Maybe in the slaughter module thing from before add the Upgrade_FortressRingHero (its currently commented)
BFME 2 AI ring problem
#21
Posted 07 April 2015 - 01:58 PM
#22
Posted 07 April 2015 - 02:25 PM
the slaughter mudule is the same with the vanilla one i dont think the problem is from it
#23
Posted 07 April 2015 - 04:30 PM
It's highly unlikely that an SEE Upgrade is in it
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = M_GENERIC_FACTION_SLAUGHTERABLE ObjectStatusOfContained = UNSELECTABLE ENCLOSED CashBackPercent = 200% ContainMax = 99 ;// give it a huge capacity, just in case player sends his whole army in at once AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes EnterSound = GUI_RingReturned EntryOffset = X:125.0 Y:0.0 Z:0.0 EntryPosition = X:80.0 Y:0.0 Z:0.0 // entry position needs to be offset from the root transform, otherwise fortress obscures point. ExitOffset = X:125.0 Y:0.0 Z:0.0 StatusForRingEntry = HOLDING_THE_RING UpgradeForRingEntry = Upgrade_FortressHasBeenEntered_SEE Upgrade_RingHero ;Upgrade_FortressRingHero ObjectToDestroyForRingEntry = NONE +TheDroppedRing +HeroHomingBeacon_SEE FXForRingEntry = FX_OneRingFlare End
And either way, anything is worth trying now
#24
Posted 08 April 2015 - 07:15 AM
doesn't work
#25
Posted 08 April 2015 - 07:52 AM
Are you able to drop the ring into other fortresses? Or none of them?
#26
Posted 08 April 2015 - 09:00 AM
none
#27
Posted 08 April 2015 - 09:40 AM
Thats nice... And this was not possible either in the unmodded version of the SEE Mod?
#28
Posted 08 April 2015 - 11:54 AM
i found out that i broke this function when i added a horde of internal archers to fire withi more arrows and i possibly occupied the garnison slot for the ring, how can i keep both ?
Behavior = HordeTransportContain ModuleTag_hordeGarrison ;HordeGarrisonContain ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE CAN_ATTACK ENCLOSED ContainMax = 12 Slots = 12 DamagePercentToUnits = 0% PassengerFilter = NONE +InternalBattleTowerEvilArcherFortress2 PassengerBonePrefix = PassengerBone:ARROW_ KindOf:INFANTRY AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes ShowPips = No KillPassengersOnDeath = Yes EjectPassengersOnDeath = No InitialPayload = InternalBattleTowerEvilArcherFortress2 12 End
Edited by grunshac, 08 April 2015 - 12:02 PM.
#29
Posted 08 April 2015 - 01:39 PM
See what happens if you remove that module then
#30
Posted 08 April 2015 - 02:06 PM
i removed the behavior i added and it worked but i want to keep it
#31
Posted 08 April 2015 - 04:18 PM
See if something changes if you increase the ContainMax in that module.
#32
Posted 08 April 2015 - 04:18 PM
doesnt change
#33
Posted 08 April 2015 - 04:19 PM
Maybe increase the slots as well?
#34
Posted 08 April 2015 - 04:42 PM
nope
#35
Posted 08 April 2015 - 05:28 PM
See if you can remove the PassengerFilter = NONE +InternalBattleTowerEvilArcherFortress2 without problems.
Also set those two values back to 12, and if that still doesn't work, see if it works when setting them to 99 or whatever
If not... well we will have to think about a different approach for this, or we can just conclude that it does not work like this...
#36
Posted 08 April 2015 - 05:39 PM
it doesnt work. i think i should give up cuz the game is limited
#37
Posted 08 April 2015 - 06:40 PM
Limited? How so?
And maybe you should make an invisible object, and add this to the base with the fortress, and have those objects be the ones shooting...
#38
Posted 08 April 2015 - 07:02 PM
i tried but im not very experimented with this stuff mayabe can you make a code like yhis if you had some time and post it here
#39
Posted 08 April 2015 - 07:30 PM
I'd say learn how to edit base files first, see if you are able to place a new buildplot for example, after you are able to do that, you should be able to add other things to a base...
I don't really have the time to make a base file and it's quite an important part of modding to learn, so you should give that a go first
If i'm not mistaken there were tutorials on making bse/base files on the3rdage.net
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