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  #11  
Old 08-28-2009, 02:28 PM
wills370 wills370 is offline
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A complete unit and building painter tool would be a wonderful add on. Even as to go as far as add a jpeg uploader etc. (from a approved moderated site to avoid any lude logos). Would be a completly new idea and very fresh. Imagine a army with a custom coat of arms you designed would really make it your own.
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  #12  
Old 08-28-2009, 02:48 PM
sneaky_squirrel sneaky_squirrel is offline
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I hope I can get familiar with the game's editor as soon as possible ;p.

And I can't wait for the Beta to start, so exciting ;p.
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  #13  
Old 08-28-2009, 02:49 PM
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This has been discussed in many topics. Please search for and post in those topics. As my sig states, thank you. I'm tired of the repitition.
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  #14  
Old 08-28-2009, 02:55 PM
Aametherar Aametherar is offline
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It's not a new idea, and extreme customization will be allowed in this game. (not mmo mode ofc)
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  #15  
Old 08-28-2009, 03:38 PM
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Quote:
Originally Posted by FlaschePommes View Post
A visual customisation only like armour, haircoulour etc would be fine for me.

Will there be custom banners or coat of arms? That would be very interesting, too.
maybe a few different fase presets too?
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  #16  
Old 08-28-2009, 08:18 PM
Athos Athos is offline
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Quote:
Originally Posted by LiTos456 View Post
Lol we should be able to make units like heroes in BFME2.
We do not speak of that game. We speak only of the mods. :P

That sounds like a cool feature, though.
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  #17  
Old 08-29-2009, 07:36 AM
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Andy Joslin Andy Joslin is offline
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Making a new unit is easy. Here is a tiny example:

Code:
local T=NewCreatureTemplate("Orc-Units-Rabid Monster")

T.Mesh[1]="MyFolderPath/RabidMonster/mesh"
T.Texture[1]="MyFolderPath/RabidMonster/texture"

T.Animation[1]="MyFolderPath/RabidMonster/idle"
...
T.Animation[10]="MyFolderPath/RabidMonster/death"
..

T.DefaultMesh=1
T.DefaultTexture=1
T.DefaultAnimation=1

T.DefaultScale={3,3,3}
T.HasCollision=false


T.WalkSpeed=2934
T.RunSpeed=32459
T.FatigueCap=430
T.HitPoints=230
You set all the stats here

T.CustomProperties={
Rabid=false,
RabidTimer=false,
}

local Button=T:AddActioner("Rabid")
Button.Icon=""
Button.Details=""
Button.ExtendedDetails=""
Button.Func=function(Self)
  Self:PlaySfx(UiIconLeft)
  if Self.Fatigue>=50 then
    Self.Rabid=true
    Self.RabidTimer=10
  
    Self.DefenceRating=Self.DefenceRating+100
    Self.Weapon[1].Slashing=Self.Weapon[1].Slashing+100

    Self:GreyActioner("Rabid")
    Self.Fatigue=Self.Fatigue-50
  elseif Self.Fatigue<50 then
    Self:NotifyPlayer("Not enough fatigue, need "..50-Self.Fatigue.." more to use Rabid")
end

T.OnHeartBeat=function(Self)
  if Self.Rabid==true and Self.RabidTimer>0 then
    Self.RabidTimer=Self.RabidTimer-1
  elseif Self.Rabid==true and Self.RabidTimer==0 then
    Self.DefenceRating=Self.DefenceRating-100
    Self.Weapon[1].Slashing=Self.Weapon[1].Slashing-100

    Self.Rabid=false
    Self:UngreyActioner("Rabid")
  end
end

Tons of events you can use, including T.OnCreation, T.OnDeath, T.OnEndDying, T.OnDecaying, T.OnWalk, T.ClickOnUnit, T.ClickOnLocation, etc
This is but a tiny example of our unit-scripting. It is nearly limitless. It can interact with the scenario-scripting and interface scripting easily, too.
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  #18  
Old 08-29-2009, 08:14 AM
Darathor Darathor is offline
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That doesn't seem easy to me lol!
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  #19  
Old 08-29-2009, 08:28 AM
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It IS easy. In fact you can just use that script and replace the parameters themselves with your own values. Just a little bit of effort and maybe a little googling and you're good to go.
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ATTENTION NEW MEMBERS: Please read "Posting and YOU!" and the forum's "Code of Conduct" before making any posts.
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If you have questions about the beta, please check the official beta questions thread before posting anything!
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  #20  
Old 08-29-2009, 09:48 AM
sneaky_squirrel sneaky_squirrel is offline
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Shouldn't take too much for a modder to get a hold of some new units then.

Now that I think about it...is it possible to make things bigger than they already are without modding?
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