i think so
#21
Posted 10 March 2015 - 01:18 PM
#22
Posted 10 March 2015 - 01:36 PM
Thinking won't get you anywhere with this problem
Get 3ds max or renx and import the model and see if the bones appear
#23
Posted 10 March 2015 - 02:41 PM
i found an arrow i dont know if thats the arrow that is used but it has no bones
#24
Posted 10 March 2015 - 03:04 PM
i searched a bit and i saw the no arrow has a bone
#25
Posted 10 March 2015 - 03:52 PM
The model:
IBBtlTwr
Needs to have this bone:
ARROWBONE
If it doesn't have it the contained stuff will appear at the 0,0,0 point
#26
Posted 10 March 2015 - 04:53 PM
it has 4 arrowbones ARROWBONE09 ARROWBONE05 ARROWBONE12 ARROWBONE08
mordor tower has 8 arrowbones ARROW_14 ARROW_13 ARROW_04 ARROW_11 ARROW_09 ARROW_10 ARROW_16 ARROW_15
The thing is that moded isengard battletower fires with 1 arrow from up and rest from base
Edited by grunshac, 10 March 2015 - 05:05 PM.
#27
Posted 10 March 2015 - 05:10 PM
Hm... odd.. So does it spawn one shooter at the top? Or just a normal arrow through its weapon?
#28
Posted 10 March 2015 - 05:51 PM
i dont know, i think just a normal arrow through its weapon
if you have some time make some tests on you own to see with your eyes i may be wrong
Edited by grunshac, 10 March 2015 - 05:52 PM.
#29
Posted 11 March 2015 - 09:08 AM
Hm... well ok maybe i'll have some time for that later... What mod are you using? or is this your own made mod?
How should I go about duplicating what you did?
#30
Posted 11 March 2015 - 01:59 PM
i use SEE mod with some modifications made by myself but i dont think they have to do with what we are trying to do but if you want to send them to you i must have you emal
#31
Posted 11 March 2015 - 05:36 PM
Hm.. well I have SEE, so no worries, I'll see if i can get this to work
Can you give me your current code? (of the towers, i know its in the post before, but i'd like the most recent)
Edited by Ridder Geel, 11 March 2015 - 05:37 PM.
#32
Posted 11 March 2015 - 07:57 PM
Object MordorBattleTower ; *** ART Parameters *** SelectPortrait = BPMBattleTower Draw = W3DScriptedModelDraw ModuleTag_Draw ExtraPublicBone = Arrow_01 ExtraPublicBone = Arrow_02 ExtraPublicBone = Arrow_03 ExtraPublicBone = Arrow_04 ExtraPublicBone = Arrow_05 ExtraPublicBone = Arrow_06 ExtraPublicBone = Arrow_07 ExtraPublicBone = Arrow_08 ExtraPublicBone = Arrow_09 ExtraPublicBone = Arrow_10 ExtraPublicBone = Arrow_11 ExtraPublicBone = Arrow_12 ExtraPublicBone = Arrow_13 ExtraPublicBone = Arrow_14 ExtraPublicBone = Arrow_15 ExtraPublicBone = Arrow_16 OkToChangeModelColor = Yes UseStandardModelNames = Yes DefaultModelConditionState Model = MBSentry WeaponLaunchBone = PRIMARY Arrow_ End IdleAnimationState End ;------------ build up states--------------- ModelConditionState = SNOW AWAITING_CONSTRUCTION Model = MBSentry_A ; Texture = DolGolGate.tga MBSentry_S.tga End; ModelConditionState = AWAITING_CONSTRUCTION Model = MBSentry_A End; AnimationState = AWAITING_CONSTRUCTION Animation = MBSentry_A AnimationName = MBSentry_A.MBSentry_A AnimationMode = MANUAL AnimationBlendTime = 0 End Flags = START_FRAME_FIRST End ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = MBSentry_A ; Texture = DolGolGate.tga MBSentry_S.tga ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes End; ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = MBSentry_A ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes End; AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Animation = MBSentry_A AnimationName = MBSentry_A.MBSentry_A AnimationMode = MANUAL AnimationBlendTime = 0 End Flags = START_FRAME_FIRST StateName = BeingConstructed BeginScript CurDrawablePlaySound("GondorBarracksBeginConstruction") EndScript End ;--damaged building ModelConditionState = DAMAGED Model = MBSentry_D1 ParticleSysBone FXBONE BuildingChunkDebris ParticleSysBone FXBONE02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End ModelConditionState = REALLYDAMAGED Model = MBSentry_D2 ParticleSysBone FXBONE FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FXBONE02 