Hi all and Happy New Year!
Need help with Behavior = TunnelContain ModuleTag_Contain , Behavior = HordeGarrisonContain ModuleTag_HordeGarrison , Behavior = TransportContain ModuleTag_TransportContainTag01 or other.
Its possible to damage units inside strustures like towers?
I found this: DamagePercentToUnits = 0% and HitPassengerPercentage = 20%
#1
Posted 08 January 2019 - 07:06 PM
#2
Posted 10 January 2019 - 09:27 AM
Have you tried? It sounds like those percentages would effect the passengers (the units inside).
#3
Posted 10 January 2019 - 07:51 PM
I am tried to do something with units inside towers, but they do not get any damage, fire, arrows, catapults, nothing can do any damage. And i also try to put inside units with limited time (like Balrog, Angmar wolf and other summoned units) and they cant die if summon time is out (only if i click on their icon on tower and they out of tower and die emmidiately)
Edited by Slava Shadrinov, 10 January 2019 - 09:08 PM.
#4
Posted 11 January 2019 - 09:17 AM
The horde garrison contain has:
Behavior = HordeGarrisonContain ModuleTag_TheHordeGarrisonContain ;SUB_L011B8DD0: ;SUB_L011A2900: ;L01F32CE8: ContainMax = 100 ;SUB_L006D4430:Signed Integer Value //Max amount of units allowed in this container EnterSound = BuildingConstructionLoop ;L00E6B310:Sound (AudioEvent) //Sound to play when entering the container ExitSound = BuildingConstructionLoop ;L00E6B310:Sound (AudioEvent) //Sound to play when leaving the container DamagePercentToUnits = 25% ;SUB_L006D4D20:Percentage //This percent of damage that this object gets is given to what is contained PassengerFilter = ANY +INFANTRY +HORDE +CAVALRY +HERO -SUMMONED -WildSpiderling -WildSpiderlingHorde ;SUB_L00EDCA00:Object Filter //Who is allowed to get in the container ManualPickUpFilter = ANY +CLUB -ORC ;SUB_L00EDCA00:Object Filter //we do not want the user to be able to manually pick up an orc with a troll. PassengersTestCollisionHeight = 20 ;SUB_L006D46C0:Float Point Value //Check collision to disable certain high units from entering? PassengersInTurret = Yes ;SUB_L006D3400:Boolean //Put the contained units in the position of the Turrets -> My passengers ride in my turret, that's where the Firepoint bones are NumberOfExitPaths = 100 ;SUB_L006D4430:Signed Integer Value //Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn DoorOpenTime = 1000 ;SUB_L00E6CB10:Unsigned Integer Value //Time to wait for doors to open before letting the units go in or out -> 0 = this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em AllowOwnPlayerInsideOverride = Yes ;SUB_L006D3400:Boolean //Normally, the Allies check encompasses OwnPlayer. but we reeeeally only want our own guys. AllowAlliesInside = Yes ;SUB_L006D3400:Boolean //Allow this object's Allies to use the container AllowEnemiesInside = Yes ;SUB_L006D3400:Boolean //Allow this object's Enemies to use the container AllowNeutralInside = Yes ;SUB_L006D3400:Boolean //Allow objects that are neutral to this object to use the container ShowPips = Yes ;SUB_L006D3400:Boolean //Show Healthbar of contained units CollidePickup = Yes ;SUB_L006D3400:Boolean //Collide with what you pick up? PassengerBonePrefix = PassengerBone:ARROWBONE KindOf:INFANTRY ;L011A2990: Bone - KindOf //Put the contained units at given bone(s) with this prefix if they are this KindOf //Multiple Entries Allowed BoneSpecificConditionState 1 PASSENGER_VARIATION_1 ;L011A2B40: Amount - AnimationState //Gives the unit at the bones mentioned in the "BonePrefix" with a certain number a PassengerVariation state. //Multiple Entries Allowed EjectPassengersOnDeath = Yes ;SUB_L006D3400:Boolean //Relase my contained units on death KillPassengersOnDeath = Yes ;SUB_L006D3400:Boolean //Kill contained units when I die Enabled = Yes ;SUB_L006D3400:Boolean //Is this module enabled? :S ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ;L011A2930: List of KindOfs //KindOf's given to contained units. ModifierToGiveOnExit = GothmogIronHand ;SUB_L006D34D0:Strings (ModifierList) //Modifier to give to a unit when it leaves the container //Multiple Entries Allowed ModifierRequiredTime = 1000 ;SUB_L00E6CB10:Unsigned Integer Value //How long the unit has to be in the container in order to get the modifier ;SUB_L01184D80->L01F2EA00: DeathTypes = NONE +CRUSHED ;L00E6D050: ALL/NONE Filter ExemptStatus = SOLD ;SUB_L00C118B0: BitStatus //May not have this Status RequiredStatus = DEATH_3 ;SUB_L00C118B0: BitStatus //Must have this Status DamageAmountRequired = 15.0 ;SUB_L006D46C0:Float Point Value//Damage required before this behavior can occur MinKillerAngle = -46 ;SUB_L006D4B70:Float Point Value //Degrees MaxKillerAngle = 46 ;SUB_L006D4B70:Float Point Value //Degrees ;< ;L01EA7B70: MobileGarrison = Yes ;SUB_L006D3400:Boolean //Can this garrison move? HealObjects = Yes ;SUB_L006D3400:Boolean //Does this garrison heal contained objects? TimeForFullHeal = 1000 ;SUB_L00E6CAE0:Unsigned Int? //Time it takes to fully heal contained objects InitialRoster = MordorOrc 10 ;L00C7B880: Object - Count //Initial people in the garrison ImmuneToClearBuildingAttacks = Yes ;SUB_L006D3400:Boolean //Are we immune to ClearBuilding attacks? (Yes means we won't leave the building due to those attacks) ;L01F35400: ExitDelay = 500 ;SUB_L00E6CB10:Unsigned Integer Value //Time (ms) between each unit leaving EntryOffset = X:50.0 Y:0.0 Z:0.0 ;SUB_L006D5320:XYZ Vector //Position to walk to before going to the entry position EntryPosition = X:0.0 Y:0.0 Z:0.0 ;SUB_L006D5320:XYZ Vector //Position to enter the garrison at ExitOffset = X:50.0 Y:0.0 Z:0.0 ;SUB_L006D5320:XYZ Vector //Position to walk to before going to after leaving from the entry position ;<< End
All these parameters could somehow help, but keep in mind EA has done a horrible job at keeping everything working the way the parameters 'intend', much of the old stuff they never used in BFME can be broken, this wouldn't be the first time that has happened... It is unlikely anything outside of the contain modules would somehow effect the behavior you are trying to get.
#5
Posted 11 January 2019 - 12:31 PM
Thanks for answer Ridder Geel, im try other parameters, but for my practice, only who can do anything with units inside was Mordor catapult with second weapon (dont remember how it calls) catapult fired human heads (skulls) and units leave from tower.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users