Welcome Guest ( Log In / Register ) |
Quick Lists Top RatedTutorials Living World Map G… Ultimate beginner'… Arrow scaling bug… Raising Heroes max… Simple Structure B… Creating an asset.… Making a simple Ma… Quick and easy sno… Proper Fire Arrow… BFME1 AI Tutorial Mods The Dwarf Holds The Peloponnesian… RJ - RotWK The Elven Alliance… Helm's Deep Last H… The Elven Alliance Special Extended E… Kings of the West… RC Mod The Wars of Arda Downloads BFME1 1.06 Widescr… Enhanced W3D Impor… Fudge's Map Pack LotR/BfME HD Logos Osgiliath Shellmap Crystals Of Ancien… 2v1 Wold Converted BFME2 an… The forests of Dru… ROTWK animations f… |
|||||||||||||||||||||||
Register and log in to move these advertisements down Radiance Cont'd
I have to admit I am not completely satisfied with the RequiredUpgradeNames approach. I've tried many different Behavior modules but none seemed to work exactly as I wanted them to. My best failed attempt would be the DamageFieldUpdate module (look for the Razor Spines in data\ini\object\evilfaction\structures\wild\wildfortress.ini) but for some reason I couldn't get the power to work properly.
This module works fine in every aspect except the weapon seems to effect only enemies within a certain minimum and maximum range (any closer or further away from the hero and nothing happens...). So if anyone has any idea or wants to look into this him/herself feel free to try it. CommentsDisplay order: Newest first JUS_SAURON - Thursday March 22, 2012 - 22:29 Nice bit of coding ... a new special power system |
|||||||||||||||||||||||
"One site to rule them all, one site to find them, © All Rights Reserved Eric Edwards ©2013. |