FireBuildingMedium ParticleSysBone FXBONE SmokeBuildingLarge End AnimationState = REALLYDAMAGED Animation = RubbleAnimation AnimationName = MBSentry_D2.MBSentry_D2 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End ModelConditionState = RUBBLE Model = MBSentry_D3 ParticleSysBone FXBONE FireBuildingLarge ParticleSysBone FXBONE Explosion3 End AnimationState = RUBBLE Animation = RubbleAnimation AnimationName = MBSentry_D3.MBSentry_D3 AnimationMode = ONCE End EnteringStateFX = FX_StructureMediumCollapse End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End AnimationState = POST_RUBBLE End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End AnimationState = POST_COLLAPSE End ModelConditionState = SNOW Model = MBSentry Texture = DolGolGate.tga MBSentry_S.tga End End Draw = W3DFloorDraw ModuleTag_Draw_Bib ModelName = MBSentry_Bib WeatherTexture = SNOWY MBSentry_Bib_S.tga HideIfModelConditions = AWAITING_CONSTRUCTION HideIfModelConditions = PARTIALLY_CONSTRUCTED End Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner OkToChangeModelColor = Yes DefaultModelConditionState Model = MBHCSentry End MultiPlayerOnly = Yes End PlacementViewAngle = 135 ; ***DESIGN parameters *** DisplayName = OBJECT:MordorBattleTower Description = CONTROLBAR:ToolTipConstructElvenWatchtowerExpansion Side = Mordor EditorSorting = STRUCTURE ThreatLevel = 1.0 BuildCost = M_MORDOR_BATTLETOWER_BUILDCOST BuildTime = M_SENTRY_TOWER_BUILDTIME VisionRange = M_VISION_BASE_DEFENSE ShroudClearingRange = M_SHROUD_CLEAR_BASE_DEFENSE CommandSet = MordorBattleTowerCommandSet ArmorSet Conditions = None Armor = StructureArmor End WeaponSet Conditions = None Weapon = PRIMARY SentryMissileRangefinder_SEE End ; WeaponSet ; Conditions = None ; Weapon = PRIMARY SentryTowerBow ; AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; End ; *** AUDIO Parameters *** #include "..\..\..\Includes\StandardBuildingEvaEvents.inc" VoiceSelect = NeutralArrowTowerSelect ;IsengardKeepSelect VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction VoiceFullyCreated = EVA:GenericBuildingComplete SoundAmbientReallyDamaged = BuildingDamageFireSmallLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone UnitSpecificSounds UnderConstruction = BuildingConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???) End CampnessValue = CAMPNESS_DEFENSIVE_TOWER ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK MADE_OF_WOOD CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY FS_FACTORY FS_BASE_DEFENSE GARRISON GARRISONABLE_UNTIL_DESTROYED ;TRANSPORT SPAWNS_ARE_THE_WEAPONS ThreatBreakdown ModuleTag_ThreatBreakdown AIKindOf = STRUCTURE End Behavior = GettingBuiltBehavior ModuleTag_04 WorkerName = MordorWorkerNoSelect SpawnTimer = M_DEFAULT_STRUCTURE_HEALDELAY End Body = StructureBody ModuleTag_05 MaxHealth = M_MORDOR_BATTLETOWER_HEALTH MaxHealthDamaged = M_MORDOR_BATTLETOWER_HEALTH_DAMAGED MaxHealthReallyDamaged = M_MORDOR_BATTLETOWER_HEALTH_REALLY_DAMAGED DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK End ; Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble ; DestructionDelay = 5000 ; End Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapseNoSound FXList = ALMOST_FINAL FX_StructureAlmostCollapse DestroyObjectWhenDone = Yes CollapseHeight = 89 End ; Behavior = EvacuateDamage ModuleTag_evacuateDamage ; WeaponThatCausesEvacuation = MordorCatapultHumanHeads ; End Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon AutoAcquireEnemiesWhenIdle = No ;Yes ; MoodAttackCheckRate = 250 End Behavior = WeaponSetUpgrade ModuleTag_FireArrows TriggeredBy = Upgrade_SentryTowerFireArrows End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality TriggeredBy = Upgrade_SentryTowerFireArrows End Behavior = ProductionUpdate ModuleTag_UpgradeProducer GiveNoXP = Yes ;disable granting xp when producing units. End Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = 60 ;// How far we try to claim ground MaxIncome = 0 ;// If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = 