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Reduce number of Undermine slots


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#1 The Smoking Man™

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Posted 02 July 2015 - 02:48 AM

Hi,

 

I want to reduce the number of undermine (Dwarven 10pp) garrison slots from 5 to 3. Copying the ordinary mine contain module didn't help, neither commandset did.

 

Any solutions? :)

 

Thanks.


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#2 -SilverBane-

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Posted 02 July 2015 - 08:06 AM

What do you mean?

You should change contain max from 5 to 3, then create a new commandset for it (with 3 exit garrison):

	Behavior = TunnelContain ModuleTag_Contain
 		ObjectStatusOfContained			= UNSELECTABLE ENCLOSED
 		ContainMax              		= 3
 		DamagePercentToUnits    		= 0%
 		PassengerFilter					= ANY +INFANTRY +BANNER +CAVALRY -MONSTER -SUMMONED -COMBO_HORDE
 		AllowEnemiesInside				= No
		AllowAlliesInside				= No
		AllowNeutralInside				= No
		AllowOwnPlayerInsideOverride	= Yes
 		NumberOfExitPaths       		= 1	// Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use			ExitStart01-nn/ExitEnd01-nn
		PassengerBonePrefix     		= PassengerBone:ARROW_ KindOf:INFANTRY
		EntryPosition					= X:0.0 Y:0.0 Z:0.0
		EntryOffset						= X:80.0 Y:0.0 Z:0.0
		ExitOffset						= X:100.0 Y:0.0 Z:0.0
		EnterSound						= RuinedTowerEnterSound
		KillPassengersOnDeath			= No
		ShowPips						= No
		ExitDelay						= 0
	End

2qm3dd5.jpg


#3 Valheru

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Posted 02 July 2015 - 12:01 PM

have another ciggy nub


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#4 The Smoking Man™

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Posted 02 July 2015 - 12:33 PM

 

What do you mean?

You should change contain max from 5 to 3, then create a new commandset for it (with 3 exit garrison):

	Behavior = TunnelContain ModuleTag_Contain
 		ObjectStatusOfContained			= UNSELECTABLE ENCLOSED
 		ContainMax              		= 3
 		DamagePercentToUnits    		= 0%
 		PassengerFilter					= ANY +INFANTRY +BANNER +CAVALRY -MONSTER -SUMMONED -COMBO_HORDE
 		AllowEnemiesInside				= No
		AllowAlliesInside				= No
		AllowNeutralInside				= No
		AllowOwnPlayerInsideOverride	= Yes
 		NumberOfExitPaths       		= 1	// Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use			ExitStart01-nn/ExitEnd01-nn
		PassengerBonePrefix     		= PassengerBone:ARROW_ KindOf:INFANTRY
		EntryPosition					= X:0.0 Y:0.0 Z:0.0
		EntryOffset						= X:80.0 Y:0.0 Z:0.0
		ExitOffset						= X:100.0 Y:0.0 Z:0.0
		EnterSound						= RuinedTowerEnterSound
		KillPassengersOnDeath			= No
		ShowPips						= No
		ExitDelay						= 0
	End

But this will reduce the number of ordinary mine slots too, and I don't want to change the normal mine. I only want to modify the 10pp undermine power.

 

 

have another ciggy nub

Always.


Edited by The Smoking Man, 02 July 2015 - 12:33 PM.

~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

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#5 -SilverBane-

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Posted 02 July 2015 - 12:35 PM

Can't you just modify this in the childobject undermine? it should work well

just copy-paste this in undermine, see if it works


Edited by -SilverBane-, 02 July 2015 - 12:36 PM.

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#6 Valheru

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Posted 02 July 2015 - 12:39 PM

Edit under this object name Smoke and you'll be fine

 

ChildObject DwarvenMineShaftForUndermine MineShaft_Interface


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#7 The Smoking Man™

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Posted 02 July 2015 - 12:43 PM

Can't you just modify this in the childobject undermine? it should work well

just copy-paste this in undermine, see if it works

 

 

Edit under this object name Smoke and you'll be fine

 

ChildObject DwarvenMineShaftForUndermine MineShaft_Interface

 

As I said in the first post, copying it there and changing contain max doesn't do anything. :(

 

I discussed with Ridder before and he told me it's impossible to change it.


