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Getting to know Leadership abilities

Tutorial for Battle for Middle-earth II BFME 2, Battle for Middle-earth II: Rise of the Witch-king ROTWK

Avatar of modboy451

modboy451

Category: Code
Level: Intermediate
Created: Tuesday November 9, 2010 - 10:29
Updated: Saturday February 19, 2011 - 15:00
Views: 5826
Summary: Understanding the basics of leadership abilities!

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Page 1 2 3 4 5 6 7 9
Open up gamedata.ini from your ini.big file in your main bfme2 directory (or ROTWK), from their you can either:

  • press Ctrl+F and type in GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
  • press Ctrl+G and type in 82
  • or just scroll down and try to find GENERIC_BUFF_RECIPIENT_OBJECT_FILTER yourself (it's not that far down)


any way you do it you will find:
              
Code

#define GENERIC_BUFF_RECIPIENT_OBJECT_FILTER        ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE -DOZER -HERO -STRUCTURE -BASE_FOUNDATION -HORDE -DwarvenBattleWagon -RohanOathbreaker -MordorRamCrew +MordorWorker -IsengardRamCrew -IsengardBeserker -DwarvenZerker -DwarvenZerkerHorde -NoldorWarrior -NoldorWarriorHorde -GondorKnightsofDol -GondorKnightsofDolHorde -WildBabyDrake -WildBabyDrakeHorde -MordorBlackRider -MordorBlackRiderHorde -IsengardFanatic -IsengardBerserkerHorde

what this is basically saying is that any (ANY)infantry and calvary (+) besides(-) builders (DOZER) seige units (MACHINE) buildings and building plots (STRUCTURE & BASE) and some specifically specified units (kinghts of dol,noldor warriors, black riders, baby fire drakes, Dwarven BattleWagon, etc.) will be effected by the leadership (the 2nd and 3rd page in this tutorial references this in "objectfilter"
(I don't know what IMMOBILE is though)
now if we change:
              
Code

-HERO


To;

              
Code

+HERO

it will effect heros also now!

and also if you change the:
              
Code

ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE -DOZER -HERO -STRUCTURE -BASE_FOUNDATION -HORDE -DwarvenBattleWagon -RohanOathbreaker -MordorRamCrew +MordorWorker -IsengardRamCrew -IsengardBeserker -DwarvenZerker -DwarvenZerkerHorde -NoldorWarrior -NoldorWarriorHorde -GondorKnightsofDol -GondorKnightsofDolHorde -WildBabyDrake -WildBabyDrakeHorde -MordorBlackRider -MordorBlackRiderHorde -IsengardFanatic -IsengardBerserkerHorde


To:

              
Code

NONE +WildBabyDrakeHorde


it will ONLY effect baby fire drakes!

OR if you change it to:

              
Code

ALL -STRUCTURES -BASE -DOZER


it will effect everything but structures, building plots and builders!

I hope you have gotten an understanding of object filters now
next page:Getting to know attribute modifiers

Credits

MeEverything

Comments

Display order: Newest first

Imdrar - Friday January 14, 2011 - 4:14

I'll deal with this in my own tutorial I'm hopefully going to write in the near future, if time is on my side.

modboy451 - Wednesday January 12, 2011 - 14:10

can you tell yes there are some things i haven't covered but are on my list to get to...
cn you tell me some entry's I may not know... so i can look into them ans put them in

Imdrar - Tuesday January 11, 2011 - 7:50

You know, this isn't really "Intermediate". Everything you wrote on page 5 can simply be found at the top of the attributemodifier.ini and is as well explained there, and most of the other stuff is quite easy to figure out even for a beginner. Also you're just scratching the surface of an attribute modifier's true potential.

modboy451 - Tuesday November 30, 2010 - 15:33

Thanks! you too!
i added an answer to your creep problem:
http://forums.revora.net/index.php?showtopic=80344

clank234 - Saturday November 27, 2010 - 15:24

thx, this really helpd me out with my mod.
very precise and understandable. kp up the gd work

CLANK234:);)

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