999999 ;// How often (in msec) we give that much money HighPriority = Yes ;// A high priority claim gets to pretend it was there first. Visible = No ;// Don't show decal when a resource building is selected. End Behavior = HordeTransportContain ModuleTag_hordeGarrison ;HordeGarrisonContain ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE CAN_ATTACK ENCLOSED ContainMax = 5 Slots = 5 DamagePercentToUnits = 0% PassengerFilter = NONE +InternalBattleTowerEvilArcher PassengerBonePrefix = PassengerBone:Arrow_ KindOf:INFANTRY AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes ShowPips = No KillPassengersOnDeath = Yes EjectPassengersOnDeath = No InitialPayload = InternalBattleTowerEvilArcher 5 End GeometryContactPoint = X:20.0 Y:-20.0 Z:0 Repair Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 119 GeometryOffset = X:0 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End Object InternalBattleTowerEvilArcher SelectPortrait = UPEvil_Battleship KindOf = INFANTRY ARCHER UNATTACKABLE NOT_AUTOACQUIRABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ;HORDE TransportSlotCount = 1 CommandPoints = 0 VisionRange = M_VISION_BASE_DEFENSE Behavior = AIUpdateInterface ModuleTag_AI AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 CanAttackWhileContained = Yes End Behavior = WeaponSetUpgrade ModuleTag_FlamingAttack ;// Doesn't really use a weaponset swap, the swap is in the weapon itself. But this helps debugging more than a fake status bit upgrade TriggeredBy = Upgrade_SentryTowerFireArrows End LocomotorSet Locomotor = CatapultLocomotor Condition = SET_NORMAL Speed = 0 End Behavior = PhysicsBehavior ModuleTag_05 GravityMult = 1.0 End Body = ActiveBody ModuleTag_Body MaxHealth = 1 End WeaponSet Conditions = None Weapon = PRIMARY MordorSentryArcherBow_SEE End ThreatBreakdown ElvenShoreBombardShip_DetailedThreat AIKindOf = STRUCTURE End End
;------------------------------------------------------------------------------------------ ;Isengard Battle Tower Object IsengardBattleTower SelectPortrait = BPIBattleTwr ; *** ART Parameters *** ButtonImage = BRBattleTower ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw ExtraPublicBone = ARROWBONE01 ExtraPublicBone = ARROWBONE02 ExtraPublicBone = ARROWBONE03 ExtraPublicBone = ARROWBONE04 ExtraPublicBone = ARROWBONE05 ExtraPublicBone = ARROWBONE06 ExtraPublicBone = ARROWBONE07 ExtraPublicBone = ARROWBONE08 ExtraPublicBone = ARROWBONE09 ExtraPublicBone = ARROWBONE10 ExtraPublicBone = ARROWBONE11 ExtraPublicBone = ARROWBONE12 OkToChangeModelColor = Yes UseStandardModelNames = Yes DefaultModelConditionState Model = IBBtlTwr WeaponLaunchBone = PRIMARY ARROWBONE End ;// Animation state for build placement cursor AnimationState = BUILD_PLACEMENT_CURSOR BeginScript CurDrawableHideSubObject("GARRISON01") CurDrawableHideSubObject("GARRISON02") EndScript End ;// Animation state for phantom structure AnimationState = PHANTOM_STRUCTURE BeginScript CurDrawableHideSubObject("GARRISON01") CurDrawableHideSubObject("GARRISON02") EndScript End IdleAnimationState End ;------------ build up states--------------- ModelConditionState = SNOW AWAITING_CONSTRUCTION Model = IBBtlTwr_A Texture = IBBtlTwr.tga IBBtlTwr_snow.tga ; ParticleSysBone = NONE BuildingDoughnutCloud End; ModelConditionState = AWAITING_CONSTRUCTION Model = IBBtlTwr_A ; ParticleSysBone = NONE BuildingDoughnutCloud End; AnimationState = AWAITING_CONSTRUCTION Animation = IBBtlTwr_A AnimationName = IBBtlTwr_A.IBBtlTwr_A AnimationMode = MANUAL AnimationBlendTime = 0 End Flags = START_FRAME_FIRST End ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = IBBtlTwr_A Texture = IBBtlTwr.tga IBBtlTwr_snow.tga ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes End; ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = IBBtlTwr_A ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes End; AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Animation = IBBtlTwr_A AnimationName = IBBtlTwr_A.IBBtlTwr_A AnimationMode = MANUAL AnimationBlendTime = 0 End