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Register and log in to move these advertisements down Units Dropped by flying units cause damageTutorial for BFME
Have you ever played bfme and watched nazgul and eagles drop helpless individuals on top of other people or buildings and been disappointed that nothing happened? Now there Is a way to make it possible for something quite comical to occur. This may can work with BFME 2 and onwards but there probably will be a little more complications with the death weapons for certain spearman. Basically there are several steps to making this work 1. Open of the data\iniweapon.ini 2. Find Weapon RohanEntDeath 3. Copy the weapon and paste directly underneath it 4. Rename to something else (I named mine UnitFallDeath) From Here, you can change a few things: Radius Damage effects: Basically who does the weapon hurt, allies, enemies, neutrals etc. Damage Nugget Damage: Whatever you want the weapon to deal Radius: How far does the weapon spread out, around 10-15 looks natural, anything above and the air next to fallen units does damage Delay time: Set to zero so the weapon activates as soon as the unit dies Damagetype: Change to whatever you want Deathtype: set to CRUSHED 5. Change all the other weapon's death types that say NORMAL to CRUSHED (the is the time consuming part make sure not to change the names of attacks that have normal in the name) 6. Find the Haradrim Crushed death weapon and reduce the attack range substantially (like to 0) and make it so it only affects enemies and neutrals 7. Add the following to every unit under the engineering section that can be grabbed and dropped by flying units Behavior = FireWeaponWhenDeadBehavior FireDeadTag DeathTypes = NONE +NORMAL StartsActive = Yes DelayTime = 0 DeathWeapon = (what you named it, for me UnitFallDeath) WeaonOffset = X:0 Y:0 Z:0 End Optional (meta Impact nugget) You can play around with this to allow for knock back, setting Shockwave among to 0 will negate this Heroresist: how resistant a hero is to being knock backed shockwave amount: how far a unit is sent flying shockwaveradius: how far the knickknack zone extends shockwavetaperoff: is how much is the knoclback effect reduced when a unit is towards the edge of the AOE Optional (DamageScalar) You can add this if you want so dropped units deal more damage to buildings or siege weapons or whatever you like Problems If a unit dies a NORMAL death via physics or any other non weapon based death, then the death weapon kicks in and can hurt or kill others. For example, eliminating a faction will activate the death weapon to all those who weren't killed in combat. Further notes If you can figure out how to change the physics system so the death type is not NORMAL, then you would't have to change all the weapon death types to normal. Also, one can make multiple death weapons to accommodate for the different sizes for units (for me I made a calvary version that had a slightly larger area of effect) Links / Downloads
CommentsDisplay order: Newest first knightsatwar - Wednesday December 27, 2017 - 19:20 |
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