![]() ![]() The armor upgrades could follow a similar pattern. Isengard (the taller Uruk hai would fit the models better I think, Orcs/Goblins are smaller and more hunched over) > Boromir Shield Hero (full plate Boromir, shield hero remodel, Thrill of Victory and Heavy Blows) Able to be revived at the town hall, but loses all previous experience, starting at level 1. > Ballista (changed models carting it around) > Catapult (would be fine stand in for the trebuchet, just change the models carting it around ofc) Or, they could start off with their normal full plate, and get more elaborate Gondor armor/helmets and capes as they get higher armor upgrades. Then first armor upgrade adds maybe helmetsĢnd armor upgrade they get their full plate and best shields > Ithilien Rangers (Chase, Guerilla Tactics)įor armor upgrades you could do the TATW approach, start off without the full plate, look a bit more militia > Gondor Archers (Hold the Line, Covering You)Īll 4 of these units could share the same model. ![]() > Gondor Cavalry (Fear, Sacrificial Craze) > Gondor Spearmen (Spearwall, Battle Prayer) No shields of course > Gondor Swordsmen (Raise Shields, Call to Arms) To make it feasible you could take this approach. I took the approach of fitting LOTR into AL, rather than the other way around. It's mostly describing the skins you would need to put over certain units that already exist in the game. ProjectileTemplateName = GoodFactionArrowīody = ActiveBody ModuleTag_ElvenMirkwoodArcherĮdited by The_Morgul_Lord, 03 July 2010 - 12:43 AM.Been playing BFME2 and would like to see a LOTR mod for AL. ![]() PreAttackDelay = ELVEN_MIRKWOOD_ARCHER_BOW_PREATTACKDELAYĬlipReloadTime = Min:ELVEN_MIRKWOOD_ARCHER_BOW_RELOADTIME_MIN Max:ELVEN_MIRKWOOD_ARCHER_BOW_RELOADTIME_MAXĬontinuousFireCoast = ELVEN_MIRKWOOD_ARCHER_BOW_RELOADTIME_MAXĬanBeDodged = No Will check for a DodgePercent on the target to have a second chance at failing HitPercent ScatterRadius = 5.0 When this weapon misses it can randomly miss by as much as this distance.ĪcceptableAimDelta = 20 prevent twitchy reaiming in horde on horde HitPercentage = 100 When this weapon is used it will hit exactly 100% of the time. ScaleWeaponSpeed = Yes Used for lob weapons, scales speed proportional to range MaxWeaponSpeed = 481 dist/sec Upper limit on scaling, when attacking past nominal "max" range RangeBonusPerFoot = 1 #MULTIPLY( ELVEN_MIRKWOOD_ARCHER_RANGE. I have no experience with ChildObjects, but could one be made for the warhead, perhaps? I don't know how that would look in code though.any ideas?Įdited by The_Morgul_Lord, 02 July 2010 - 06:04 PM. As I said before I have also tried to just set SuperBowWarhead as the default arrow that the normal Mirkwood archer bow shoots, and that didn't work.īefore you mentioned to make a ChildObject to make the unit run faster. I have both of those in the same code, and neither works. SuperBowWarhead is a new weapon that I made, to try and see if it worked. Radius = 0.0 HitStoredTarget means we hurt the person we launched at. ![]() HitStoredTarget = Yes Always hits initial target.ĭamageNugget A basic Nugget that just does damage RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ALLIES ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS AddModule ModuleTag_SuperBowWarheadCreateīehavior = FireWeaponWhenDeadBehavior ModuleTag_DIELIKETHIS ![]()
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