-SilverBane- do you know how to make the tower fire in multiple targets cuz all arrows go in only one ?
Edited by grunshac, 14 March 2015 - 10:05 AM.
Posted 14 March 2015 - 08:30 AM
-SilverBane- do you know how to make the tower fire in multiple targets cuz all arrows go in only one ?
Edited by grunshac, 14 March 2015 - 10:05 AM.
Posted 14 March 2015 - 10:07 AM
i cant make dwarven towers to fire with axes not with arrows i begin to think that it is not a good idea to modify the number of projectiles cuz is hard and annoying :(
Edited by grunshac, 14 March 2015 - 10:07 AM.
Posted 16 March 2015 - 08:23 AM
That's because the weapons those units you spawn in the tower don't use axes
So you need to change their weaponset
Posted 27 March 2015 - 10:46 PM
i managed to make all towers to fire with more arrows but there are some purple shards that come out from the tower when it fires what are them ?
Posted 28 March 2015 - 05:21 PM
Those things might be invalid w3d object, or they are missing textures, that are used as projectiles, are you sure you are using a working projectile?
Posted 28 March 2015 - 07:45 PM
i dont know, the projectiles are ok, all are lauched and the purple shard move slow are pale and dont go in target are just ejected from tower and go down randomly
Posted 30 March 2015 - 07:37 AM
Maybe the FX when the weapon fires has strange/unexisting textures
Posted 30 March 2015 - 12:51 PM
i dont know mordor tower which is made by the mod team works fine but the isengart tower has the probleam and it uses same weapon
Posted 30 March 2015 - 01:36 PM
Oh... well that's odd...
Post some code maybe? (objects, weapons nd such)
Posted 30 March 2015 - 02:12 PM
Weapon SentryMissileRangefinder_SEE AttackRange = M_VISION_BASE_DEFENSE ;M_MORDOR_ARCHER_RANGE ;Horde member so it needs to be bigger than the horde weapon attack range. LeechRangeWeapon = Yes WeaponSpeed = 20 ; dist/sec MinWeaponSpeed = 10 MaxWeaponSpeed = 30 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range RangeBonusMinHeight = 10 RangeBonus = 1 RangeBonusPerFoot = #MULTIPLY( M_MORDOR_HARADRIM_BOW_RANGE .01 ) HitPercentage = 0 ;When this weapon is used it will hit exactly 50% of the time. ScatterRadius = 150.0 ;When this weapon misses it can randomly miss by as much as this distance. AcceptableAimDelta = 360 DelayBetweenShots = 0 PreAttackDelay = M_MORDOR_ARCHER_PREATTACKDELAY PreAttackType = PER_POSITION PreAttackRandomAmount = 200 FiringDuration = 0 ClipSize = 1 AutoReloadsClip = Yes AutoReloadWhenIdle = 1 ClipReloadTime = Min:M_MORDOR_ARCHER_BOW_RELOADTIME_MIN Max:M_MORDOR_ARCHER_BOW_RELOADTIME_MAX ContinuousFireOne = 0 ContinuousFireCoast = M_MORDOR_ARCHER_BOW_RELOADTIME_MAX FinishAttackOnceStarted = No AntiAirborneVehicle = Yes AntiAirborneMonster = Yes CanFireWhileMoving = Yes ProjectileNugget ; Default arrow ProjectileTemplateName = CreateAHero_AttachSpy_Projectile WarheadTemplateName = SentryRangefinderWarhead_SEE End End ;----------------------------------- Weapon SentryRangefinderWarhead_SEE ; ProjectileCollidesWith = ENEMIES ; RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES HitStoredTarget = No ; Always hits initial target. DamageNugget ; A basic Nugget that just does damage Damage = 1 Radius = 0.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DelayTime = 0 DamageType = STRUCTURAL ; DamageFXType = EVIL_ARROW_PIERCE DeathType = LASERED ;now always used instead of NORMAL (Sûl) End End ;------------------------------------------------------------------------------ Weapon MordorSentryArcherBow_SEE ; BALANCE Archer Weapon ;orc archer AttackRange = M_VISION_BASE_DEFENSE ;M_MORDOR_ARCHER_RANGE ;Horde member so it needs to be bigger than the horde weapon attack range. LeechRangeWeapon = Yes WeaponSpeed = 300 ; dist/sec MinWeaponSpeed = 121 MaxWeaponSpeed = 400 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range FireFX = FX_RohanArcherBowWeapon ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range HitPercentage = 100 ;When this weapon is used it will hit exactly 50% of the time. ScatterRadius = 20.0 ;When this weapon misses it can randomly miss by as much as this distance. AcceptableAimDelta = 20 ; prevent twitchy reaiming in horde on horde DelayBetweenShots = 0 PreAttackDelay = M_MORDOR_ARCHER_PREATTACKDELAY PreAttackType = PER_POSITION PreAttackRandomAmount = 200 FiringDuration = 0 ClipSize = 1 AutoReloadsClip = Yes AutoReloadWhenIdle = 1 ClipReloadTime = Min:M_MORDOR_ARCHER_BOW_RELOADTIME_MIN Max:M_MORDOR_ARCHER_BOW_RELOADTIME_MAX ContinuousFireOne = 0 ContinuousFireCoast = M_MORDOR_ARCHER_BOW_RELOADTIME_MAX