For the Twiceove mod the forces of Evil and Angband will hopefully be able to create all lairs on economy plots. I have mannaged this, complete with complimentary troll. For some reason, it never gets out of build mode and fades five seconds after you start building the cave troll lair. You do keep the troll though. The only things I changed to do this were commandset.ini
CommandSet MordorEconomyPlotCommandSet
1 = Command_UnpackExplicitLumbermill
2 = Command_UnpackExplicitSlaughterhouse
3 = Command_UnpackExplicitCaveTrollLair
End
commandbutton.ini
CommandButton Command_UnpackExplicitLumbermill
Command = CASTLE_UNPACK_EXPLICIT_OBJECT
TextLabel = CONTROLBAR:UnpackLumbermill
Object = LumberMill
ButtonImage = BCLumberMill
ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipLumbermillUnpack
Radial = Yes
End
CommandButton Command_UnpackExplicitCaveTrollLair
Command = CASTLE_UNPACK_EXPLICIT_OBJECT
TextLabel = CONTROLBAR:UnpackCaveTrollLair
Object = CaveTrollLair
ButtonImage = BMTrollCages_DrummerTroll
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipCaveTrollLairUnpack
Radial = Yes
End
CommandButton Command_SplitHorde
Command = SPECIAL_POWER
SpecialPower = SpecialAbilitySplitHorde
Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:SplitHorde
ButtonImage = UCFormation_Split
DescriptLabel = CONTROLBAR:TooltipSplitHorde
InPalantir = Yes
End
and cavetrolllair.ini (first part is regular cave troll lair, second is buildable)
;------------------------------------------------------------------------------
;
Object CaveTrollLair
SelectPortrait = BPMOrcPit
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = NBTrollLair
End
ModelConditionState = DAMAGED
Model = NBTrollLair_D1
ParticleSysBone NONE SmokeBuildingLarge
ParticleSysBone FXbone02 BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = NBTrollLair_D2
ParticleSysBone FXbone01 FireBuildingLarge
ParticleSysBone FXbone02 SmokeBuildingLarge
ParticleSysBone FXbone02 BuildingDamaged
End
ModelConditionState = RUBBLE
Model = NBTrollLair_R
ParticleSysBone FXbone01 FireBuildingLarge
ParticleSysBone FXbone02 SmokeBuildingLarge
ParticleSysBone FXbone02 PCTMediumDust
End
; IdleAnimationState
; StateName = STATE_Idle
; Flags = RESTART_ANIM_WHEN_COMPLETE
; Animation = IdleA
; AnimationName = MBOrcpit_SKL.MBOrcpit_STRA
; AnimationMode = ONCE
; End
; End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:CaveTrollLair
Side = Mordor
IsTrainable = No
EditorSorting = STRUCTURE
ThreatLevel = 1.0
PlacementViewAngle = 90
VisionRange = MORDOR_ORCPIT_VISION_RANGE
ShroudClearingRange = MORDOR_ORCPIT_SHROUD_CLEAR
ArmorSet
Conditions = None
Armor = MonsterLair
End
; *** AUDIO Parameters ***
VoiceSelect = MordorTrollCageSelect ;MordorOrcPitSelect
;SoundAmbient = MordorOrcPitAmbience
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE IMMOBILE SELECTABLE SCORE
Body = ActiveBody ModuleTag_Body
MaxHealth = 2000
MaxHealthDamaged = 1000
MaxHealthReallyDamaged = 500
End
; Behavior = CreateObjectDie ModuleTag_MakeAHugeTroll
; CreationList = OCL_SpawnHugeTroll
; End
Behavior = CreateObjectDie ModuleTag_MakeLoadsOfTreasure
CreationList = OCL_SpawnLairTreasure
End
Behavior = QueueProductionExitUpdate ModuleTag_11
UnitCreatePoint = X:0.0 Y:-20.0 Z:0.0
NaturalRallyPoint = X:0 Y:0 Z:0.0
ExitDelay = 300; Mainly for the multiple produced Red Guard. Make them come out one at a time.
