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1062 | Duplicate entry '581-Me-' for key 'unique_user' | | INSERT INTO ItemTeam (Item, Position, User, UserName, Role) VALUES(581,0,0,'Me',''); |
1062 | Duplicate entry '581-Imdrar-' for key 'unique_user' | | INSERT INTO ItemTeam (Item, Position, User, UserName, Role) VALUES(581,1,19384,'Imdrar',''); |
How to give Witch-King word of powerTutorial for BFME 2
clank234
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Category: |
Code |
Level: |
Beginner
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Created: |
Saturday December 11, 2010 - 6:48 |
Updated: |
Saturday December 11, 2010 - 7:29 |
Views: |
6323 |
Summary: |
different to Gothmogs Tutorial |
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Next we go to Experiencelevels.ini
For this, if you are unsure of a power name, just ctrl+f the hero's name&level
e.g. i will ctrl+f (Gandalflevel10)
Code |
ExperienceLevel GandalfLevel10
TargetNames = GANDALF
RequiredExperience = GANDALF_LVL10_EXP_NEEDED
ExperienceAward = GANDALF_LVL10_EXP_AWARD
AttributeModifiers = HeroLevelUpDamage9
Rank = 10
Upgrades = Upgrade_GandalfWordOfPower
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
END |
mainly pay attention to the upgrade = (whatever power)
copy the upgrade, (in my case Upgrade_GandalfWordOfPower).
Now find the hero you want to add the power to (witch-king for me) and add the upgrade to any level.
e.g.
Code |
Upgrade = Upgrade_HourOfTheWitchKing Upgrade_GandalfWordOfPower |
Now for the commandset, go to your hero's ini (gandalf) copy the power you've just been adding and add it to your hero's commandset (witch-king)
so now my witch king will look like this:
Code |
CommandSet AngmarWitchKingCommandSet
1 = Command_MountHorseBlackRider
2 = Command_AngmarWitchKingDreadWrath
3 = Command_WitchkingMorgulBlade
4 = Command_SpecialAbilityWkTerribleFury
5 = Command_HourOfTheWitchKing
6 = Command_SpecialAbilityWordOfPower
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End |
Thats it really, if you don't understand then comment or PM me.
Happy Modding
Clank234 :) ;)s name of the power your adding
Credits
CommentsDisplay order: Newest first Radspakr Wolfbane (Team Chamber Member) - Monday February 14, 2011 - 18:46 This is kind of redundant.
The idea of GtO's tutorial was to show how code in basic special powers.
It's the same for both games. Unknown - Tuesday February 8, 2011 - 5:40 :D It works. Thx clank Imdrar - Thursday December 23, 2010 - 8:59 I'm a credit of this? Never noticed. modboy451 - Saturday December 18, 2010 - 13:43 thats because
Code |
;;; WORD OF POWER ANIMS ON FOOT ;;;
AnimationState = SPECIAL_WEAPON_ONE
StateName = Attacking
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_SPCK
AnimationMode = ONCE
End
FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast
End
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has the flag: SPECIAL_POWER_ONE
so does:
Code |
;;; FIRE BALL SPECIAL POWER ;;;
AnimationState = SPECIAL_WEAPON_ONE
Animation = Throwing Fireball
AnimationName = IUSaruman_ATKB
AnimationMode = ONCE
End
FrameForPristineBonePositions = 27
End
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the fire ball and the Word of power ability
both ar flagged with SPECIAL_POWER_ONE flag...i don't know where you go to change it...
but that is why you get that glitch... clank234 - Thursday December 16, 2010 - 5:37 @Modboy451
It worked fine for me except wen i used fireball he started with Word of Power but then the ball came out. Otherwise i have had no problmes with it
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sorry for double post,
also, this tutorial isn't meant to teach people how to model modboy451 - Saturday December 11, 2010 - 15:46 Note: To Clank...
ERROR!!!
ANIMATIONS FROM OTHER UNITS WILL NOT WORK UNLESS THE MODEL IS BOUND TO THAT SKL!!!
EX:
Celeborn's (childobject at bottom of elrond.ini)animations/skl are the same as Elrond's so if you take one from elronds and add it to celeborn it WILL work...BUT...
gandalfs and thw which king's SKL are not the same of you add the animation listed above you might crash your game or make you unit stand funny like you see while modeling it(arms sticking out) if you want the animations to work you have to bind the model you want to use to Gandalfs SKL and use a model conditions state where he changes models and skeletons and then put that animations under that (flag the condition state and the animation with USER_# (i know 1 and 2 work for sure but some units already use that flag for something else)
Modboy451
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