The 3rd Age

Master Hero Version 1.6

Master Hero Version 1.6

1.6 of Master Hero Version ROTWK Mod for Battle for Middle Earth 2: Rise of the Witch King

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

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MOD objects in WB

Avatar of JUS_SAURON

JUS_SAURON

Category: Worldbuilder
Level: Beginner
Created: Sunday November 28, 2010 - 9:25
Updated: Sunday November 28, 2010 - 13:44
Views: 5252
Summary: place named objects of the MOD into WorldBuilder

Rating

Staff says

3.0

Members say

5.0

Average

4.0/5.0

2 votes

Page 1 2 3
For units you will want to use a template that is suitable
Say you want to spawn your new unit named TheodenRohanArcherWoman
And give her an upgarde at the start

              
Code

Object TheodenRohanArcherWoman
Draw = W3DHordeModelDraw ModuleTag_01
DefaultModelConditionState
Model = MUHaradim_SKN
Skeleton = MUHaradim_SKL
End
End
Side = Men
EditorSorting = UNIT

RadarPriority = UNIT


Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
        SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
        TriggeredBy = Upgrade_AragornBladeMaster
    End

    

End



The new unit is found in Bynativetype \ Men \ Units \\ in WB

It can be given the upgrade Upgrade_AragornBladeMaster

-----------------------------------------------------

As most mods use new upgrade names you can just have your
new upgrade triggered by Upgrade_AragornBladeMaster

              
Code

Behavior = ObjectCreationUpgrade ArmourOfArnorUpgrade
TriggeredBy = Upgrade_AragornBladeMaster
GrantUpgrade = Upgrade_AragornArmourOfArnor
End

Links / Downloads

 HitsAdded
Fake INI for objectplacement1327November 28, 2010 - 9:46

Credits

Comments

Display order: Newest first

JUS_SAURON - Monday August 8, 2011 - 18:28

No .. but this will allow Base file to be created with buildplots .The REAL files in the MOD has all the true coding
This is just so WB recognises the object name and allows you to add it .it is sort of a mini INI for WB only .

In the mod you can then use your new faction side

Titan Cronus - Thursday December 30, 2010 - 16:08

When I try to do the tutorial, it worls with the stuff that comes with the file I download but when I add my own stuff it causes the WB to have an error when I try load it up. I think that its something to do with the new factions, like when I try to add a model that belongs to a faction not already in the in WB, it casus the error. Do you have any ideas how I get around this?

--------

Sorry, I should clarify, when I say faction, I mean "Side". It's anything that does not belonging to one of the already existing sides that, I think, causes the error in the WB.

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