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Register and log in to move these advertisements down Restore Mumakil RampageThis tutorial is currently hidden from the public. Tutorial for BFME, BFME 2, ROTWK
In this guide i will tell you how to restore the mumakil rampage: in mumakil.ini find this line: ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; BEING MUMAKIL AFALME REALLYDAMAGED ANIMATION STATES ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; and this: ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; END MUMAKIL AFALME REALLYDAMAGED ANIMATION STATES ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; and replace the block of anim inside this two lines by this: AnimationState = MOVING TURN_LEFT_HIGH_SPEED AFLAME REALLYDAMAGED Animation = Turn AnimationName = MUMumakil_SKL.MUMumakil_TRNLB AnimationMode = LOOP AnimationBlendTime = 5 End ParticleSysBone = BN_TENT_01 OliphantFire1 FollowBone:yes ParticleSysBone = BN_TENT_01 OliphantSmoke1 FollowBone:yes ParticleSysBone = BN_TENT_01 OliphantEmbers FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantFire2 FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantSmoke2 FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantEmbers FollowBone:yes ParticleSysBone = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes ParticleSysBone = B_CARGO001 FireSmall FollowBone:yes ParticleSysBone = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes ParticleSysBone = B_CARGO002 FireSmall FollowBone:yes FXEvent = Frame:7 Name: FX_MUMLeftRearFootStep FXEvent = Frame:28 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:44 Name: FX_MUMRightRearFootStep FXEvent = Frame:50 Name: FX_MUMRightFrontFootStep StateName = Turn_Left_High_Speed_Damaged BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Moving" or Prev == "Turn_Right_High_Speed_Damaged" then CurDrawableAllowToContinue() return end EndScript End AnimationState = MOVING TURN_RIGHT_HIGH_SPEED AFLAME REALLYDAMAGED Animation = Turn AnimationName = MUMumakil_SKL.MUMumakil_TRNRB AnimationMode = LOOP AnimationBlendTime = 5 End ParticleSysBone = BN_TENT_01 OliphantFire1 FollowBone:yes ParticleSysBone = BN_TENT_01 OliphantSmoke1 FollowBone:yes ParticleSysBone = BN_TENT_01 OliphantEmbers FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantFire2 FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantSmoke2 FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantEmbers FollowBone:yes ParticleSysBone = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes ParticleSysBone = B_CARGO001 FireSmall FollowBone:yes ParticleSysBone = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes ParticleSysBone = B_CARGO002 FireSmall FollowBone:yes FXEvent = Frame:7 Name: FX_MUMLeftRearFootStep FXEvent = Frame:28 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:44 Name: FX_MUMRightRearFootStep FXEvent = Frame:50 Name: FX_MUMRightFrontFootStep StateName = Turn_Right_High_Speed_Damaged BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Moving" or Prev == "Turn_Left_High_Speed_Damaged" then CurDrawableAllowToContinue() return end EndScript End AnimationState = MOVING TURN_LEFT AFLAME REALLYDAMAGED Animation = Turn AnimationName = MUMumakil_SKL.MUMumakil_TRNL AnimationMode = LOOP AnimationBlendTime = 20 End ParticleSysBone = BN_TENT_01 OliphantFire1 FollowBone:yes ParticleSysBone = BN_TENT_01 OliphantSmoke1 FollowBone:yes ParticleSysBone = BN_TENT_01 OliphantEmbers FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantFire2 FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantSmoke2 FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantEmbers FollowBone:yes ParticleSysBone = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes ParticleSysBone = B_CARGO001 FireSmall FollowBone:yes ParticleSysBone = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes ParticleSysBone = B_CARGO002 FireSmall FollowBone:yes FXEvent = Frame:01 Name: FX_MUMRightRearFootStep FXEvent = Frame:40 Name: FX_MUMRightFrontFootStep FXEvent = Frame:42 Name: FX_MUMLeftRearFootStep FXEvent = Frame:44 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:45 Name: FX_MUMRightRearFootStep FXEvent = Frame:85 Name: FX_MUMLeftRearFootStep FXEvent = Frame:88 Name: FX_MUMRightFrontFootStep FXEvent = Frame:89 Name: FX_MUMLeftFrontFootStep StateName = Turn_Slow End AnimationState = MOVING TURN_RIGHT AFLAME REALLYDAMAGED Animation = Turn AnimationName = MUMumakil_SKL.MUMumakil_TRNR AnimationMode = LOOP AnimationBlendTime = 20 End ParticleSysBone = BN_TENT_01 OliphantFire1 FollowBone:yes ParticleSysBone = BN_TENT_01 OliphantSmoke1 FollowBone:yes ParticleSysBone = BN_TENT_01 OliphantEmbers FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantFire2 FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantSmoke2 FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantEmbers FollowBone:yes ParticleSysBone = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes ParticleSysBone = B_CARGO001 FireSmall FollowBone:yes ParticleSysBone = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes ParticleSysBone = B_CARGO002 FireSmall FollowBone:yes FXEvent = Frame:01 Name: FX_MUMRightRearFootStep FXEvent = Frame:40 Name: FX_MUMRightFrontFootStep FXEvent = Frame:42 Name: FX_MUMLeftRearFootStep FXEvent = Frame:44 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:45 Name: FX_MUMRightRearFootStep FXEvent = Frame:85 Name: FX_MUMLeftRearFootStep FXEvent = Frame:88 Name: FX_MUMRightFrontFootStep FXEvent = Frame:89 Name: FX_MUMLeftFrontFootStep StateName = Turn_Slow End AnimationState = MOVING WEAPONSET_RAMPAGE AFLAME Animation = Walk AnimationName = MUMumakil_SKL.MUMumakil_RPGA AnimationMode = LOOP AnimationBlendTime = 15 End ParticleSysBone = BN_TENT_01 OliphantFire1 FollowBone:yes ParticleSysBone = BN_TENT_01 OliphantSmoke1 FollowBone:yes ParticleSysBone = BN_TENT_01 OliphantEmbers FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantFire2 FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantSmoke2 FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantEmbers FollowBone:yes ParticleSysBone = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes ParticleSysBone = B_CARGO001 FireSmall FollowBone:yes ParticleSysBone = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes ParticleSysBone = B_CARGO002 FireSmall FollowBone:yes FXEvent = Frame:41 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:43 Name: FX_MUMRightFrontFootStep FXEvent = Frame:69 Name: FX_MUMRightRearFootStep FXEvent = Frame:89 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:101 Name: FX_MUMRightFrontFootStep FXEvent = Frame:110 Name: FX_MUMRightRearFootStep FXEvent = Frame:111 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:123 Name: FX_MUMRightRearFootStep FXEvent = Frame:127 Name: FX_MUMRightFrontFootStep FXEvent = Frame:133 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:149 Name: FX_MUMLeftRearFootStep FXEvent = Frame:185 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:195 Name: FX_MUMRightFrontFootStep FXEvent = Frame:211 Name: FX_MUMRightRearFootStep FXEvent = Frame:216 Name: FX_MUMRightFrontFootStep FXEvent = Frame:235 Name: FX_MUMLeftRearFootStep StateName = Moving BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Accelerate1_aflame") end EndScript End AnimationState = WEAPONSET_RAMPAGE AFLAME Animation = Rampage AnimationName = MUMumakil_SKL.MUMumakil_RPGA AnimationMode = LOOP ;AnimationBlendTime = 5 End ParticleSysBone = BN_TENT_01 OliphantFire1 FollowBone:yes ParticleSysBone = BN_TENT_01 OliphantSmoke1 FollowBone:yes ParticleSysBone = BN_TENT_01 OliphantEmbers FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantFire2 FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantSmoke2 FollowBone:yes ParticleSysBone = BN_TENT_02 OliphantEmbers FollowBone:yes ParticleSysBone = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes ParticleSysBone = B_CARGO001 FireSmall FollowBone:yes ParticleSysBone = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes ParticleSysBone = B_CARGO002 FireSmall FollowBone:yes FXEvent = Frame:41 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:43 Name: FX_MUMRightFrontFootStep FXEvent = Frame:69 Name: FX_MUMRightRearFootStep FXEvent = Frame:89 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:101 Name: FX_MUMRightFrontFootStep FXEvent = Frame:110 Name: FX_MUMRightRearFootStep FXEvent = Frame:111 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:123 Name: FX_MUMRightRearFootStep FXEvent = Frame:127 Name: FX_MUMRightFrontFootStep FXEvent = Frame:133 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:149 Name: FX_MUMLeftRearFootStep FXEvent = Frame:185 Name: FX_MUMLeftFrontFootStep FXEvent = Frame:195 Name: FX_MUMRightFrontFootStep FXEvent = Frame:211 Name: FX_MUMRightRearFootStep FXEvent = Frame:216 Name: FX_MUMRightFrontFootStep FXEvent = Frame:235 Name: FX_MUMLeftRearFootStep End find this: Body = DelayedDeathBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = MORDOR_MUMAKIL_HEALTH DoHealthCheck = No ; Don't want to get the delayed death behaviour when we die normally. DelayedDeathTime = 25000 ;5000 CanRespawn = No ; Unit can't get revived. ImmortalUntilDeathTime = No ; Not immune to damage during rampage. So you can keep him from running stuff over. BurningDeathBehavior = Yes BurningDeathFX = FX_CavalryBurningFlame End and replace it to this: Body = DelayedDeathBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = MORDOR_MUMAKIL_HEALTH DoHealthCheck = No ; Don't want to get the delayed death behaviour when we die normally. DelayedDeathTime = 25000 ;5000 CanRespawn = No ; Unit can't get revived. ImmortalUntilDeathTime = Yes ; Not immune to damage during rampage. So you can keep him from running stuff over. BurningDeathBehavior = Yes BurningDeathFX = FX_CavalryBurningFlame End find this: Behavior = FlammableUpdate ModuleTag_03a AflameDuration = 999999 ;If I catch fire, I'll burn for this long... AflameDamageAmount = 0 ; Being on fire rampages us, which kills us. So there is no need to take damage. Don't want this module getting the kill instead of the person who lit us up. AflameDamageDelay = 10000 FlameDamageLimit = 3000 FlameDamageExpiration = 30000 BurnContained = Yes FireFXList = FX:FX_FireStartWoosh End and replace to this: Behavior = FlammableUpdate ModuleTag_03a AflameDuration = 999999 ;If I catch fire, I'll burn for this long... AflameDamageAmount = 0 ; Being on fire rampages us, which kills us. So there is no need to take damage. Don't want this module getting the kill instead of the person who lit us up. AflameDamageDelay = 10000 FlameDamageLimit = 1850 FlameDamageExpiration = 30000 PanicLocomotorWhileAflame = Yes BurnContained = Yes FireFXList = FX:FX_FireStartWoosh End if you use bfme1 replace the line: FlameDamageLimit = 1850 to FlameDamageLimit = 2700 for bfme1 user it's finish for bfme2 & rotwk you must open data1.big and go in scriptevents.xml and find: MumakilFunction , normally you have this: <EventList Name="MumakilFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnMumakilCreated" DebugSingleStep="false"/> </EventList> replace this to this: <EventList Name="MumakilFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnMumakilCreated" DebugSingleStep="false"/> <EventHandler EventName="OnFire" ScriptFunctionName="GoIntoRampage" DebugSingleStep="false"/> </EventList> Now the mumakil can rampage Credits
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