The 3rd Age

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Scouring of the Shire

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Camera System

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Avatar of DIGI_Byte

DIGI_Byte

Category: Worldbuilder
Level: Intermediate
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


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


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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Camera Script619December 3, 2013 - 3:57

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