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Camera SystemThis tutorial is currently hidden from the public.
DIGI_Byte
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| Category: |
Worldbuilder |
| Level: |
Intermediate 
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| Created: |
Tuesday December 3, 2013 - 3:36 |
| Updated: |
Saturday December 14, 2013 - 15:55 |
| Views: |
24 |
| Summary: |
Learn how to add a whole new visual experience to BFME |
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1. First, we need to create some sciences. For this tutorial, I will be making four different camera adjustment powers. You can make as many as you want. Here is the science code:
| Code |
Science SCIENCE_GeneralView
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_EVIL
SciencePurchasePointCost = 1
SciencePurchasePointCostMP = 1
IsGrantable = Yes
End
Science SCIENCE_CommanderView
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_EVIL
SciencePurchasePointCost = 1
SciencePurchasePointCostMP = 1
IsGrantable = Yes
End
Science SCIENCE_UnitView
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_EVIL
SciencePurchasePointCost = 1
SciencePurchasePointCostMP = 1
IsGrantable = Yes
End
Science SCIENCE_GroundView
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_EVIL
SciencePurchasePointCost = 1
SciencePurchasePointCostMP = 1
IsGrantable = Yes
End
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2. Now we make special powers:
| Code |
SpecialPower SpellBookGeneralView
Enum = SPECIAL_GENERAL_TARGETLESS
RequiredSciences = SCIENCE_GeneralView
ReloadTime = 1000 ; in milliseconds
;InitiateAtLocationSound = SpellDarkness
End
SpecialPower SpellBookCommanderView
Enum = SPECIAL_GENERAL_TARGETLESS
RequiredSciences = SCIENCE_CommanderView
ReloadTime = 1000 ; in milliseconds
;InitiateAtLocationSound = SpellDarkness
End
SpecialPower SpellBookUnitView
Enum = SPECIAL_GENERAL_TARGETLESS
RequiredSciences = SCIENCE_UnitView
ReloadTime = 1000 ; in milliseconds
;InitiateAtLocationSound = SpellDarkness
End
SpecialPower SpellBookGroundView
Enum = SPECIAL_GENERAL_TARGETLESS
RequiredSciences = SCIENCE_GroundView
ReloadTime = 1000 ; in milliseconds
;InitiateAtLocationSound = SpellDarkness
End
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3. Now the CommandButtons:
| Code |
CommandButton Command_SpellBookGeneralView
Command = SPELL_BOOK
SpecialPower = SpellBookGeneralView
TextLabel = SB:GeneralViewTextLabel
ButtonBorderType = UPGRADE
ButtonImage = UCCommon_UpgradeStructureNew;BIZoomOut
DescriptLabel = SB:GeneralViewDescriptLabel
End
CommandButton Command_SpellBookCommanderView
Command = SPELL_BOOK
SpecialPower = SpellBookCommanderView
TextLabel = SB:CommanderViewTextLabel
ButtonBorderType = UPGRADE
ButtonImage = UCCommon_UpgradeStructureNew;BIZoomOut
DescriptLabel = SB:CommanderViewDescriptLabel
End
CommandButton Command_SpellBookUnitView
Command = SPELL_BOOK
SpecialPower = SpellBookUnitView
TextLabel = SB:UnitViewTextLabel
ButtonBorderType = UPGRADE
ButtonImage = UCCommon_UpgradeStructureNew;BIZoomOut
DescriptLabel = SB:UnitViewDescriptLabel
End
CommandButton Command_SpellBookGroundView
Command = SPELL_BOOK
SpecialPower = SpellBookGroundView
TextLabel = ground;SB:UnitViewTextLabel
ButtonBorderType = UPGRADE
ButtonImage = UCCommon_UpgradeStructureNew;BIZoomOut
DescriptLabel = ground;SB:UnitViewDescriptLabel
End
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