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The Special Power Guide

Avatar of Ridder Blauw

Ridder Blauw

Category: Code
Level: Intermediate
Created: Wednesday March 25, 2009 - 9:41
Updated: Friday May 28, 2010 - 15:36
Views: 11920
Summary: Here you will read and learn tips and tricks about special powers.

Rating

Staff says

3.7

Members say

4.0

Average

3.9/5.0

9 votes

Page 1 2 3 4 5 6 7 8 9
Editing Projectile Spells - Beginner

This tutorial will show you how to change a projectile spell.

You will need:
Goodfactionsubobjects.ini

Goodfactionsubobjects.ini

I will not be using Ridder Blauw now but Gimli, so open the Goodfactionsubobjects.ini, and scroll down until you see this:
              
Code
;------------------------------------------------------------------------------

Object GimliAxeProjectile

    ; *** ART Parameters ***
;    Draw = W3DModelDraw ModuleTag_01
;        ConditionState                = NONE
;            Model                             = RUGIMLI_AXE
;            Animation                     = RUGIMLI_AXE.RUGIMLI_AXE
;            AnimationMode             = LOOP
;        End
;    End
    Draw = W3DScriptedModelDraw ModuleTag_Draw
        DefaultModelConditionState
;            Model = RUGIMLI_AXE
        Model = RUGimli_AXE1
            ParticleSysBone = Tracer1 GimliThrownAxeTrail
            ParticleSysBone = Tracer2 GimliThrownAxeTrail
        End
        IdleAnimationState
            Animation                         = RUGimli_AXE1
                AnimationName             = RUGimli_AXE1.RUGimli_AXE1
                AnimationMode             = LOOP
            End                    
        End
    End

    ; *** AUDIO Parameters ***

    ; ***DESIGN parameters ***
    EditorSorting         = SYSTEM
    ArmorSet
        Armor = NoArmor
    End
    VisionRange = 0.0

    ; *** ENGINEERING Parameters ***
    KindOf = PROJECTILE
    Body = ActiveBody ModuleTag_02
        MaxHealth             = 10.0
    End

    Behavior = DestroyDie ModuleTag_03
        ;nothing
    End
        
    Behavior = BezierProjectileBehavior ModuleTag_04
        ; To tweak a Bezier path
        FirstHeight = 9    ; Height of Bezier control points above highest intervening terrain
        SecondHeight = 9
        FirstPercentIndent = 50% ; Percentage of shot distance control points are placed
        SecondPercentIndent = 90%
        FlightPathAdjustDistPerSecond = 50
            ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
        DetonateCallsKill = Yes
        CurveFlattenMinDist = 60.0
    End

    Behavior = PhysicsBehavior ModuleTag_05
        KillWhenRestingOnGround = Yes
        GravityMult = 0.0
    End

    ;commented out until art gets the correct Projectile bits
    ; Behavior = CreateObjectDie ModuleTag_06
    ;    DeathTypes = ALL
    ;    CreationList = OCL_GimliAxeProjectileBits
    ;End

    Behavior = FXListDie ModuleTag_07
        DeathTypes = ALL
        DeathFX = FX_GimliAxeProjectileHit
    End

    Geometry = Sphere
    GeometryIsSmall = Yes
    GeometryMajorRadius = 0.8
End


Comment or delete this and then paste this:
              
Code
;------------------------------------------------------------------------------

Object Object GimliAxeProjectile

    Draw = W3DScriptedModelDraw ModuleTag_01 ;ModuleTag_Draw
        DefaultModelConditionState
            Model = RUEomer_SPER
            ParticleSysBone NONE SpearContrailThin
            ParticleSysBone NONE SpearFlameTrail
        End
    End

    ; *** AUDIO Parameters ***

    ; ***DESIGN parameters ***
    EditorSorting = SYSTEM
    ArmorSet
        Armor = NoArmor
    End
    VisionRange = 0.0

    ; *** ENGINEERING Parameters ***
    KindOf = PROJECTILE
    Body = ActiveBody ModuleTag_02
        MaxHealth             = 10.0
    End

    Behavior = DestroyDie ModuleTag_03
        ;nothing
    End
        
    Behavior = BezierProjectileBehavior ModuleTag_04
        ; To tweak a Bezier path
        FirstHeight = 9    ; Height of Bezier control points above highest intervening terrain
        SecondHeight = 9
        FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
        SecondPercentIndent = 90%
        FlightPathAdjustDistPerSecond = 50
            ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
        DetonateCallsKill = Yes
        CurveFlattenMinDist = 100.0
    End

    Behavior = CreateObjectDie ModuleTag_06
        DeathTypes = ALL
;        CreationList = OCL_MordorLanceProjectileBits
    End

    Behavior = FXListDie ModuleTag_07
        DeathTypes = ALL -CRUSHED -SPLATTED
        DeathFX = FX_SmiteHit
    End

    Geometry = Sphere
    GeometryIsSmall = Yes
    GeometryMajorRadius = 0.8
End


Gimli's axe is now a spear!

------------------------------------------------------------------------------
If you want to have all new projectiles, see the next tutorial.

Links / Downloads

 HitsAdded
Throwing Knife, Premade (Credit Required)1309August 19, 2009 - 2:17
Weapons Tutorial, by Ridder Geel1559May 6, 2009 - 2:11

Comments

Display order: Newest first | Page: 1, 2

clank234 - Tuesday November 16, 2010 - 12:41

I gave a 5
1) A lot off effort just to help others which i love to see a lot.
2) Can i hav some help with Summon Balrog, when i try to play it crashes and the upgrade.ini isnt right

Ridder Blauw - Monday August 23, 2010 - 6:05

That means the thing that is filled in at Attackrange in the weapon is wrong.

Or the macro there doesnt exsist or the characters filled in are wrong.

SkillModLord - Friday August 20, 2010 - 0:02

Weapon.ini

That part where you combine woundarrow with Word of Power goes wrong.

When I put the piece of code you written there in my weapon.ini and correct it as you said, I try to start up the game and it says that attacktange in the file weapon.ini isnt good. I try to put other command first under the wounding arrow but then the the same bug appears with the new command first :S

Shininku - Sunday September 13, 2009 - 18:53

This was pretty awesome guide and it helped me to fix up my powers. But I think I need help. I've set up my hero so that he can summon a BlackRider (Ringwraith w/e) at level 10. When my character gets to level 10, Blackrider icon lights up like it's usable. But when I click it, nothing happens. I don't get the little summoning area thing. What'd I do wrong?

Ridder Blauw - Friday September 11, 2009 - 10:02

Yes.

drogoth232 - Wednesday September 9, 2009 - 14:07

In the coding part. Will sam have the throwing anims?

Ridder Blauw - Wednesday August 19, 2009 - 8:34

That's modeling and coding. ;)

--------

Added a Two Part tutorial to continue the Editing Projectile Spells tutorial, New Projectile Spells! ;):);)

Spartan184 - Wednesday June 24, 2009 - 18:09

I tryed adding Summon Balrog to Saruman and it crashed its for bfme1.
Nevermind Fixed it. Thanks a lot UR THE BEST!!!
For the Gimli thing for instead of haveing a axe he has a Spear can we change the weopen like say sarumans staff or something?

Ridder Blauw - Sunday May 10, 2009 - 22:26

The code calls them dozers in the code block DOZER_CONSTRUCT don't they?

--------

Didn't get at first why you brought it up, so would you forgive me.
And thanks.

Prolong - Sunday May 10, 2009 - 19:57

DOZERs are Builder/Porters

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