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Capture Flags for new Factions

Avatar of Fingulfin

Fingulfin

Category: Code
Level: Beginner
Created: Thursday March 29, 2007 - 9:08
Updated: Monday April 9, 2007 - 9:23
Views: 5503
Summary: Giving a new faction it's own capture flag for outposts, inns, etc.

Rating

Staff says

3.9

Members say

3.5

Average

3.8/5.0

9 votes

Today, I did a little research into the capture flag. After examining all the codes in relation to it that I could, I found a way to add a flag for new factions! Don't believe me?
Screenshot
Ta-da! I am almost sure no one else has done this...

Want to know how to do it for your mod?
EXPLANATION: It is actually really simple. While browsing through captureflag.ini, I saw this:
              
Code
    Behavior = AIUpdateInterface ModuleTag_03
        AILuaEventsList        = CaptureFlagFunctions
    End

Well, I had seen this a million times before, so I didn't think anything of it the first ka-jillion times I saw it. However, that was because I had no clue what on earth the LUA did. After seeing 2Play's and TDP's orcs, and hearing how they did it, I thought maybe I should check it out. Well, in scripts.lua, I saw this code:
              
Code
function OnCaptureFlagGenericEvent(self,data)
    local str = ObjectCapturingObjectPlayerSide(self)
    if str == nil then
        str = ObjectPlayerSide(self)
    end


    ObjectHideSubObjectPermanently( self, "FLAG_ISENGARD", true)
    ObjectHideSubObjectPermanently( self, "FLAG_MORDOR", true)
    ObjectHideSubObjectPermanently( self, "FLAG_WILD", true)
    ObjectHideSubObjectPermanently( self, "FLAG_MEN", true)
    ObjectHideSubObjectPermanently( self, "FLAG_ELVES", true)
    ObjectHideSubObjectPermanently( self, "FLAG_DWARVES", true)
    ObjectHideSubObjectPermanently( self, "FLAG_ANGMAR", true)

    if str == "Isengard" then
        ObjectHideSubObjectPermanently( self, "FLAG_ISENGARD", false)
    elseif str == "Mordor" then
        ObjectHideSubObjectPermanently( self, "FLAG_MORDOR", false)
    elseif str == "Men" then
        ObjectHideSubObjectPermanently( self, "FLAG_MEN", false)
    elseif str == "Dwarves" then
        ObjectHideSubObjectPermanently( self, "FLAG_DWARVES", false)
    elseif str == "Elves" then
        ObjectHideSubObjectPermanently( self, "FLAG_ELVES", false)
    elseif str == "Wild" then
        ObjectHideSubObjectPermanently( self, "FLAG_WILD", false)
    elseif str == "Angmar" then
        ObjectHideSubObjectPermanently( self, "FLAG_ANGMAR", false)
    else
        ObjectHideSubObjectPermanently( self, "FLAG_NEUTRAL", false)
    end
end

This looked very interesting, so I couldn't help but extract the Capture flags W3Ds and open em up in RenX. Here is what I saw: The Flag Pole, and the "Neutral Flag", then all the Flags. I Imported the SKL file, and saw how the bones were arranged. Thats when it hit me that I could make one for Rohan. I quickly made Rohan a flag, stuck a texture onto it, and bound. (When I bound I just bound all the flags to one of the bones; I didn't want to sit there all night binding them to their individual bones. No Negative effects have turned up because of this.). I added it into my .BIG, and made an asset. Then, I edited my LUA to look like this:
              
Code
function OnCaptureFlagGenericEvent(self,data)
    local str = ObjectCapturingObjectPlayerSide(self)
    if str == nil then
        str = ObjectPlayerSide(self)
    end


    ObjectHideSubObjectPermanently( self, "FLAG_ISENGARD", true)
    ObjectHideSubObjectPermanently( self, "FLAG_MORDOR", true)
    ObjectHideSubObjectPermanently( self, "FLAG_WILD", true)
    ObjectHideSubObjectPermanently( self, "FLAG_MEN", true)
    ObjectHideSubObjectPermanently( self, "FLAG_ELVES", true)
    ObjectHideSubObjectPermanently( self, "FLAG_DWARVES", true)
    ObjectHideSubObjectPermanently( self, "FLAG_ANGMAR", true)
    ObjectHideSubObjectPermanently( self, "FLAG_ROHAN", true)

    if str == "Isengard" then
        ObjectHideSubObjectPermanently( self, "FLAG_ISENGARD", false)
    elseif str == "Mordor" then
        ObjectHideSubObjectPermanently( self, "FLAG_MORDOR", false)
    elseif str == "Men" then
        ObjectHideSubObjectPermanently( self, "FLAG_MEN", false)
    elseif str == "Dwarves" then
        ObjectHideSubObjectPermanently( self, "FLAG_DWARVES", false)
    elseif str == "Elves" then
        ObjectHideSubObjectPermanently( self, "FLAG_ELVES", false)
    elseif str == "Wild" then
        ObjectHideSubObjectPermanently( self, "FLAG_WILD", false)
    elseif str == "Rohan" then
        ObjectHideSubObjectPermanently( self, "FLAG_ROHAN", false)
    elseif str == "Angmar" then
        ObjectHideSubObjectPermanently( self, "FLAG_ANGMAR", false)
    else
        ObjectHideSubObjectPermanently( self, "FLAG_NEUTRAL", false)
    end
end

Put it in-game, and tested. Viola! A capture flag for a new faction!

Comments

Display order: Newest first

OmegaDelta007 - Sunday October 10, 2010 - 7:32

Can't you just use this code instead of editing W3d files:

Code:
[Texture = Old texture 0 New texture 0
Required upgrade = FactionName_upgrade]

OR

[Random Texture = Old texture 0 New texture 0
Required upgrade = FactionName_upgrade]

Can you tell me if this code or another code I could use, rather then editing W3d files.

m@tt (Team Chamber Member) - Wednesday May 28, 2008 - 15:30

Notepad

lycan - Wednesday May 28, 2008 - 9:22

grrr how do i open scripts.lua

Mathijs (Division Leader) - Saturday June 2, 2007 - 12:20

Yay, gonna make a bunch of new flags for Visions now. :)

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