~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

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#8 Valheru

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Posted 02 July 2015 - 12:57 PM

If the behaviour in child doesnt overwride the parents than you can just create the undermine as a totally independent object name, that should work. But cbf explaining it so ill just do it myself n give u. Our citadel is connected to the mine system with diff slots and its obviously not its child.


Edited by Valheru, 02 July 2015 - 12:59 PM.

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#9 The Smoking Man™

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Posted 02 July 2015 - 01:01 PM

If the behaviour in child doesnt overwride the parents than you can just create the undermine as a totally independent object name, that should work. But cbf explaining it so ill just do it myself n give u. Our citadel is connected to the mine system with diff slots and its obviously not its child.

 

Awesome :w00t:


~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

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#10 Valheru

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Posted 02 July 2015 - 01:16 PM

well that took about 3 minutes. Dont worry about Geel hes probably playing GTA5 and was busy hijacking some peasants motorcycle

 

dis wot u want?

 

game 2015-07-02 21-14-23-79.jpg

 

game 2015-07-02 21-14-25-15.jpg


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#11 The Smoking Man™

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Posted 02 July 2015 - 01:21 PM

well that took about 3 minutes. Dont worry about Geel hes probably playing GTA5 and was busy hijacking some peasants motorcycle

 

dis wot u want?

 

attachicon.gifgame 2015-07-02 21-14-23-79.jpg

 

attachicon.gifgame 2015-07-02 21-14-25-15.jpg

Yesh.


~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

~ Former GameReplays.org Events Manager, Advisor, Senior Referee (2x), Strategy Specialist (2x) and Replay Reviewer ~

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#12 Valheru

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Posted 02 July 2015 - 01:21 PM

I accept cold hard cash, paypal, bdsm, etc

 

Take out any bullshit u dont need for 202 eg random textures, im too lazy to do that

 

 

 

Object DwarvenMineShaftForUndermine ;;MineShaft_Interface

    SelectPortrait    =    BPDUndermine

    DisplayName     = OBJECT:DwarvenUndermineMineShaft
    Description    = OBJECT:UndermineMineShaft
    Side            = Dwarves
    CampnessValue = CAMPNESS_SUMMONED
CommandSet            = DwarvenMineShaftCommandSetUM
    ; Kindof overloaded, does not produce cash.
    KindOf          =SCORE SELECTABLE SCARY IMMOBILE STRUCTURE FS_TECHNOLOGY GARRISON GARRISONABLE_UNTIL_DESTROYED AUTO_RALLYPOINT IGNORE_FOR_VICTORY LIVING_WORLD_BUILDING_MIRROR

    ; *** ART Parameters ***
    Draw = W3DScriptedModelDraw ModuleTag_Draw
        OkToChangeModelColor  = Yes
        UseStandardModelNames = Yes

        DefaultModelConditionState
            Model = DBUndrMine
            ParticleSysBone     = FXBone MagicDoor Followbone:YES
        End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;1.08B Random Textures;;;;;;;;;;;;;;;;;;;;;;;;;;;    

;;Bibs;;;

RandomTexture  = dbdwalinundermine_bib.tga  0  dbundermine_bib.tga  
RandomTexture  = dbundermine_bib.tga 0 dbdwalinundermine_bib.tga    
RandomTexture  = dbdwalinundermine_bib_snow.tga  0  dbundermine_bib_snow.tga  


;;;;;;;;;;;;;;;;;;Base Models;;;;;;;;;;;;;;

RandomTexture  = dbundrmine.tga  0 dbundrmine.tga
RandomTexture  = dbundrmine.tga  0 dbdwalinundrmine.tga   


RandomTexture  = dbdwalinundrmine.tga 0  dbdwalinundrmine.tga
RandomTexture  = dbdwalinundrmine.tga 0  dbundrmine.tga

;;;;;;;;;;;;;;;;;;;;;;;;;;;;Skins-Outer Shell;;;;;;;;;;;;;;;;;


