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Weapons

Tutorial for Battle for Middle-earth II BFME 2

Avatar of Ridder Geel

Ridder Geel

Category: Code
Level: Intermediate
Created: Saturday February 9, 2008 - 8:20
Updated: Thursday December 15, 2011 - 14:27
Views: 18777
Summary: About Weapons, Weapon 'Leveling' and how to make a 'MorgulBlade' weapon effect.

Rating

Staff says

3.7

Members say

4.5

Average

4.4/5.0

20 votes

Page 1 2 3 4 5 6 7
Nature's Wrath ~ Tornado

This part of the tutorial is about a special 'weapon',
The Tornado's Wind from Galadriel's Nature's Wrath Power.


NOTE
I expect you to have read most things on Pages 2 & 3.
This is not a 'real' tutorial it is just an example of a cool thing you can do with weapons!


INI's Needed:
-Weapon.ini
-Neutralunits.ini *only needed for reference to the "units" GaladrielTornado02 & GaladrielTornado

-Weapon.ini-

This is the code in the weapon.ini that Galadriel's tornado uses.
It has many interesting parts in it as you can see...

              
Code

Weapon TornadoWindWeapon
    RadiusDamageAffects = ENEMIES NEUTRALS

    DelayBetweenShots        = 0    ; time between shots, msec
    ClipSize         = 0    ; how many shots in a Clip (0 == infinite)

    DamageNugget ; A basic Nugget that just does damage
        Damage = TORNADO_DAMAGE_INNER
        Radius = 20.0
        DelayTime = 0
        DamageType = HERO
        DamageFXType = TORNADO    ;GIMLI_LEAP
        DeathType = NORMAL
        DamageScalar = 35% NONE +STRUCTURE
        CylinderAOE = Yes
    End

    DamageNugget ; A basic Nugget that just does damage
        Damage = TORNADO_DAMAGE_OUTER
        Radius = 50.0
        DelayTime = 0
        DamageType = HERO
        DamageFXType = TORNADO    ;GIMLI_LEAP
        DeathType = NORMAL
        DamageScalar = 35% NONE +STRUCTURE
        CylinderAOE = Yes
    End

    MetaImpactNugget ; A Nugget that throws things back with force
        KillObjectFilter = INSTANT_DEATH_ON_METAIMPACT_OBJFILTER
        ShockWaveAmount = TORNADO_METASHOCKWAVE_AMOUNT
        ShockWaveRadius = TORNADO_METASHOCKWAVE_RADIUS
        ShockWaveTaperOff = 1.0
        ShockWaveZMult = 1.6
        InvertShockWave = Yes        // makes it "suck"
        CyclonicFactor     = 0.66
    End
End


-Interesting Parts In The Weapon Code-
-Delaybetweenshots is set to 0 so it is a 'continuous' effect/weapon
-Killobjectfilter tells what units to kill the second they get 'sucked up'
-InvertShockWave is set to Yes so the weapon 'sucks' units toward it
-CyclonicFactor is how strong the 'suction' should be

-Neutralunits.ini-
GaladrielTornado02

This part of the code in the object/unit GaladrielTornado02 lets the weapon be used continuously.

              
Code

    Behavior = FireWeaponUpdate ModuleTag_WINDY
        FireWeaponNugget
            WeaponName = TornadoWindWeapon
            FireDelay = 0
            OneShot = No
        End
    End


This is all for the Nature's Wrath ~ Tornado Part of the tutorial.
I hope this has helped you to see how the Tornado and it's weapon works.

Links / Downloads

 HitsAdded
Available DamageTypes2016February 10, 2008 - 18:15
JackSpearLVL4exspearglow.tga -@Page31706February 9, 2008 - 12:02

Comments

Display order: Newest first | Page: 1, 2

Sauron-the-Deciever - Thursday December 1, 2011 - 3:10

Flank bonus means the bonus for attacking units from behind

modboy451 - Friday November 12, 2010 - 10:34

Excellent Article!
Thanks, Im using different forms of morgul blades now (that give me different thing)
i was wanting to know how to put poison and flame onto my heros weapons too, thanks!

Ridder Geel (Staff) - Saturday July 4, 2009 - 11:56

In weapon.ini....
change this line:
        Damage            = GLORFINDEL_SWORD_DAMAGE
to a different value...
Simple...
Next time ask this in the forums.

elvenlord95 - Thursday July 2, 2009 - 8:19

e...how can i make a hero's weapon(for example glorfindels) making more damage?
"the sky has fallen"

Ridder Geel (Staff) - Thursday April 30, 2009 - 7:23

1. Good idea ;)
2. Reformat, will do that later.
3. I didn't click on it alot. I usually do check the tutorial for replies or comments and such once every day, and i think that maybe because of this tutorials subject some people open the tutorial more than once to check out some things about some nuggets and such. I sometimes even go here to check some of the nuggets ;)

Behavior? do you mean all the things from in the "Engineering" part of the "Unit" or "Structure"? If thats the case then I will consider making that later.

Sulherokhh (Team Chamber Member) - Wednesday April 29, 2009 - 1:33

1. How about you list any changes on page 1?
2. Don't you think a reformat would help reading? (like removal of empty space, etc.)
3. How long did it take you to click on the tutorial so it would appear in the top ten popular section? ;-)

Can you answer those questions? I might give it a 4 instead of 3. :)

Otherwise, this is just what is needed, a very thankful job indeed.
Now a comprehensive listing of 'Behavior'-modules with a listing of all toggles would be nice indeed ... in an additional tutorial.

Masterbadeend - Wednesday April 29, 2009 - 1:05

I think Flanking Bonus is this: When the unit flanks (yellow lightning bolt) an another unit then he gets for example +50% extra damage to that other unit.

Zarmoz - Tuesday March 10, 2009 - 2:44

You are the best of the best. good job!

I have made Aragorn have a Poisonous sword, Gandalf with Flame sword, Legolas with magic bow, Frodo with poisonous dagger and create a heros have flame if they're swordsman or poison if they're archer. ;)

dethwaker3 - Monday October 27, 2008 - 21:36

I am definitely gonna use the get healed by attacking units!!!!

Lurtzy - Tuesday June 10, 2008 - 14:11

Helped me get started a while ago, good tutorial!

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