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extended map.ini coding

Avatar of -SilverBane-

-SilverBane-

Category: Code
Level: Intermediate
Created: Thursday May 28, 2015 - 16:08
Updated: Sunday May 31, 2015 - 10:20
Views: 6420
Summary: A tutorial for those who want to make heavily customized maps, but modders might find tricks too!

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7=======================================================================================================
Well, this area is one of the most creative around. You can modify/add visuals to your unit with these w3D draw modules.
I will go back to my hero Lightning and I will show you how I have made his lightning amulet and more!



He uses these models/skls - the easterling CaH one


              
Code

    Model         = CHCM_FN_U_SKN
    Skeleton         = CHCM_CM_U_SKL


I won't post his animations code, since its huge and not much to explain about it. But it is an important piece of code inside his Draw = W3DScriptedModelDraw:


              
Code

ExtraPublicBone = B_HAND_R
ExtraPublicBone = B_HANDL



Now I will show you how to attach a sword to his hand:


              
Code

    Draw = W3DScriptedModelDraw FireBrand
        DefaultModelConditionState
            Model = CUFireBrand ; the sword model
ParticleSysBone = PLANE02 FlamingSwordLightning FollowBone = Yes Persist:HOLD PersistID:80
        End




ModelConditionState =    SPECIAL_WEAPON_FIVE ; only when using sword hit show extra fire
            Model = CUFireBrand
ParticleSysBone = PLANE02 FlamingSwordLightning FollowBone = Yes Persist:SPAWN PersistID:80
End



        AttachToBoneInAnotherModule = B_HAND_R
    End


FlamingSwordLightning - is a ParticleSystem

When in default model condition state, the particle system won't show, so you can only see a sword, however when he uses SPECIAL_WEAPON_FIVE, he gets extra flames on his sword (how cool :P )

The magic is here : AttachToBoneInAnotherModule = B_HAND_R - that means it's attached to his right hand!





;===============================================================================================


Using this same system, I have made him have a different phial glow when doing different things. So it changes to another color when using certain spell :)



              
Code


    Draw = W3DScriptedModelDraw AmuletOfPowerYellow
        DefaultModelConditionState
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlow FollowBone = Yes Persist:SPAWN PersistID:100
        End

        ModelConditionState = WEAPONSET_TOGGLE_1
            Model = NONE
ParticleSysBone = PHIAL AmuletOfPowerGlow FollowBone = Yes Persist:HOLD PersistID:100
        End

        ModelConditionState = WEAPONSET_HERO_MODE
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlow FollowBone = Yes Persist:HOLD PersistID:100
        End


        ModelConditionState = SPECIAL_WEAPON_FOUR
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlow FollowBone = Yes Persist:HOLD PersistID:100

        End

        AttachToBoneInAnotherModule = B_HANDL
    End




    Draw = W3DScriptedModelDraw AmuletOfPowerBlue
        DefaultModelConditionState
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlowBlue FollowBone = Yes Persist:HOLD PersistID:100
        End

        ModelConditionState = WEAPONSET_TOGGLE_1
            Model = NONE
ParticleSysBone = PHIAL AmuletOfPowerGlowBlue FollowBone = Yes Persist:HOLD PersistID:100
        End

        ModelConditionState = WEAPONSET_HERO_MODE
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlowBlue FollowBone = Yes Persist:SPAWN PersistID:100
        End


        ModelConditionState = SPECIAL_WEAPON_FOUR
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlowBlue FollowBone = Yes Persist:HOLD PersistID:100

        End

        AttachToBoneInAnotherModule = B_HANDL
    End


    Draw = W3DScriptedModelDraw AmuletOfPowerGreen
        DefaultModelConditionState
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlowGreen FollowBone = Yes Persist:HOLD PersistID:100
        End

        ModelConditionState = WEAPONSET_TOGGLE_1
            Model = NONE
ParticleSysBone = PHIAL AmuletOfPowerGlowGreen FollowBone = Yes Persist:HOLD PersistID:100
        End

        ModelConditionState = WEAPONSET_HERO_MODE
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlowGreen FollowBone = Yes Persist:HOLD PersistID:100
        End


        ModelConditionState = SPECIAL_WEAPON_FOUR
            Model = Cine_Phial
ParticleSysBone = PHIAL AmuletOfPowerGlowGreen FollowBone = Yes Persist:SPAWN PersistID:100

        End

        AttachToBoneInAnotherModule = B_HANDL
    End




So basically, if you want to mix 2 models, find a bone you want and attach to it another model! :)


Don't forget to use AddModule, I haven't used it here to make it easier to understand!



On the next page you will find out some tricks and useful info...

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