Best Answer Miraak5, 11 February 2018 - 11:54 AM
lol look like it solved by itself xd
Go to the full postBest Answer Miraak5, 11 February 2018 - 11:54 AM
lol look like it solved by itself xd
Go to the full postPosted 28 December 2017 - 04:06 PM
Hi i find myself a bit stupid xd because i dont know what i forget to edit to get my ring hero to work in my rohan faction
(i use isildur for good factions instead of galadriel)
so my problem is that when i put the ring in my fortress i can see isildur in the hero list but when i click on him nothing append (build dont start) i can still click on him after but nothing will append (isildur work well with all others faction)
as u can see i have already added Upgrade_RohanFaction to isildur code (and yes i have Upgrade_RohanFaction in the starting upgrade in playertemplate) Behavior = RemoveUpgradeUpgrade ModuleTag_RemoveRing TriggeredBy = Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction Upgrade_ArnorFaction Upgrade_RohanFaction UpgradeToRemove = Upgrade_RingHero Upgrade_FortressRingHero RemoveFromAllPlayerObjects = Yes SuppressEvaEventForRemoval = Yes ; this is to avoid the Eva event about 'Gollum stole our ring' ; when we are actually losing the upgrade because we built the ring heroine End and there is the code that is in my RohanFortressCitadel object Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = 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 = MordorSlaughterhouseEnterSound EntryOffset = X:129.0 Y:5.0 Z:0.0 EntryPosition = X:100.0 Y:0.0 Z:0.0 // entry position needs to be offset from the root transform, otherwise fortress obscures point. ExitOffset = X:129.0 Y:0.0 Z:0.0 StatusForRingEntry = HOLDING_THE_RING UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero ObjectToDestroyForRingEntry = NONE +TheDroppedRing FXForRingEntry = FX_OneRingFlare End #include "..\..\..\FortressRingFunc.inc"
Edited by Miraak5, 30 December 2017 - 04:54 PM.
He was the first...
Posted 10 January 2018 - 03:39 PM
Can we see the commandbutton/commandset also?
Posted 10 January 2018 - 04:19 PM
here is rohan playertemplate
PlayerTemplate FactionRohan Side = Rohan PlayableSide = Yes Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = RohanFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = RohanPeasantHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit1 = RohanPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = RohanPorter StartingUnitOffset0 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = RohanPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = RohanPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_ROHAN SpellBook = GoodSpellBook SpellBookMp = RohanSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = RohanSpellStoreCommandSet DisplayName = INI:FactionRohan DefaultPlayerAIType = RohanSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_RohanFaction Upgrade_RohanDualEconomyChoice Upgrade_FixedHse Upgrade_GoodFactionUpgrade ; Any upgrades this player template is born with. // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero RohanGamling RohanEowyn RohanEomer RohanTheoden ElvenRadagast RohanSam RohanFrodo RohanMerry RohanPippin BuildableRingHeroesMP = GondorIsildur_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPRohan_Army LoadScreenMusic = Shell2MusicForLoadScreen End
here is rohan fortress command set
CommandSet RohanFortressCommandSet InitialVisible = 7 //Main Menu 1 = Command_ConstructRohanPorter ; 2 = Command_ConstructGondorKnightsofDolHorde 2 = Command_SelectRevivablesRohanFortress ; 3 = Command_FireWeaponMenFortressBoilingOil ; 4 = Command_SpecialAbilityIvoryTowerVision 6 = Command_Sell 5 = Command_SelectUpgradesMenFortress //Upgrades Menu 8 = Command_PurchaseUpgradeRohanFortressBanners 9 = Command_PurchaseUpgradeMenFortressHouseOfHealing 10 = Command_PurchaseUpgradeMenFortressFlamingMunitions 11 = Command_PurchaseUpgradeMenFortressBoilingOil 12 = Command_PurchaseUpgradeMenFortressNumenorStonework 13 = Command_PurchaseUpgradeMenFortressIvoryTower 14 = Command_RadialBack //Hero Menu 15 = Command_RingHeroReviveSlot 16 = Command_CreateAHeroReviveSlot // Note we also need an extra slot for the Create A Hero 17 = Command_GenericReviveSlot1 //Revives any hero. keep them UNIQUE within the same commandset! 18 = Command_GenericReviveSlot2 19 = Command_GenericReviveSlot3 20 = Command_GenericReviveSlot4 21 = Command_GenericReviveSlot5 22 = Command_GenericReviveSlot6 23 = Command_GenericReviveSlot7 24 = Command_GenericReviveSlot8 25 = Command_RadialBack End
u can see i have not finished upgrade but thats not the problem
i use vanilla "Command_RingHeroReviveSlot"
ps: ignore the + icon for new faction thing i wanted to remove it from the post but i was not able to edit post title
Edited by Miraak5, 10 January 2018 - 04:23 PM.
He was the first...
Posted 11 February 2018 - 11:54 AM Best Answer
lol look like it solved by itself xd
He was the first...
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