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.
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.
~ 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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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
Posted 02 July 2015 - 12:01 PM
have another ciggy nub
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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Posted 02 July 2015 - 12:39 PM
Edit under this object name Smoke and you'll be fine
ChildObject DwarvenMineShaftForUndermine MineShaft_Interface
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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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.
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
~ 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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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?
game 2015-07-02 21-14-23-79.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 ~
~ 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! ~
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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.
Posted 02 July 2015 - 04:23 PM
For Val:
~ 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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~ Can't run Rise of the Witch-king on Windows 10 without the CD? Try my No-DVD Maxi-image files! ~
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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) ~
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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
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! ~
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