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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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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 / 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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