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Adding your own Create a Hero (Sub)Class

Avatar of Solinx

Solinx

Category: Code
Level: Expert
Created: Sunday March 25, 2007 - 13:28
Updated: Friday August 27, 2010 - 19:28
Views: 33196
Summary: Basic instructions for creating a new Create a Hero lineup

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4.8

Members say

4.3

Average

4.4/5.0

18 votes

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--- ...\ini\object\createahero\"createaheromodelconditionupgrades.inc" ---

    Next step are the animations.
    Notice that the file isn't in the main ini folder!

    The file is build up of pairs of Behavior modules. Just like this one, for the Captain of Gondor subclass:
              
Code

        //------------------------------------------------------------------------------------------------------
        // CAPTAIN OF GONDOR
        Behavior = ModelConditionUpgrade ModuleTag_HeroOfTheWest_SubClass_0
            TriggeredBy                = Upgrade_CreateAHero_ClassHeroOfTheWest Upgrade_CreateAHero_SubClass_0
            ConflictsWith                = Upgrade_CreateAHeroMapMode
            RequiresAllTriggers            = Yes
            RemoveConditionFlagsInRange        = CREATE_A_HERO_00 CREATE_A_HERO_65
            AddConditionFlags            = CREATE_A_HERO_00
        End

        // CAPTAIN OF GONDOR (Create A Hero Map Mode)
        Behavior = ModelConditionUpgrade ModuleTag_HeroOfTheWest_SubClass_0_MM
            TriggeredBy                = Upgrade_CreateAHeroMapMode Upgrade_CreateAHero_ClassHeroOfTheWest Upgrade_CreateAHero_SubClass_0
            RequiresAllTriggers            = Yes
            RemoveConditionFlagsInRange        = CREATE_A_HERO_00 CREATE_A_HERO_65
            AddConditionFlags            = CREATE_A_HERO_01
        End

    If you scroll down you'll see that each subclass has its own pair.
    Here is a default behavior module, with comments behind them to explain what things are for.    
              
Code
    
Behavior - States the unique name of the behavior
TriggeredBy - Here you'll have to place the upgrade name from step 1 and the subclass number
ConflictsWith - This is a condition to determine if you are playing with or creating the CAH
RequiresAllTriggers - Makes sure that only the right subclass loads these animations.
                     You cannot use this as a fast way to use the same animations for all subclasses.
RemoveConditionFlagsInRange - Just to reset the current value of AddConditionFlags
AddConditionFlags - This is the animation link to Createaheromodels.inc.
                    Choose a pair in the range CREATE_A_HERO_00 to CREATE_A_HERO_65.

    We have two subclasses, so we will need to copy two pairs and modify the TriggeredBy values.
    For now I suggest using the blocks of the Captain of Gondor and the Shield Maiden.

Change "Upgrade_CreateAHero_ClassHeroOfTheWest" into your own Class upgrade name and that's enough to get things running.
Just make sure your set of AddConditionFlags starts with an even number (that includes zero), otherwise you'll have two types of animations.


Next page: createaheroremoveupgradeupgrades.inc

Comments

Display order: Newest first

Elaryan - Wednesday January 14, 2009 - 14:24

it works! i have my own CAH class ! muajauajua thx you
5/5

ILUTAVAR - Saturday March 22, 2008 - 8:01

i cant edit the cah upgrades

{IP}Sauron - Thursday June 21, 2007 - 14:23

nice tutorial gotta use this sometime

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