The 3rd Age

Age of the Firstborn

Age of the Firstborn

A mod that adds two new factions, new CaH-Class, new maps and more

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

Become an affiliate!

   

Quick Lists

Top Rated Popular New Updated Last Comments Users

Register and log in to move these advertisements down

extended map.ini coding

Avatar of -SilverBane-

-SilverBane-

Category: Code
Level: Intermediate
Created: Thursday May 28, 2015 - 16:08
Updated: Sunday May 31, 2015 - 10:20
Views: 6572
Summary: A tutorial for those who want to make heavily customized maps, but modders might find tricks too!

Rating

Staff says

-

Members say

-

Average

-

0 votes

Page 1 2 3 4 5 6 7 8
7=======================================================================================================
Well, this area is one of the most creative around. You can modify/add visuals to your unit with these w3D draw modules.
I will go back to my hero Lightning and I will show you how I have made his lightning amulet and more!



He uses these models/skls - the easterling CaH one


              
Code

    Model         = CHCM_FN_U_SKN
    Skeleton         = CHCM_CM_U_SKL


I won't post his animations code, since its huge and not much to explain about it. But it is an important piece of code inside his Draw = W3DScriptedModelDraw:


              
Code

ExtraPublicBone = B_HAND_R
ExtraPublicBone = B_HANDL



Now I will show you how to attach a sword to his hand:


              
Code

    Draw = W3DScriptedModelDraw FireBrand
        DefaultModelConditionState
            Model = CUFireBrand ; the sword model
ParticleSysBone = PLANE02 FlamingSwordLightning FollowBone = Yes Persist:HOLD PersistID:80
        End




ModelConditionState =    SPECIAL_WEAPON_FIVE ; only when using sword hit show extra fire
            Model = CUFireBrand
ParticleSysBone = PLANE02 FlamingSwordLightning FollowBone = Yes Persist:SPAWN PersistID:80
End



        AttachToBoneInAnotherModule = B_HAND_R
    End


FlamingSwordLightning - is a ParticleSystem

When in default model condition state, the particle system won't show, so you can only see a sword, however when he uses SPECIAL_WEAPON_FIVE, he gets extra flames on his sword (how cool :P )

The magic is here : AttachToBoneInAnotherModule = B_HAND_R - that means it's attached to his right hand!





;===============================================================================================


Using this same system, I have made him have a different phial glow when doing different things. So it changes to another color when using certain spell :)



              
Code


    Draw = W3DScriptedModelDraw AmuletOfPowerYellow
        DefaultModelConditionState
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlow FollowBone = Yes Persist:SPAWN PersistID:100
        End

        ModelConditionState = WEAPONSET_TOGGLE_1
            Model = NONE
ParticleSysBone = PHIAL AmuletOfPowerGlow FollowBone = Yes Persist:HOLD PersistID:100
        End

        ModelConditionState = WEAPONSET_HERO_MODE
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlow FollowBone = Yes Persist:HOLD PersistID:100
        End


        ModelConditionState = SPECIAL_WEAPON_FOUR
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlow FollowBone = Yes Persist:HOLD PersistID:100

        End

        AttachToBoneInAnotherModule = B_HANDL
    End




    Draw = W3DScriptedModelDraw AmuletOfPowerBlue
        DefaultModelConditionState
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlowBlue FollowBone = Yes Persist:HOLD PersistID:100
        End

        ModelConditionState = WEAPONSET_TOGGLE_1
            Model = NONE
ParticleSysBone = PHIAL AmuletOfPowerGlowBlue FollowBone = Yes Persist:HOLD PersistID:100
        End

        ModelConditionState = WEAPONSET_HERO_MODE
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlowBlue FollowBone = Yes Persist:SPAWN PersistID:100
        End


        ModelConditionState = SPECIAL_WEAPON_FOUR
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlowBlue FollowBone = Yes Persist:HOLD PersistID:100

        End

        AttachToBoneInAnotherModule = B_HANDL
    End


    Draw = W3DScriptedModelDraw AmuletOfPowerGreen
        DefaultModelConditionState
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlowGreen FollowBone = Yes Persist:HOLD PersistID:100
        End

        ModelConditionState = WEAPONSET_TOGGLE_1
            Model = NONE
ParticleSysBone = PHIAL AmuletOfPowerGlowGreen FollowBone = Yes Persist:HOLD PersistID:100
        End

        ModelConditionState = WEAPONSET_HERO_MODE
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlowGreen FollowBone = Yes Persist:HOLD PersistID:100
        End


        ModelConditionState = SPECIAL_WEAPON_FOUR
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlowGreen FollowBone = Yes Persist:SPAWN PersistID:100

        End

        AttachToBoneInAnotherModule = B_HANDL
    End




So basically, if you want to mix 2 models, find a bone you want and attach to it another model! :)


Don't forget to use AddModule, I haven't used it here to make it easier to understand!



On the next page you will find out some tricks and useful info...

Go to top

 

"One site to rule them all, one site to find them,
one site to host them all, and on the network bind them."

 
17:17:50