Flags = START_FRAME_FIRST StateName = BeingConstructed BeginScript CurDrawablePlaySound("GondorBarracksBeginConstruction") EndScript End ;--damaged building ModelConditionState = DESTROYED_FRONT Model = IBBtlTwr_D2 ParticleSysBone FXbone01 FireBuildingLarge ParticleSysBone FXbone02 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("IBBtlTwr_D2a") EndScript End ModelConditionState = DESTROYED_RIGHT Model = IBBtlTwr_D2 ParticleSysBone FXbone01 FireBuildingLarge ParticleSysBone FXbone02 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("IBBtlTwr_D2b") EndScript End ModelConditionState = DESTROYED_BACK Model = IBBtlTwr_D2 ParticleSysBone FXbone01 FireBuildingLarge ParticleSysBone FXbone02 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("IBBtlTwr_D2c") EndScript End ModelConditionState = DESTROYED_LEFT Model = IBBtlTwr_D2 ParticleSysBone FXbone01 FireBuildingLarge ParticleSysBone FXbone02 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("IBBtlTwr_D2d") EndScript End ModelConditionState = DAMAGED Model = IBBtlTwr_D1 ParticleSysBone NONE SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End ModelConditionState = REALLYDAMAGED Model = IBBtlTwr_D2 ParticleSysBone FXbone01 FireBuildingLarge ParticleSysBone FXbone02 SmokeBuildingLarge End AnimationState = REALLYDAMAGED EnteringStateFX = FX_BuildingDamaged End ModelConditionState = RUBBLE Model = IBBtlTwr_D2 ParticleSysBone FXbone01 SmokeBuildingLarge End AnimationState = RUBBLE BeginScript CurDrawableHideSubObject("IBBtlTwr_D2a") CurDrawableHideSubObject("IBBtlTwr_D2b") CurDrawableHideSubObject("IBBtlTwr_D2c") CurDrawableHideSubObject("IBBtlTwr_D2d") EndScript End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = SNOW Model = IBBtlTwr Texture = IBBtlTwr.tga IBBtlTwr_snow.tga End End Draw = W3DFloorDraw ModuleTag_Draw_Bib ModelName = IBBtlTwr_Bib WeatherTexture = SNOWY IBBtlTwrBib_snow.tga HideIfModelConditions = AWAITING_CONSTRUCTION HideIfModelConditions = PARTIALLY_CONSTRUCTED End Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner OkToChangeModelColor = Yes DefaultModelConditionState Model = IBHCBtlTwr End MultiPlayerOnly = Yes End PlacementViewAngle = 135 ; ***DESIGN parameters *** DisplayName = OBJECT:IsengardBattleTower Description = CONTROLBAR:ToolTipConstructElvenWatchtowerExpansion Side = Isengard EditorSorting = STRUCTURE ThreatLevel = 1.0 BuildCost = M_ISENGARD_BATTLETOWER_BUILDCOST BuildTime = M_SENTRY_TOWER_BUILDTIME VisionRange = M_VISION_BASE_DEFENSE ShroudClearingRange = M_SHROUD_CLEAR_BASE_DEFENSE CommandSet = GenericSentryTowerCommandSet ArmorSet Conditions = None Armor = StructureArmor End WeaponSet Conditions = None Weapon = PRIMARY SentryTowerBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ; *** AUDIO Parameters *** #include "..\..\..\Includes\StandardBuildingEvaEvents.inc" VoiceFullyCreated = EVA:GenericBuildingComplete ;KeepComplete VoiceSelect = IsengardKeepSelect VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction SoundAmbientReallyDamaged = BuildingDamageFireMediumLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone UnitSpecificSounds UnderConstruction = BuildingConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???) End CampnessValue = CAMPNESS_DEFENSIVE_TOWER ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK MADE_OF_WOOD GARRISON GARRISONABLE_UNTIL_DESTROYED AUTO_RALLYPOINT CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY FS_FACTORY FS_BASE_DEFENSE ThreatBreakdown ModuleTag_ThreatBreakdown AIKindOf = STRUCTURE End Behavior = GettingBuiltBehavior ModuleTag_04 WorkerName = MordorWorkerNoSelect SpawnTimer = M_DEFAULT_STRUCTURE_HEALDELAY End Body = StructureBody ModuleTag_05 MaxHealth = M_ISENGARD_BATTLETOWER_HEALTH MaxHealthDamaged = M_ISENGARD_BATTLETOWER_HEALTH_DAMAGED MaxHealthReallyDamaged = M_ISENGARD_BATTLETOWER_HEALTH_REALLY_DAMAGED DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK ; DamageCreationList = OCL_IBBtlTwrD2_Chunk1 CATAPULT_ROCK FRONT_DESTROYED ; DamageCreationList = OCL_IBBtlTwrD2_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED ; DamageCreationList = OCL_IBBtlTwrD2_Chunk3 CATAPULT_ROCK BACK_DESTROYED ; DamageCreationList = OCL_IBBtlTwrD2_Chunk4 CATAPULT_ROCK LEFT_DESTROYED End Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble DestructionDelay = 5000 End Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse FXList = ALMOST_FINAL FX_StructureAlmostCollapse DestroyObjectWhenDone = Yes CollapseHeight = 89 End Behavior = EvacuateDamage ModuleTag_evacuateDamage WeaponThatCausesEvacuation = MordorCatapultHumanHeads End Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 AILuaEventsList = GarrisonableFunctions End Behavior = HordeGarrisonContain ModuleTag_HordeGarrison ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ENCLOSED ContainMax = 2 DamagePercentToUnits = 0% PassengerFilter = ANY +INFANTRY +BANNER -CAVALRY -SUMMONED -WildSpiderling -WildSpiderlingHorde -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:ARROWBONE KindOf:INFANTRY EntryPosition = X:0.0 Y:0.0 Z:0.0 EntryOffset = X:-50.0 Y:0.0 Z:0.0 ExitOffset = X:-50.0 Y:0.0 Z:0.0 EnterSound = RuinedTowerEnterSound ShowPips = No End Behavior = WeaponSetUpgrade ModuleTag_FireArrows TriggeredBy = Upgrade_SentryTowerFireArrows End Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = 50 ;// How far we try to claim ground MaxIncome = 0 ;// If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = 999999 ;// How often (in msec) we give that much money HighPriority = Yes ;// A high priority claim gets to pretend it was there first. Visible = No ;// Don't show decal when a resource building is selected. End Behavior = ProductionUpdate ModuleTag_UpgradeProducer End GeometryContactPoint = X:20.0 Y:-20.0 Z:0 Repair Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 12.4 GeometryHeight = 119 GeometryOffset = X:5 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End
Edited by grunshac, 11 March 2015 - 08:00 PM.
#33
Posted 12 March 2015 - 05:04 PM
Ok I just realized this when reading through it.
Have you tried replacing:
Behavior = HordeGarrisonContain ModuleTag_HordeGarrison ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ENCLOSED ContainMax = 2 DamagePercentToUnits = 0% PassengerFilter = ANY +INFANTRY +BANNER -CAVALRY -SUMMONED -WildSpiderling -WildSpiderlingHorde -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:ARROWBONE KindOf:INFANTRY EntryPosition = X:0.0 Y:0.0 Z:0.0 EntryOffset = X:-50.0 Y:0.0 Z:0.0 ExitOffset = X:-50.0 Y:0.0 Z:0.0 EnterSound = RuinedTowerEnterSound ShowPips = No End
with
Behavior = HordeTransportContain ModuleTag_hordeGarrison ;HordeGarrisonContain ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE CAN_ATTACK ENCLOSED ContainMax = 5 Slots = 5 DamagePercentToUnits = 0% PassengerFilter = NONE +InternalBattleTowerEvilArcher PassengerBonePrefix = PassengerBone:ARROWBONE KindOf:INFANTRY AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes ShowPips = No KillPassengersOnDeath = Yes EjectPassengersOnDeath = No InitialPayload = InternalBattleTowerEvilArcher 5 End
Edited by Ridder Geel, 12 March 2015 - 05:05 PM.
#34
Posted 12 March 2015 - 06:38 PM
yes and it didnt solve the problem
#35
Posted 12 March 2015 - 09:52 PM
What if you give your tower this as weaponset?
WeaponSet Conditions = None Weapon = PRIMARY SentryMissileRangefinder_SEE End
(haven't been able to try it on my computer so yea just giving suggestions at the moment )
#36
Posted 13 March 2015 - 12:23 PM
didnt solve it
#37
Posted 13 March 2015 - 12:38 PM
When I imported my model yesterday it had those bones, all of them, so you sure that you did not modify the models? (in the mod)
#38
Posted 13 March 2015 - 12:52 PM
i had the bones of the arrows from the towers too (the bones thet i mentioned up) and i didnt modify them
Edited by grunshac, 13 March 2015 - 12:53 PM.
#40
Posted 13 March 2015 - 09:53 PM
lol that worked thks a lot -SilverBane- for you idea and thks a lot too Ridder Geel for trying to help me and i did help me
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