RandomTexture  = dbstonea.tga 0 dbstonea.tga
RandomTexture  = dbstonea.tga 0 dbundrmine.tga
RandomTexture  = dbdwalinundrmine.tga 0 dbstonea.tga



;;;;;;;;;;;;;;;;;;;;;Gay Experimental Shit;;;;;;;;;;;;;;;;;;;;

RandomTexture  = GBFortress1.tga 0 dbstonea.tga  ; ;

RandomTexture  = GBFortress1_U.tga 0 dbstonea.tga ; ;



RandomTexture  = dbmithrilmine5.tga 0 dbstonea.tga

RandomTexture  = dbmithrilmine6.tga 0 dbstonea.tga

RandomTexture  = dbmithrilmine7.tga 0 dbstonea.tga

RandomTexture  = dbmithrilmine8.tga 0 dbstonea.tga

RandomTexture  = dbmithrilmine9.tga 0 dbstonea.tga

RandomTexture  = dbmithrilmine10.tga 0 dbstonea.tga

RandomTexture  = dbmithrilmine11.tga 0 dbstonea.tga

RandomTexture  = dbmithrilmine12.tga 0 dbstonea.tga

RandomTexture  = dbmithrilmine13.tga 0 dbstonea.tga

RandomTexture  = dbmithrilmine14.tga 0 dbstonea.tga


;;;;;;;;;;;;;;;;;;;;;Gay Experimental Shit;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;Doors;;;;;;;;;;;


RandomTexture  = dbmagicdoordoor_d1.tga 0 dbunderminedoor.tga


RandomTexture  = dbunderminedoorbtp.tga 0 dbunderminedoor.tga

RandomTexture  = dbunderminedoorbtp2.tga 0 dbunderminedoor.tga



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;1.08B Random Textures;;;;;;;;;;;;;;;;;;;;;;;;;;;            
        
    ; --------- Build Up
    
    ModelConditionState  = SNOW JUST_BUILT
        Model = DBUndrMine_A    
        Texture = DBStoneA.tga DBStoneA_Snow.tga
    End
    
    ModelConditionState  = JUST_BUILT
        Model = DBUndrMine_A    
    End

    AnimationState            = JUST_BUILT
        Animation
            AnimationName        = DBUndrMine_A.DBUndrMine_A
            AnimationMode        = ONCE
            AnimationBlendTime    = 0
            AnimationSpeedFactorRange = 22.22 22.22
        End
    End    

      ;--damaged building

    ModelConditionState  = DAMAGED
      Model         = DBUndrMine_D1
        ParticleSysBone FireSmall01 FireBuildingLarge
        ParticleSysBone FireSmall02 FireBuildingMedium
        ParticleSysBone FireSmall03 FireBuildingMedium
        ParticleSysBone FireSmall04 FireBuildingSmall
        ParticleSysBone FireSmall05 SmokeBuildingLarge
    End
    
    AnimationState = DAMAGED
        EnteringStateFX    = FX_BuildingDamaged
    End

    ModelConditionState  = REALLYDAMAGED
      Model         = DBUndrMine_D2
        ParticleSysBone FireSmall01 FireBuildingLarge
        ParticleSysBone FireSmall02 FireBuildingLarge
        ParticleSysBone FireSmall03 FireBuildingMedium
        ParticleSysBone FireSmall04 SmokeBuildingLarge
        ParticleSysBone FireSmall05 SmokeBuildingLarge
    End
    AnimationState = REALLYDAMAGED
          Animation                =    RubbleAnimation
            AnimationName        =    DBUndrMine_D2.DBUndrMine_D2
            AnimationMode        =    ONCE
          End
        EnteringStateFX    = FX_BuildingReallyDamaged
    End

    ModelConditionState  = RUBBLE
      Model         = DBUndrMine_D3
      ParticleSysBone SmokeLarge01 SmokeBuildingLarge
    End
    
    AnimationState = RUBBLE
          Animation                =    RubbleAnimation
            AnimationName        =    DBUndrMine_D3.DBUndrMine_D3
            AnimationMode        =    ONCE
          End
      EnteringStateFX    = FX_BuildingReallyDamaged
    End

