Users

Register and log in to move these advertisements down

The Special Power Guide

Avatar of Ridder Blauw

Ridder Blauw

Category: Code
Level: Intermediate
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.

Rating

Staff says

3.7

Members say

4.0

Average

3.9/5.0

9 votes

Page 1 2 3 4 5 6 7 8 9
Editing Projectile Spells - Beginner

This tutorial will show you how to change a projectile spell.

You will need:
Goodfactionsubobjects.ini

Goodfactionsubobjects.ini

I will not be using Ridder Blauw now but Gimli, so open the Goodfactionsubobjects.ini, and scroll down until you see this:
              
Code
;------------------------------------------------------------------------------

Object GimliAxeProjectile

    ; *** ART Parameters ***
;    Draw = W3DModelDraw ModuleTag_01
;        ConditionState                = NONE
;            Model                             = RUGIMLI_AXE
;            Animation                     = RUGIMLI_AXE.RUGIMLI_AXE
;            AnimationMode             = LOOP
;        End
;    End
    Draw = W3DScriptedModelDraw ModuleTag_Draw
        DefaultModelConditionState
;            Model = RUGIMLI_AXE
        Model = RUGimli_AXE1
            ParticleSysBone = Tracer1 GimliThrownAxeTrail
            ParticleSysBone = Tracer2 GimliThrownAxeTrail
        End
        IdleAnimationState
            Animation                         = RUGimli_AXE1
                AnimationName             = RUGimli_AXE1.RUGimli_AXE1
                AnimationMode             = LOOP
            End                    
        End
    End

    ; *** AUDIO Parameters ***

    ; ***DESIGN parameters ***
    EditorSorting         = SYSTEM
    ArmorSet
        Armor = NoArmor
    End
    VisionRange = 0.0

    ; *** ENGINEERING Parameters ***
    KindOf = PROJECTILE
    Body = ActiveBody ModuleTag_02
        MaxHealth             = 10.0
    End

    Behavior = DestroyDie ModuleTag_03
        ;nothing
    End
        
    Behavior = BezierProjectileBehavior ModuleTag_04
        ; To tweak a Bezier path
        FirstHeight = 9    ; Height of Bezier control points above highest intervening terrain
        SecondHeight = 9
        FirstPercentIndent = 50% ; Percentage of shot distance control points are placed
        SecondPercentIndent = 90%
        FlightPathAdjustDistPerSecond = 50
            ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
        DetonateCallsKill = Yes
        CurveFlattenMinDist = 60.0
    End

    Behavior = PhysicsBehavior ModuleTag_05
        KillWhenRestingOnGround = Yes
        GravityMult = 0.0
    End

    ;commented out until art gets the correct Projectile bits
    ; Behavior = CreateObjectDie ModuleTag_06
    ;    DeathTypes = ALL
    ;    CreationList = OCL_GimliAxeProjectileBits
    ;End

    Behavior = FXListDie ModuleTag_07
        DeathTypes = ALL
        DeathFX = FX_GimliAxeProjectileHit
    End

    Geometry = Sphere
    GeometryIsSmall = Yes
    GeometryMajorRadius = 0.8
End


Comment or delete this and then paste this:
              
Code
;------------------------------------------------------------------------------

Object Object GimliAxeProjectile

    Draw = W3DScriptedModelDraw ModuleTag_01 ;ModuleTag_Draw
        DefaultModelConditionState
            Model = RUEomer_SPER
            ParticleSysBone NONE SpearContrailThin
            ParticleSysBone NONE SpearFlameTrail
        End
    End

    ; *** AUDIO Parameters ***

    ; ***DESIGN parameters ***
    EditorSorting = SYSTEM
    ArmorSet
        Armor = NoArmor
    End
    VisionRange = 0.0

    ; *** ENGINEERING Parameters ***
    KindOf = PROJECTILE
    Body = ActiveBody ModuleTag_02
        MaxHealth             = 10.0
    End

    Behavior = DestroyDie ModuleTag_03
        ;nothing
    End
        
    Behavior = BezierProjectileBehavior ModuleTag_04
        ; To tweak a Bezier path
        FirstHeight = 9    ; Height of Bezier control points above highest intervening terrain
        SecondHeight = 9
        FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
        SecondPercentIndent = 90%
        FlightPathAdjustDistPerSecond = 50
            ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
        DetonateCallsKill = Yes
        CurveFlattenMinDist = 100.0
    End

    Behavior = CreateObjectDie ModuleTag_06
        DeathTypes = ALL
;        CreationList = OCL_MordorLanceProjectileBits
    End

    Behavior = FXListDie ModuleTag_07
        DeathTypes = ALL -CRUSHED -SPLATTED
        DeathFX = FX_SmiteHit
    End

    Geometry = Sphere
    GeometryIsSmall = Yes
    GeometryMajorRadius = 0.8
End


Gimli's axe is now a spear!

------------------------------------------------------------------------------
If you want to have all new projectiles, see the next tutorial.

Links / Downloads

 HitsAdded
Throwing Knife, Premade (Credit Required)1359August 19, 2009 - 2:17
Weapons Tutorial, by Ridder Geel1605May 6, 2009 - 2:11

Comments

Display 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?

Ridder Blauw - Friday September 11, 2009 - 10:02

Yes.

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. ;)

--------

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?

--------

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

Go to top

 

"One site to rule them all, one site to find them,
one site to host them all, and on the network bind them."

 
16:50:09