Jump to content


Photo

Slave units to a building

slave unit building object rotwk bfme

  • Please log in to reply
4 replies to this topic

#1 grunshac

grunshac
  • Members
  • 149 posts

Posted 30 January 2017 - 07:47 PM

I am trying to add some slave units to the dormitory expansion but it wont work. What have i donr wrong ?
 
These are the codes:
 
Behavior = SpawnBehavior ModuleTag_Spawn
SpawnNumber = 6 ;;,;; 4
InitialBurst = 6 ;;,;; 4
SpawnTemplateName = GondorTowerShieldGuardDormitory
SpawnReplaceDelay = 30
;FadeInTime = 1000
CanReclaimOrphans = no
End


ChildObject GondorTowerShieldGuardDormitory GondorTowerShieldGuard


IsTrainable = No

CommandPoints = 0

CommandSet = GondorTowerShieldGuardCommandSet

EquivalentTo = GondorTowerShieldGuard





Behavior = SlavedUpdate ModuleTag_Slave
LeashRange = 300
GuardMaxRange = 0
GuardWanderRange = 50
AttackRange = 200
UseSlaverAsControlForEvaObjectSightedEvents = Yes // Not a creep
;GuardPositionOffset = X:55 Y:0 Z:0
;FadeOutRange = 0
;FadeTime = 1000 //in msec
;DieOnMastersDeath = Yes //Die when my master dies!
End

End



#2 Rider of Rohan

Rider of Rohan

    The Lazy Modder

  • Division Leaders
  • 1,555 posts
  • Location:The Caribbean
  • Projects:Age of the Ring and the HD Editions
  •  Mathijs' Bug fix expert
  • Division:BFME
  • Job:T3A Leader

Posted 05 February 2017 - 04:35 AM

Can the dormitory create units?
Do you have the proper code in to allow it to?
i.e. from the archery range
 

	Behavior = ProductionUpdate ProductionUpdateModuleTag
		NumDoorAnimations            	= 1
		DoorOpeningTime              	= 3250  ;in mSeconds how long you want doors to be in open state
		DoorWaitOpenTime             	=8500  ;in mSeconds time the door stays open, so units can exit
		DoorCloseTime                	= 4000  ;in mSeconds how long you want doors to be in open state
		ConstructionCompleteDuration 	= 0  ;in mSeconds   wait time so if you have multiple units they don't run over each other

		GiveNoXP		= Yes    
	End

	Behavior = QueueProductionExitUpdate QueueProductionModuleTag
		PlacementViewAngle	= -180
		UnitCreatePoint		= X:20.0 Y:-48.0 Z:0.0
		NaturalRallyPoint	= X:-65.0 Y:-47.0 Z:0.0
		ExitDelay			= 300 ;STANDARD_HORDE_EXIT_DELAY
	End

 


99dxc486ltde132zg.jpgh5je9noaofg3o26zg.jpg

No parent should have to bury their child - King Theoden


#3 grunshac

grunshac
  • Members
  • 149 posts

Posted 07 February 2017 - 02:36 PM

Thanks a lot, that was the problem.
 
But i have problems in making the units be unselectable like the spiderlings from goblins.

 

This is the code

ChildObject  GondorTowerShieldGuardDormitory GondorTowerShieldGuard
    

 
 IsTrainable      =    No
    
 CommandPoints =    0
    
 CommandSet      =    GondorTowerShieldGuardCommandSet
    
 EquivalentTo  =    GondorTowerShieldGuard


Behavior = SlavedUpdate ModuleTag_Slave
GuardMaxRange = 350
GuardWanderRange = 80
UseSlaverAsControlForEvaObjectSightedEvents = Yes
End
End

Edited by grunshac, 07 February 2017 - 03:21 PM.


#4 Rider of Rohan

Rider of Rohan

    The Lazy Modder

  • Division Leaders
  • 1,555 posts
  • Location:The Caribbean
  • Projects:Age of the Ring and the HD Editions
  •  Mathijs' Bug fix expert
  • Division:BFME
  • Job:T3A Leader

Posted 07 February 2017 - 06:29 PM

You'll have to run through the kindof and remove anything dealing with selectable in the unit's file.


99dxc486ltde132zg.jpgh5je9noaofg3o26zg.jpg

No parent should have to bury their child - King Theoden


#5 grunshac

grunshac
  • Members
  • 149 posts

Posted 07 February 2017 - 08:57 PM

Thanks






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users