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Restore diffrent power of the Witch King (foot)

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 - 18:40
Updated: Tuesday January 19, 2016 - 21:12
Views: 2244
Summary: Restore the witch king toggle weapon, cursed, glow, button removed by EA

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TOGGLE WEAPON:

In command button:

add this FOR BFME2 and change to this FOR BFME1:

CommandButton Command_SpecialAbilityWitchKingChangeWeapon
Command = TOGGLE_WEAPONSET ;SPECIAL_POWER
Options = TOGGLE_IMAGE_ON_WEAPONSET
FlagsUsedForToggle = WEAPONSET_TOGGLE_1
;SpecialPower = SpecialAbilityBerserkerLightTorch
ButtonImage = HSWitchKingWarMace HSWitchKingMorgulBlade
ButtonBorderType = ACTION
TextLabel = CONTROLBAR:FireWitchKingMace
DescriptLabel = CONTROLBAR:ToolTipFireWitchKingMace
InPalantir = Yes
End


in command set:

add this line: Command_SpecialAbilityWitchKingChangeWeapon

in the: CommandSet MordorWitchKingCommandSet

for BFME1 user it's end for toggle weapon

in witch king.ini ONLY FOR BFME2:

change ALL animation block to this (only animation no model start at IdleAnimationState ):



IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = MUWchKng_IDLB
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
;Animation = IDLB
; AnimationName = MUWchKng_IDLB
; AnimationMode = ONCE
; AnimationSpeedFactorRange = 0.9 1.1
; AnimationBlendTime = 20
;End
End

AnimationState = MOVING WEAPONSET_TOGGLE_1
StateName = STATE_Mace
Animation = RUNA
AnimationName = MUWchKng_RUNB
AnimationMode = LOOP
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOVING
Animation = RUNB
AnimationName = MUWchKng_RUNA
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End

AnimationState = USER_1 WEAPONSET_TOGGLE_1
Animation = DIEA
AnimationName = MUWchKng_DIEB
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End

AnimationState = USER_1
Animation = DIEA
AnimationName = MUWchKng_DIEA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End

AnimationState = DYING WEAPONSET_TOGGLE_1
Animation = DIEA
AnimationName = MUWchKng_DIEB
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End

AnimationState = DYING
Animation = DIEA
AnimationName = MUWchKng_DIEA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End

AnimationState = STUNNED
Animation = LNDA
AnimationName = MUWchKng_LNDA
AnimationMode = ONCE
End
End

AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = MUWchKng_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

;War Mace

AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
StateName = STATE_Mace
Animation = ATA1
AnimationName = MUWchKng_ATKC
AnimationMode = ONCE
UseWeaponTiming = No
AnimationSpeedFactorRange = 1.111 1.111
End
Animation = ATB1
AnimationName = MUWchKng_ATKD
AnimationMode = ONCE
UseWeaponTiming = No
AnimationSpeedFactorRange = 1.5 1.5
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
End

;AnimationState = ATTACKING WEAPONSET_TOGGLE_1
; StateName = STATE_Mace
; Animation = ALERT_1
; AnimationName = MUWchKng_IDLC
; AnimationMode = LOOP
; AnimationPriority = 10
; End
; BeginScript
; CurDrawableShowSubObject("MACE")
; EndScript
;End

;Morgul Blade
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATA1
AnimationName = MUWchKng_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATB1
AnimationName = MUWchKng_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End
AnimationState = BETWEEN_FIRING_SHOTS_A
Animation = ALERT_1
AnimationName = MUWchKng_IDLA
AnimationMode = LOOP
AnimationPriority = 10
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End



TransitionState = TRANS_IdleToSelected
Animation = ATNA
AnimationName = MUWchKng_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3

End
End

TransitionState = TRANS_SelectedToMace
Animation = ATNA
AnimationName = MUWchKng_STHA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
End

TransitionState = TRANS_MaceToSelected
Animation = ATNA
AnimationName = MUWchKng_STHB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
End

AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MUWchKng_CHRA
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End


AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = MUWchKng_CHRA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = MUWchKng_IDLA
AnimationMode = ONCE
AnimationPriority = 10
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE; acts like an idle animation & keeps running the animations.
End

AnimationState = SELECTED WEAPONSET_TOGGLE_1
StateName = STATE_Mace
Animation = ATNB
AnimationName = MUWchKng_IDLC
AnimationMode = LOOP
End
BeginScript
CurDrawableShowSubObject("MACE")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToMace") end
EndScript
End


AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNB
AnimationName = MUWchKng_ATNB
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("MACE")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
if Prev == "STATE_Mace" then CurDrawableSetTransitionAnimState("TRANS_MaceToSelected") end
EndScript
End

AnimationState = WEAPONSET_TOGGLE_1
StateName = STATE_Mace
Animation = ATNB
AnimationName = MUWchKng_IDLC
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
EndScript
End

End


in the disign parameter:

replace all weaponset block with this:


WeaponSet
Weapon = PRIMARY WitchKingMorgulBlade
Weapon = TERTIARY WitchKingMorgulBladeSpecialPower
AutoChooseSources = TERTIARY NONE
End

WeaponSet
Conditions = WEAPONSET_TOGGLE_1
Weapon = PRIMARY WitchKingWarMace
Weapon = TERTIARY WitchKingMorgulBladeSpecialPower
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY FROM_PLAYER
AutoChooseSources = TERTIARY NONE
End


IN BFME2: the anims of the toggle weapon and of the run with the sword are romved take them of bfme1 and put them in your asset (i have euploded the missing anims you only need to put them in your asset)


THE CURSED (REFLECT DAMAGE):

add this behaviour in witch king ini (ONLY FOR BFME2) (already present for bfme1 user)

Behavior = ReflectDamage ModuleTag_ReflectDamage
DamageTypesToReflect = +CRUSH +SLASH ; +PIERCE -- Don't want archers and long distance pikeman that use pierce weapons to suffer reflective damage.
ReflectDamagePercentage = 20%
MinimumDamageToReflect = 0.2
End

in damagefx.ini

find reflected and replace reflected block to this

AmountForMajorFX    = REFLECTED 0.0
MajorFX            = REFLECTED FX_WitchKingCursed



THE GLOW:

in witch king.ini (ONLY FOR BFME2) (already present for bfme1 user)

find this:

;GlowEnabled = Yes
;GlowEmissive = No

and simply remove the ;

and add this lines in the defaultmodelconditionstate block

ParticleSysBone = None RingWraithFlare
ParticleSysBone = None RingWraithWindIdle

WITCH KING SCREECH BUTTON:

only for bfme2 user

go in command button and find it: Command_SpecialAbilityScreechWitchKing

in the block replace the line: ButtonImage = HSNazgulScreech

to

ButtonImage = HSWitchKingScreech

Now you have the PERFECT witch king

Links / Downloads

 HitsAdded
muwchkng_sthb180January 19, 2016 - 19:11
muwchkng_stha169January 19, 2016 - 19:11
muwchkng_runa169January 19, 2016 - 19:10

Credits

Me & EA

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