You need a copy of thief dark/gold for this.
Files needed off the thief dark/gold are the schema files and the sound files for the fire elementals. If you don't have the schema files then here is the schema file for the fire elemental.
You also need the thief2 schema files, these files are in a zip on one of the thief metal disks, create a directory in the thief2 directory called schema, and extract the thief 2 schema files to this directory, then copy the fire.sch to the thief2 schema directory. In the thief2 schema directory open the file envsound.spc with notepad and add ElemFire to the line of the tag CreatureType, should look like this:
Then save file and close it. Then in the thief2 schema directory open the file speech.spc with notepad and add to the bottom of the file voice vair and voice vfire should look like this: Then save file and close it.
Unless you've already done this you need a custom gam file, copy the dark.gam file and call it your custom name. Then copy the thief level you want to add the custom gam file to incase you screw it all up. Then open the mission file in dromed, and add the custom gam file to the mission file by typing set_gamesys "filename".gam in the command line box in the bottom righthand side of the editor and press return, the name of the custom gam file should appear where the dark.gam file name was in the editor. Save the mission file and exit dromed. Run dromed and open the mission file, type reload_schemas (all the thief:the metal age schemas must be in the schema directory) in the command line box, if you haven't screwed it up somewhere dromed wont crash. Then save the gam file, not the mission file. Exit dromed and re-run dromed and load mission file.
The thief dark/gold Fire Elemental uses a Metaproperty that doesn't exit in the thief2 dark.gam file, so you need to create this first. Open Object Hierarchy and select MetaProperties from the drop down menu. | |
Open Vulnerabilities by clicking on the plus sign next to the word. Highlight Vulnerabilities, and press the add button, type ColdDamage in New Object Name box, then click on OK. | |
Highlight the ColdDamage metaproperty and press the edit button. Press the Add button and select Act/React - Receptron from menu. Click on add button the get the behavior box. Select FireStim from the Stimulus drop down box, in the Object box type the n number of the ColdDamage(n) it will be a negative number eg. -1234. Select the Max Intensity box and put -0.1 in it, click the No Min box to get a tick in it. In the effect drop down box select Damage Object. In the Target Object click on the Me circle to put a dot in it, in the Agent Object click on the Source circle to put a dot in it. | |
Click on the Edit Effect button, Damage Type is 0, Use stimulus as type is true put a tick in the box, Multiply By -1.00, Then Add 0. Click on OK button. The click on the ok button twice on the Behaviour box, then close everything but the Object Hierarchy. |
Add AI/AI Core/Uses doors and leave a false (empty box no tick) Add AI/AI Core/Movement: max speed: 2.50 Add AI/AI Core/Movement: z offset: 5.00 Add Engine Features/FrobInfo World Action [None] Inv Action Move, FocusScript Tool Action [None] Add Game/Damage Model/Max Hit Points: 12 Add Game/Damage Model/Hit Points: 12 Add Act/React - Receptron Add Behavior Stimulus ToxicStim Object Elemental(n) n=number of object Min Intensity 0 Max Intensity 0 No Min True (tick in box) No Max True (tick in box) Effect Abort Add Act/React - Receptron Add Behavior Stimulus PokeStim Object Elemental(n) n=number of object Min Intensity 0 Max Intensity 0 No Min False (no tick in box) No Max True (tick in box) Effect Amplify Multiply by: 0.20 Then add: 0.00 click on done button |
Add AI/Ranged Combat/Ranged Combat Minimum Distance 10 Ideal Distance 25 Firing Delay 1.75 Cover Desire Low Decay Speed 0.00 Fire While Moving Very Often Contain Projectile False |
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Add AI/AI Core/Uses doors: False (AI wont open doors) | |
Add AI/AI Core/Vision description: (Vision detection arcs of the AI) |
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Add AI/AI Core/Movement: max speed: 1.75 | |
Add AI/AI Core/AI: Elemental (type Elemental this sets the AI of the object from the motiondb.bin file) |
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Add Dark GameSys/FlashInvuln: True (Stops flashbombs from having any effect on the AI) |
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Add Schema/Class Tags: CreatureType ElemFire (sounds the elemental makes) |
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Add Speech/Voice: vfire (used by the AI to make the sounds set in Schema) |
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Add Tweq/ModelState AnimS On MiscS [None] Cur Time 0 Frame# 0 |
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Add Tweq/ScaleState all set to [None] | |
Add Tweq/Models (animation settings of the surface of the AI) Halt Continue AnimC [None] MiscC Random CurveC [None] Rate 100 Model 0 fire1 Model 1 fire2 Model 2 fire3 (animation settings of the surface of the AI) |
