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Register and log in to move these advertisements down Restore diffrents powers of the Witch King (foot)This tutorial is currently hidden from the public.
In this guide i will tell you how to restore diffrents thing that EA planed for the witchking on foot TOGGLE WEAPON: In commandbutton.ini: add this code for BFME2 and change the bfme1 existing code with this one: 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 commandset.ini: add this line: Command_SpecialAbilityWitchKingChangeWeapon in the witchking commandset (by default MordorWitchKingCommandSet) for BFME1 users you dont need more change for toggle weapon to work. in witchking.ini ONLY FOR BFME2: replace the full animation block with this one (only animation block not model block): 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 = BURNINGDEATH Animation = DIEA AnimationName = MUWchKng_MFDA AnimationMode = LOOP Distance = 60 End End AnimationState = FREEFALL Animation AnimationName = MUWchKng_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING Animation AnimationName = MUWchKng_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = RANDOMSTART End AnimationState = DYING BURNINGDEATH Animation = DIEA AnimationName = MUWchKng_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End End AnimationState = DYING BURNINGDEATH WEAPONSET_TOGGLE_1 Animation = DIEA AnimationName = MUWchKng_DIEB AnimationMode = ONCE AnimationBlendTime = 10 End End AnimationState = USER_1 WEAPONSET_TOGGLE_1 Animation = DIEA AnimationName = MUWchKng_DIEB AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("MACE") EndScript End AnimationState = USER_1 DYING 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 CurDrawableShowSubObject("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 WEAPONSET_TOGGLE_1 Animation = LNDA AnimationName = MUWchKng_LNDB AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = MUWchKng_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 Animation = GTPA AnimationName = MUWchKng_GTPB 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_SelectedToIdle Animation = ATNA AnimationName = MUWchKng_ATNC AnimationMode = ONCE End Flags = START_FRAME_LAST 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 TransitionState = TRANS_SwitchToSwordWhileMoving Animation = ATNA AnimationName = MUWchKng_STHA AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End BeginScript CurDrawableShowSubObject("MACE") EndScript End TransitionState = TRANS_SwitchToMaceWhileMoving 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 = LEVELED Animation = Hit_Level_1_a AnimationName = MUWchKng_LVLA AnimationMode = ONCE End End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = MUWchKng_HITA AnimationMode = ONCE End 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 = RAISING_FLAG Animation AnimationName = MUWchKng_CHRA AnimationMode = LOOP End End AnimationState = SELECTED WEAPONSET_TOGGLE_1 StateName = STATE_Mace Animation = ATNB AnimationName = MUWchKng_ATNB 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 AnimationName = MUWchKng_IDLC AnimationPriority = 1 AnimationBlendTime = 15 AnimationMode = ONCE End Animation AnimationName = MUWchKng_IDLD AnimationPriority = 1 AnimationBlendTime = 15 AnimationMode = ONCE End Animation AnimationName = MUWchKng_IDLE AnimationPriority = 1 AnimationBlendTime = 15 AnimationMode = ONCE End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end EndScript End End in the disign parameter: replace all the weaponset block with these: 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 THE CURSED (REFLECT DAMAGE): add this behaviour in witchking.ini (ONLY FOR BFME2) (already present for bfme1 users) 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 with this one AmountForMajorFX = REFLECTED 0.0 MajorFX = REFLECTED FX_WitchKingCursed THE GLOW: in witch king.ini (ONLY FOR BFME2) (already present for bfme1 users) 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 users 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 IN BFME2: there are anims that were romved take them from bfme1 and put them in your asset (i have euploded the missing anims you only need to put them in your asset) Links / Downloads
Credits
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