AntiAirborneVehicle = Yes AntiAirborneMonster = Yes HitPassengerPercentage = 20% CanBeDodged = Yes ; Will check for a DodgePercent on the target to have a second chance at failing HitPercent ProjectileNugget ; Default arrow ProjectileTemplateName = EvilFactionArrow WarheadTemplateName = MordorSentryArcherBowWarhead_SEE ForbiddenUpgradeNames = Upgrade_SentryTowerFireArrows End ProjectileNugget ; Fire arrow available through fire upgrade ProjectileTemplateName = EvilFactionFireArrow WarheadTemplateName = MordorSentryArcherBowFireWarhead_SEE RequiredUpgradeNames = Upgrade_SentryTowerFireArrows End End ;----------------------------------- Weapon MordorSentryArcherBowWarhead_SEE ProjectileCollidesWith = ENEMIES RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES HitStoredTarget = Yes ; Always hits initial target. DamageNugget ; A basic Nugget that just does damage Damage = M_MORDOR_ARCHER_BARRICADE_DAMAGE Radius = 0.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DelayTime = 0 DamageType = STRUCTURAL DamageFXType = EVIL_ARROW_PIERCE DeathType = LASERED ;now always used instead of NORMAL (Sûl) End End ;------------------------------------------------------------------------------ Weapon MordorSentryArcherBowFireWarhead_SEE ProjectileCollidesWith = ENEMIES RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES HitStoredTarget = Yes ; Always hits initial target. DamageNugget Damage = M_MORDOR_ARCHER_BARRICADE_DAMAGE_FIRE_FLAME Radius = 0.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DelayTime = 0 DamageType = FLAME DamageFXType = EVIL_ARROW_PIERCE DeathType = BURNED AcceptDamageAdd = No DamageScalar = 25% ALL -STRUCTURE End DamageNugget ; A basic Nugget that just does damage Damage = 1 Radius = 0.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DamageType = FLAME DamageFXType = FLAME DeathType = BURNED AcceptDamageAdd = No DamageScalar = 50000% NONE +MINE ; Make sure we one shot kill mines, without risking wasting some poor hero with a torch End DamageNugget Damage = M_MORDOR_ARCHER_BARRICADE_DAMAGE_FIRE_PIERCE Radius = 0.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody. DelayTime = 0 DamageType = STRUCTURAL DamageFXType = EVIL_ARROW_PIERCE DeathType = LASERED ;now always used instead of NORMAL (Sûl) End End
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 = 3 Slots = 3 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 3 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 DependencySharedModelFlags =PREATTACK_A FIRING_OR_RELOADING_A CONTINUOUS_FIRE_MEAN CONTINUOUS_FIRE_SLOW MOVING TURN_LEFT TURN_RIGHT BACKING_UP DYING SIEGE_CONTAIN ;// 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 = MordorBattleTowerCommandSet ArmorSet Conditions = None Armor = StructureArmor End WeaponSet Conditions = None Weapon = PRIMARY SentryMissileRangefinder_SEE ;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 = HordeTransportContain ModuleTag_hordeGarrison ;HordeGarrisonContain ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE CAN_ATTACK ENCLOSED ContainMax = 3 Slots = 3 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 3 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
Posted 30 March 2015 - 02:27 PM
Well try to remove the:
FireFX = FX_RohanArcherBowWeapon
from the weapon, see if it helps, maybe the model is covering it up in the other one
Posted 30 March 2015 - 03:16 PM
didnt helps
Posted 30 March 2015 - 05:19 PM
Hm... Ok can you make a screenshot of it? Then I might be able to determine what it is...
Might it be the tower getting damage? Maybe one of those particles is wrong
Posted 31 March 2015 - 12:33 PM
You are not allowed to use that image extension on this community.
what should i do?
Edited by grunshac, 31 March 2015 - 12:39 PM.
Posted 31 March 2015 - 01:10 PM
Upload it to some other image hosting site or whatever, and link here i suppose
Posted 31 March 2015 - 04:02 PM
Thats an arrow streak (at least looks like it), which is related to the weapon... the projectile to be exact... But you said you are using the exact same weapon? (odd that it would occur with one building and not the other)
Maybe something in the EvilFactionArrow makes an arrowstreak...
Posted 01 April 2015 - 12:29 PM
if so you know how to fix it ?
Posted 01 April 2015 - 12:41 PM
Well maybe, but for that to work you should really post the object I mentioned up there Should be in the subobjects ini for the evil factions (I hope )
Posted 01 April 2015 - 01:05 PM
the problem is not only from EvilFactionArrow its from every weapons i put like StructureDwarvenAxe for dwarves
0 members, 0 guests, 0 anonymous users