End
Behavior = SpawnBehavior ModuleTag_Spawn
SpawnNumber = 1
InitialBurst = 1
SpawnTemplateName = CaveTroll_Slaved
SpawnReplaceDelay = 120000
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 0
MaxCollapseDelay = 0
CollapseDamping = 0.5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 89
End
Geometry = BOX
GeometryMajorRadius = 45.6
GeometryMinorRadius = 37.6
GeometryHeight = 20.8
GeometryIsSmall = No
GeometryContactPoint = X: 15 Y: 15 Z:20 Swoop
GeometryContactPoint = X:-15 Y:-15 Z:20 Swoop
GeometryContactPoint = X:-15 Y: 15 Z:20 Swoop
GeometryContactPoint = X: 15 Y:-15 Z:20 Swoop
Shadow = SHADOW_DECAL
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
;
Object CaveTrollLairBuild
SelectPortrait = BPMOrcPit
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = NBTrollLair
End
ModelConditionState = DAMAGED
Model = NBTrollLair_D1
ParticleSysBone NONE SmokeBuildingLarge
ParticleSysBone FXbone02 BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = NBTrollLair_D2
ParticleSysBone FXbone01 FireBuildingLarge
ParticleSysBone FXbone02 SmokeBuildingLarge
ParticleSysBone FXbone02 BuildingDamaged
End
ModelConditionState = RUBBLE
Model = NBTrollLair_R
ParticleSysBone FXbone01 FireBuildingLarge
ParticleSysBone FXbone02 SmokeBuildingLarge
ParticleSysBone FXbone02 PCTMediumDust
End
; IdleAnimationState
; StateName = STATE_Idle
; Flags = RESTART_ANIM_WHEN_COMPLETE
; Animation = IdleA
; AnimationName = MBOrcpit_SKL.MBOrcpit_STRA
; AnimationMode = ONCE
; End
; End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:PlayableCaveTrollLair
Description = OBJECT:CaveTrollDescription
Side = Mordor;
IsTrainable = No; will be changed later
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 1;change this later
RefundValue = 1000
BuildTime = 25; in seconds... change this later
VisionRange = VISION_HERO_RANGED
ShroudClearingRange = SHROUD_CLEAR_STANDARD
ArmorSet
Conditions = None
Armor = MonsterLair
;DamageFX = StructureDamageFXNoShake
End
CommandSet = BuildableCaveTrollLairCommandSet
; *** AUDIO Parameters ***
VoiceSelect = MordorTrollCageSelect ;MordorOrcPitSelect
;SoundAmbient = MordorOrcPitAmbience
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE IMMOBILE SELECTABLE SCORE
Body = ActiveBody ModuleTag_Body
MaxHealth = 2000
MaxHealthDamaged = 1000
MaxHealthReallyDamaged = 500
End
Behavior = CreateObjectDie ModuleTag_MakeAHugeTroll
CreationList = OCL_SpawnHugeTroll
End
Behavior = QueueProductionExitUpdate ModuleTag_11
UnitCreatePoint = X:0.0 Y:-20.0 Z:0.0
NaturalRallyPoint = X:0 Y:0 Z:0.0
ExitDelay = 300; Mainly for the multiple produced Red Guard. Make them come out one at a time.
End
Behavior = SpawnBehavior ModuleTag_Spawn
SpawnNumber = 1
InitialBurst = 1
SpawnTemplateName = CaveTroll_Slaved
SpawnReplaceDelay = 120000
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 0
MaxCollapseDelay = 0
CollapseDamping = 0.5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 89
End
Geometry = BOX
GeometryMajorRadius = 45.6
GeometryMinorRadius = 37.6
GeometryHeight = 20.8
GeometryIsSmall = No
GeometryContactPoint = X: 15 Y: 15 Z:20 Swoop
GeometryContactPoint = X:-15 Y:-15 Z:20 Swoop
GeometryContactPoint = X:-15 Y: 15 Z:20 Swoop
GeometryContactPoint = X: 15 Y:-15 Z:20 Swoop
Shadow = SHADOW_DECAL
BuildCompletion = PLACED_BY_PLAYER
End
Can anyone see a way to make it work?