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Horde Blademaster / Deadeye / Knifefighter
JUS_SAURON
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Category: |
Code |
Level: |
Beginner
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Created: |
Saturday July 31, 2010 - 6:02 |
Updated: |
Friday August 27, 2010 - 19:27 |
Views: |
6129 |
Summary: |
giving hordes Hero Mode weapons |
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Rating
Staff says
3.5
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Members say
4.7
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Average
4.2/5.0
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5 votes
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Horde Duplication :
Duplicating the Horde via Coding will give us the opportunity to add this power to a
Special Horde and not mess with the original
i.e Object JGondorFighter // Object JGondorFighterHorde are the new objects EXACTLY simlier to the original
1. Copy the GondorFighter and GondorFighterHorde Objects ONLY !
2. Add it to its own INI file
3. Add a Commandbutton to Build this New Horde
4. Rename if necc. .. Buildcost etc ...
5. Add in experience levels , similar to the original or create your own
Example of the New Horde :
Code |
Object JGondorFighterHorde
; This is required for garrisoned objects - please put in all objects.
ButtonImage = HINumenorKnightIcon ; BGBarracks_Soldiers
SelectPortrait = HPNumenorFighterPortrait ; HPNumenorArcherIcon
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY SELECTED
DefaultModelConditionState
Model = None ;InvisHrdeTmp5x2
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkGUSol
End
End
Side = Men
Browser = CINEMATICS UNIT
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:GondorKnightNumenorHorde
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
; *** AUDIO Parameters ***;
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
UnitSpecificSounds
VoiceDesperateAttack = GondorSoldierVoiceDesperateCharge
End
BuildCost = 2000
BuildTime = GONDOR_SOLDIER_BUILDTIME
VisionRange = GONDOR_SOLDIER_HORDE_VISION_RANGE
CommandPoints = 25
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
TransportSlotCount = 1
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE NOTIFY_OF_PREATTACK
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions ; AJAMI
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = JGondorFighter GOOD_MEN_HORDE_SIZE
Slots = 5
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset=X:4 Y:4
; Positions for 5
RankInfo = RankNumber:1 UnitType:JGondorFighter Position:X:15 Y:0 Position:X:15 Y:25 Position:X:15 Y:-25 Position:X:15 Y:50 Position:X:15 Y:-50
RanksToReleaseWhenAttacking = 1
BackUpMinDelayTime = 1 ; The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 ; The maximum amount of time to delay before backing up
BackUpMinDistance = 1 ; The minimum number of cells to backup
BackUpMaxDistance = 3 ; The maximum number of cells to backup
BackupPercentage = 80% ; The amount of chance that a unit will back up.
MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = CommandButtonHuntUpdate ModuleTag_CommandButtonHuntUpdate
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS ; max distance
;;Left out the usual CODES in this ..for a cleaner Tutorial !!
;; ADD them Back !
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_INFANTRY_HORDE_SPEED
End
LocomotorSet
Locomotor = ScaredMeleeHordeLocomotor
Condition = SET_SCARED
Speed = NORMAL_GOOD_INFANTRY_HORDE_SPEED
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
;--------Numenor Hero Mode
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_KnifeFighterPowerUpdate
SpecialPowerTemplate = SpecialAbilityNumenorHero
Duration = 60000
AttributeModifier = Numenor_HERO_MODE
LockWeaponSlot = SECONDARY
StartsPaused = No
End
CommandSet = NumenorCommandSetHorde
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 20.0
GeometryHeight = 20.0
GeometryIsSmall = No
End
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Now we can begin to modify the new Horde
CommentsDisplay order: Newest first BouncyKnight - Wednesday April 26, 2017 - 15:50 Thank you sir! This is a really helpful and working way on how to toggle secondary weapon! Lauri (Team Chamber Member) - Saturday July 31, 2010 - 15:25 It's just as in the forums..
without the two * just enter [*code]All code in here[*/code]
And what I meant by explaining is that you didn't really explain what different things did.. Like, why do you have to have this code here, or this here, stuff like that JUS_SAURON - Saturday July 31, 2010 - 9:11 Sorry , Its my very First Tutorial ..
Not sure how to use the Codebox in this page setup
I will try to explain and redo Lauri (Team Chamber Member) - Saturday July 31, 2010 - 9:02 You don't explain much, only show the code..
And if possible could you update it to use the
Spartan184 - Saturday July 31, 2010 - 8:28 Very good tutorial.
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