    ModelConditionState  = POST_RUBBLE
      Model         = None
        ParticleSysBone NONE SmokeBuildingMediumRubble
    End

    ModelConditionState  = POST_COLLAPSE
      Model         = None
        ParticleSysBone NONE SmokeBuildingMediumRubble
    End  
                  
        ModelConditionState = SNOW
            Model    = DBUndrMine        
            Texture = DBUndrMine.tga DBUndrMine_snow.tga
            Texture = DBStoneA.tga DBStoneA_Snow.tga
        End
        
    End

    Draw = W3DFloorDraw ModuleTag_DrawFloor    
           StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
          ModelName = DBUndrMine_Bib
          WeatherTexture        = SNOWY DBUnderMine_Bib_snow.tga
          HideIfModelConditions    =    AWAITING_CONSTRUCTION
          HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
    End
; ;
    Body = StructureBody ModuleTag_Body
        MaxHealth = 6000 ; ; 8500 ; ;  6000 ; DWARVEN_MINE_HEALTH
        MaxHealthDamaged            = 4000 ; DWARVEN_MINE_HEALTH_DAMAGED
        MaxHealthReallyDamaged      = 1800 ; DWARVEN_MINE_HEALTH_REALLY_DAMAGED
    End
    
    Behavior = TunnelContain ModuleTag_Contain
         ObjectStatusOfContained            = UNSELECTABLE ENCLOSED
         ContainMax                      = 3
         DamagePercentToUnits            = 0%
         PassengerFilter                    = ANY +INFANTRY +BANNER +CAVALRY -MONSTER -SUMMONED -COMBO_HORDE ; ;  +DwarvenCatapult
         AllowEnemiesInside                = No
        AllowAlliesInside                = No
        AllowNeutralInside                = No
        AllowOwnPlayerInsideOverride    = Yes
         NumberOfExitPaths               = 1    // Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use            ExitStart01-nn/ExitEnd01-nn
        PassengerBonePrefix             = PassengerBone:ARROW_ KindOf:INFANTRY
        EntryPosition                    = X:0.0 Y:0.0 Z:0.0
        EntryOffset                        = X:80.0 Y:0.0 Z:0.0
        ExitOffset                        = X:100.0 Y:0.0 Z:0.0
        EnterSound                        = RuinedTowerEnterSound
        KillPassengersOnDeath            = No
        ShowPips                        = No
        ExitDelay                        = 0
    End
    Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
        InitiallyActive                        = Yes
        GenerateFear                        = Yes
        EmotionPulseRadius                    = 300 ; ; WITCHKING_DREADVISAGE_EFFECT_RADIUS
        EmotionPulseInterval                = 2000
    End        
    
    Behavior = FireWeaponUpdate ModuleTag_SpawnWeapon
        FireWeaponNugget
            WeaponName = DwarvenUndermineSpawnWeapon
            OneShot = Yes
        End
    End
     Geometry                = CYLINDER
    GeometryIsSmall            = No
    GeometryName            = Geom_Orig
      GeometryMajorRadius        = 40.0
    GeometryMinorRadius        = 40.0
    GeometryHeight            = 40.0
    GeometryOffset            = X:-6 Y:-5 Z:0
; ;
    AdditionalGeometry        = CYLINDER
    GeometryName            = TERRAIN_BOUNDS
    GeometryMajorRadius        = 80
    GeometryMinorRadius        = 10
    GeometryHeight            = 0.8
    GeometryOffset            = X:0 Y:0 Z:0
        
    AdditionalGeometry        = BOX
    GeometryName            = Geom_Orig
    GeometryMajorRadius        = 22.5
    GeometryMinorRadius        = 12.5
    GeometryHeight            = 35.0
    GeometryOffset            = X:25 Y:-36 Z:0

    AdditionalGeometry        = Box
    GeometryName            = Geom_V2
    GeometryMajorRadius        = 9.0
    GeometryMinorRadius        = 9.0
    GeometryHeight            = 70.0
    GeometryOffset            = X:-3 Y:20 Z:0
       
