Jump to content


Photo

Tower multi shot

rotwk bfme tower shot arrow multi many

  • Please log in to reply
77 replies to this topic

#21 grunshac

grunshac
  • Members
  • 149 posts

Posted 10 March 2015 - 01:18 PM

i think so



#22 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 10 March 2015 - 01:36 PM

Thinking won't get you anywhere with this problem :p

Get 3ds max or renx and import the model and see if the bones appear :)


Ridder Geel

#23 grunshac

grunshac
  • Members
  • 149 posts

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 grunshac

grunshac
  • Members
  • 149 posts

Posted 10 March 2015 - 03:04 PM

i searched a bit and i saw the no arrow has a bone



#25 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

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 :p


Ridder Geel

#26 grunshac

grunshac
  • Members
  • 149 posts

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 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

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?


Ridder Geel

#28 grunshac

grunshac
  • Members
  • 149 posts

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 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

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?


Ridder Geel

#30 grunshac

grunshac
  • Members
  • 149 posts

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 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

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 :p

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.

Ridder Geel

#32 grunshac

grunshac
  • Members
  • 149 posts

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 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

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.

Ridder Geel

#34 grunshac

grunshac
  • Members
  • 149 posts

Posted 12 March 2015 - 06:38 PM

yes and it didnt solve the problem



#35 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

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 :p )


Ridder Geel

#36 grunshac

grunshac
  • Members
  • 149 posts

Posted 13 March 2015 - 12:23 PM

didnt solve it



#37 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

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? :p (in the mod)


Ridder Geel

#38 grunshac

grunshac
  • Members
  • 149 posts

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.


#39 -SilverBane-

-SilverBane-

    Inactive Noob

  • Project Team
  • 474 posts
  • Location:Bucharest
  • Projects:Life
  •  Mapper & Coder

Posted 13 March 2015 - 07:30 PM

have u tried adding this (below the bones)

    DependencySharedModelFlags =PREATTACK_A FIRING_OR_RELOADING_A CONTINUOUS_FIRE_MEAN CONTINUOUS_FIRE_SLOW MOVING TURN_LEFT TURN_RIGHT BACKING_UP DYING SIEGE_CONTAIN

  • grunshac likes this

2qm3dd5.jpg


#40 grunshac

grunshac
  • Members
  • 149 posts

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 :)






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users