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Getting to know Leadership abilities

Tutorial for Battle for Middle-earth II BFME 2, Battle for Middle-earth II: Rise of the Witch-king ROTWK

Avatar of modboy451

modboy451

Category: Code
Level: Intermediate
Created: Tuesday November 9, 2010 - 10:29
Updated: Saturday February 19, 2011 - 15:00
Views: 5979
Summary: Understanding the basics of leadership abilities!

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Page 1 2 3 4 5 6 7 9
Page 2 - Understanding Leadership

this is a code bit from theoden.ini
              
Code

Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
        StartsActive        = No ;If no, requires upgrade to turn on.
        BonusName        = GenericHeroLeadership
        TriggeredBy        = Upgrade_TheodenLeadership
        RefreshDelay        = 2000
        Range            = 200
        AntiCategory    = BUFF
        ObjectFilter        = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
    End
    
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
        SpecialPowerTemplate = SpecialAbilityFakeLeadership
        TriggeredBy = Upgrade_TheodenLeadership
    End
    Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
        SpecialPowerTemplate = SpecialAbilityFakeLeadership
        UpdateModuleStartsAttack = No
        StartsPaused = Yes
    End    

-
              
Code

Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership

the "AttributeModifierAuraUpdate" lets the game know that the attribute modifier will keep updating.
the "ModuleTag_Leadership" is a reference to something later in the script

              
Code

BonusName        = GenericHeroLeadership


this is the reference to attribute modifier (we will get to that soon)

              
Code

TriggeredBy        = Upgrade_TheodenLeadership

this is the reference to the upgrade.ini, it's used in experiencelevels.ini so that it knows that it knows that when yiou reach a certain level you can use this ability

              
Code

Range            = 200


This is how far for the hero that the leadership effects

              
Code

AntiCategory    = BUFF


Buff= it will boost stats (leadersip)
debuff= it will decrease stats(angmar sorcrers "well of souls")
Note: must be the same as in attributemodifier.ini
              
Code

ObjectFilter        = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER

This is the reference to gamedata.ini
it says who it will effect
ex: the leadership wil only effect calvary as in eomers horse lord leadership (we will get into that on the 4th page)

              
Code

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
        SpecialPowerTemplate = SpecialAbilityFakeLeadership
        TriggeredBy = Upgrade_TheodenLeadership
    End


this is the place where the game goes to find the upgrade (triggeredby) and what kind of power it is (specialpowertemplate)(reference to specialpower.ini

              
Code

Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
        SpecialPowerTemplate = SpecialAbilityFakeLeadership
        UpdateModuleStartsAttack = No
        StartsPaused = Yes
    End


this is the the code that lets the game know when you are not the required level the leadership will not turn on and when you do have the required level it will turn on (the update module is a reference to the code above

next page: editing it

Credits

MeEverything

Comments

Display order: Newest first

Imdrar - Friday January 14, 2011 - 4:14

I'll deal with this in my own tutorial I'm hopefully going to write in the near future, if time is on my side.

modboy451 - Wednesday January 12, 2011 - 14:10

can you tell yes there are some things i haven't covered but are on my list to get to...
cn you tell me some entry's I may not know... so i can look into them ans put them in

Imdrar - Tuesday January 11, 2011 - 7:50

You know, this isn't really "Intermediate". Everything you wrote on page 5 can simply be found at the top of the attributemodifier.ini and is as well explained there, and most of the other stuff is quite easy to figure out even for a beginner. Also you're just scratching the surface of an attribute modifier's true potential.

modboy451 - Tuesday November 30, 2010 - 15:33

Thanks! you too!
i added an answer to your creep problem:
http://forums.revora.net/index.php?showtopic=80344

clank234 - Saturday November 27, 2010 - 15:24

thx, this really helpd me out with my mod.
very precise and understandable. kp up the gd work

CLANK234:);)

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