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Add Tweq/Scale Halt Destroy Obj AnimC Sim MiscC [None] CurveC [None] Primary Axis 0 x rate-low-high X 0 Y 0 Z 1 y rate-low-high X 0 Y 0 Z 1 z rate-low-high X 0 Y 0 Z 1 |
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Add Game/Damage Model/Max Hit Points: 10 | |
Add Game/Damage Model/Hit Points: 10 | |
Add Physics/Model/Attributes Gravity % 0.00 Mass 30.0 Density 0.40 Elasticity 1.00 Base Friction 0.40 COG Offset X 0 Y 0 Z 0 Rotation Axes [None] Rest Axes [None] |
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Add Physics/Model/Type Type Sphere # Submodels 1 Remove on Sleep False Special False |
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Add P/Position Location X 0 Y 0 Z 0 Heading 0 Pitch 0 Bank 0 |
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Add Renderer/Transparency (alpha): 0.30 (0.00 is invisible) |
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Add Renderer/Dynamic Light: 60 (this in thief dark/gold is represented by the self Lit option, but it doesn't exist in the thief metal option list, so dynamic light was used instead) |
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Add Renderer/Extra Light: Amount (-1... 1) 0.60 Additive? False |
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Add S/Scripts (delete all the other scripts in there) Script 0 FireElemental Don't Inherit False |
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Add Shape/Model Name: fire1 (this is not a mesh but an object, and is still in the obj.crf file that came with thief metal, so you dont have to copy it from the thief dark/gold files) |
Add Act/React- Receptron Add Behavior Stimulus FireStim Object FireElemental(n) Min Intensity 2 Max Intensity 0 No Min False No Max True Effect Damage Object Damage Type: 0 Use Stimulus as type: True Multiply By: -1.00 Then Add: 2 Target Object Me Agent Object Source |
Add Behavior (A gas arrow will damage a Fire Elemental but may not kill it) Stimulus KOGas Object FireElemental(n) Min Intensity 0 Max Intensity 0 No Min False No Max True Effect Damage Object Damage Type: 0 Use Stimulus as type: True Multiply By: 1.00 Then Add: 0 Target Object Me Agent Object Source Add Behavior (This allows you to kill a Fire Elemental with a water arrow) Stimulus WaterStim Object FireElemental(n) Min Intensity 0 Max Intensity 0 No Min False No Max True Effect Damage Object Damage Type: 0 Use Stimulus as type: True Multiply By: 3.00 Then Add: 0 Target Object Me Agent Object Source Add Behavior (Shooting a Fire Elemental with a Fire Arrow will strengthen it, up to its maximum hit points) Stimulus FireStim Object FireElemental(n) Min Intensity 0 Max Intensity 0 No Min True No Max False Effect Damage Object Damage Type: 0 Use Stimulus as type: True Multiply By: -5.00 Then Add: 0 Target Object Me Agent Object Source Add Behavior (Burrick breath will damage a Fire Elemental) Stimulus Stench Object FireElemental(n) Min Intensity 0 Max Intensity 0 No Min False No Max True Effect Damage Object Damage Type: 0 Use Stimulus as type: True Multiply By: 1.00 Then Add: 0 Target Object Me Agent Object Source |
Add Metaproperty/Vulnerabilities/ColdDamage (the one you made earlier) Close everything in the Object Hierarchy and the Object Hierarchy and save the custom gam file, because you add the links next and that can cause dromed to crash if you get it wrong. Open Object Hierarchy and open the FireElemental for editing. Add Links/AIProjectile Add AIProjectile From FireElemental To firebolt click ok |
highlight ID number of AIProjectile, then click on Data Button Link Data Constraint Type None Constraint Data 0 Targeting Method Straight-Line Selection Desire Very High Firing Delay 0.00 Ammo 0 Burst Count 0 Accuracy High Leads Target True Launch Joint N/A (its an object not a mesh so it doesn't have a mesh joint) Click ok, then ok in links box |
Add Links/Corpse Add Corpse From FireElemental To ElementalExplode |
Close Everything to Object Hierarchy |
open Projectile/CritterShots/firebolt/ElementalSummon Add Links/Corpse Add Corpse From ElementalSummon To FireElemental Click ok, then ok in links box Close Everything to Object Hierarchy open SFX/FireFX/FireParticleFX/FireElementalFX/ElemSparkz Add Links/ParticleAttachment Add ParticleAttachment From ElemSparkz To FireElemental Data Type Object vhot # 0 joint N/A submod # 0 Close Everything to Object Hierarchy |
open SFX/FireFX/FireParticleFX/FireElementalFX/ElemSmoke Add Links/ParticleAttachment Add ParticleAttachment From ElemSmoke To FireElemental Data Type Object vhot # 0 joint N/A submod # 0 Close Everything to Object Hierarchy open SFX/FireFX/FireParticleFX/FireElementalFX/FireElementalYellow Add Links/ParticleAttachment Add ParticleAttachment From FireElementalYellow To FireElemental Data Type Object vhot # 0 joint N/A submod # 0 |
Links in fire elemental should look like this. Close everything in the Object Hierarchy and the Object Hierarchy and save the custom gam file. |
Fire Elemental in game. |
Fire Elemental in game. |