    Shadow                = SHADOW_VOLUME
    
    GeometryContactPoint = X:-13.2    Y:-82.8    Z:0            Repair
    
    GeometryContactPoint = X:-46.0    Y:35.0    Z:40        ; 1
    GeometryContactPoint = X:34.0    Y:35.0    Z:0            ; 8
    GeometryContactPoint = X:34.0    Y:35.0    Z:40        ; 5
    GeometryContactPoint = X:-46.0    Y:-45.0    Z:0            ; 3
    GeometryContactPoint = X:34.0    Y:-45.0    Z:40        ; 6
    GeometryContactPoint = X:34.0    Y:-45.0    Z:0            ; 7
    GeometryContactPoint = X:-46.0    Y:-45.0    Z:40        ; 2
    GeometryContactPoint = X:-46.0    Y:35.0    Z:0            ; 4
    
;End
End
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

---------->Seperate Commandset as diff Slots

 

 

 

 

CommandSet DwarvenMineShaftCommandSetUM
    1 = Command_ExitGarrison
    2 = Command_ExitGarrison
    3 = Command_ExitGarrison
    ;;4 = Command_ExitGarrison
    ;;5 = Command_ExitGarrison
    6 = Command_Sell
    12 = Command_Evacuate ; ;
End

 


Edited by Valheru, 02 July 2015 - 01:23 PM.

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#13 The Smoking Man™

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Posted 02 July 2015 - 04:23 PM

For Val:

 

 

Attached Files


~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

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#14 Valheru

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Posted 02 July 2015 - 04:30 PM

Attached File  dwarvenmineshaft.ini   20.65KB   51 downloads


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#15 The Smoking Man™

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Posted 02 July 2015 - 04:56 PM

Now I can't even select the mine, and the commandset seems to be correct: DwarvenMineShaftCommandSetUM


~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

~ Former GameReplays.org Events Manager, Advisor, Senior Referee (2x), Strategy Specialist (2x) and Replay Reviewer ~

~ Former Clanwars.cc Rise of the Witch-king section Administrator (2x) ~

~ Can't run Rise of the Witch-king on Windows 10 without the CD? Try my No-DVD Maxi-image files! ~

 

Download The Battle for Middle-earth

Download The Battle for Middle-earth II

Download The Rise of the Witch-king Expansion Pack


#16 Valheru

Valheru

    Ashen Shugar

  • Project Team
  • 765 posts
  • Location:Australia
  • Projects:patching & see

Posted 03 July 2015 - 07:28 AM

lol. If you cant select the mine you are missing the commandset. Make sure this is in cs.ini. Only other reason is if u edited it's KindOf which I doubt

 

CommandSet DwarvenMineShaftCommandSetUM
    1 = Command_ExitGarrison
    2 = Command_ExitGarrison
    3 = Command_ExitGarrison
    ;;4 = Command_ExitGarrison
    ;;5 = Command_ExitGarrison
    6 = Command_Sell
    12 = Command_Evacuate ; ;
End


SEE_Team_Rigger.jpg


#17 The Smoking Man™

The Smoking Man™

    Developer & Composer

  • T3A Staff
  • 113 posts
  • Projects:game.dat, RotWk Patch 2.02 (retired)
  •  Mysterious figure...
  • Division:BFME
  • Job:T3A Staff

Posted 03 July 2015 - 04:40 PM

The commandset was there... anyway I managed to make the undermine work as a separate object but still... couldn't get its slots down to 3.

 

Does your citadel have 5 slots or less?


~ Former "Rise of the Witch-king Patch 2.02" Project Coordinator, Developer and Sound Artist (version 5.0.0 & 5.0.1) ~

~ Former GameReplays.org Events Manager, Advisor, Senior Referee (2x), Strategy Specialist (2x) and Replay Reviewer ~

~ Former Clanwars.cc Rise of the Witch-king section Administrator (2x) ~

~ Can't run Rise of the Witch-king on Windows 10 without the CD? Try my No-DVD Maxi-image files! ~

 

Download The Battle for Middle-earth

Download The Battle for Middle-earth II

Download The Rise of the Witch-king Expansion Pack





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