Dark_Lord's_Modder
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Category: |
Code |
Level: |
Beginner
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Created: |
Saturday October 30, 2010 - 7:07 |
Updated: |
Saturday October 30, 2010 - 7:34 |
Views: |
7023 |
Summary: |
Adding new or existing heroes to your new faction or one of the games's existing factions |
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Rating
Staff says
3.0
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Members say
3.0
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Average
3.0/5.0
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4 votes
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Open up ini.big and inside that find data\ini\playertemplate.ini:
Look for this bit of code
Code |
PlayerTemplate FactionElves
Side = Elves
PlayableSide = Yes ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function.
Evil = No
StartMoney = 0
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor = R:43 G:150 B:179
StartingBuilding = ElvenFortress
;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 = ElvenLorienArcherHorde
;StartingUnitOffset0 = X:-70 Y:220 Z:0
StartingUnit1 = ElvenPorter
StartingUnitOffset1 = X:30 Y:250 Z:0
StartingUnit0 = ElvenPorter
StartingUnitOffset0 = X:1 Y:160 Z:0
StartingUnitTacticalWOTR = ElvenPorter
StartingUnitTacticalWOTR = ElvenPorter
IntrinsicSciences = SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_ELVES
SpellBook = GoodSpellBook
SpellBookMp = ElvesSpellBook
PurchaseScienceCommandSet = GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP = ElvesSpellStoreCommandSet
DisplayName = INI:FactionElves
DefaultPlayerAIType = ElvesSkirmishAI ; Needs to exist before I can change it.
BeaconName = MultiplayerBeacon
LightPointsUpSound = GondorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_ElfFaction ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero ElvenHaldir ElvenGlorfindel ElvenArwen ElvenLegolas ElvenThranduil ElvenElrond
BuildableRingHeroesMP = ElvenGaladriel_RingHero
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66
MultiSelectionPortrait = UPElvenArmy
LoadScreenMusic = Shell2MusicForLoadScreen
End
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For this tutorial we will be looking at this part:
Code |
BuildableHeroesMP = CreateAHero ElvenHaldir ElvenGlorfindel ElvenArwen ElvenLegolas ElvenThranduil ElvenElrond
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This shows the buildable heroes for skirmish mode.
If we want to add Aragorn, on the end of the line put:
It should then look like this:
Code |
BuildableHeroesMP = CreateAHero ElvenHaldir ElvenGlorfindel ElvenArwen ElvenLegolas ElvenThranduil ElvenElrond GondorAragorn
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Save FinalBig or whatever you are using and then go onto the game and Aragorn should now be a usable hero.
Dark_Lord's_Modder
clank234 - Saturday November 27, 2010 - 17:05
gd but u forgot 1 thing, u need to add an extra revive slot to the fortress or else u wont see him until u buy a hero ;)