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Restore Mumakil Rampage

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Tutorial for Battle for Middle-earth BFME, Battle for Middle-earth II BFME 2, Battle for Middle-earth II: Rise of the Witch-king ROTWK

Avatar of Miraak5

Miraak5

Category: Code
Level: Intermediate
Created: Tuesday January 19, 2016 - 17:24
Updated: Wednesday September 25, 2019 - 16:21
Views: 3524
Summary: Restore the mumakil rampage removed by EA

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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

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Me & EA

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