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Cave Troll Economy Plot


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#1 twiceover

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Posted 23 August 2005 - 05:12 PM

For the Twiceove mod the forces of Evil and Angband will hopefully be able to create all lairs on economy plots. I have mannaged this, complete with complimentary troll. For some reason, it never gets out of build mode and fades five seconds after you start building the cave troll lair. You do keep the troll though. The only things I changed to do this were commandset.ini
CommandSet MordorEconomyPlotCommandSet
  1  = Command_UnpackExplicitLumbermill
  2  = Command_UnpackExplicitSlaughterhouse
  3  = Command_UnpackExplicitCaveTrollLair
End
commandbutton.ini
CommandButton Command_UnpackExplicitLumbermill
  Command          = CASTLE_UNPACK_EXPLICIT_OBJECT
  TextLabel        = CONTROLBAR:UnpackLumbermill
  Object           = LumberMill
  ButtonImage      = BCLumberMill 
  ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is 
  DescriptLabel    = CONTROLBAR:ToolTipLumbermillUnpack
  Radial           = Yes
End
CommandButton Command_UnpackExplicitCaveTrollLair
  Command          = CASTLE_UNPACK_EXPLICIT_OBJECT
  TextLabel        = CONTROLBAR:UnpackCaveTrollLair
  Object           = CaveTrollLair
  ButtonImage      = BMTrollCages_DrummerTroll
  ButtonBorderType = BUILD
  DescriptLabel    = CONTROLBAR:ToolTipCaveTrollLairUnpack
  Radial           = Yes
End


CommandButton Command_SplitHorde
  Command                 = SPECIAL_POWER
  SpecialPower     = SpecialAbilitySplitHorde
  Options                 = OK_FOR_MULTI_SELECT
  TextLabel               = CONTROLBAR:SplitHorde
  ButtonImage             = UCFormation_Split
  DescriptLabel           = CONTROLBAR:TooltipSplitHorde
  InPalantir     = Yes
End
and cavetrolllair.ini (first part is regular cave troll lair, second is buildable)
;------------------------------------------------------------------------------
;
Object CaveTrollLair

	SelectPortrait = BPMOrcPit
 
; *** ART Parameters ***
	Draw = W3DScriptedModelDraw ModuleTag_Draw
	
  DefaultModelConditionState
 	 Model = NBTrollLair
  End

  ModelConditionState  = DAMAGED
 	 Model         =  NBTrollLair_D1
 	 ParticleSysBone NONE SmokeBuildingLarge
               ParticleSysBone FXbone02 BuildingDamaged
  End

  ModelConditionState  = REALLYDAMAGED
 	 Model         =  NBTrollLair_D2
     	 ParticleSysBone FXbone01 FireBuildingLarge
     	 ParticleSysBone FXbone02 SmokeBuildingLarge
     	 ParticleSysBone FXbone02 BuildingDamaged
  End

  ModelConditionState  = RUBBLE
 	 Model         =  NBTrollLair_R
     	 ParticleSysBone FXbone01 FireBuildingLarge
     	 ParticleSysBone FXbone02 SmokeBuildingLarge
        ParticleSysBone FXbone02 PCTMediumDust
  End

;  IdleAnimationState
; 	 StateName 	 =   STATE_Idle
; 	 Flags               = RESTART_ANIM_WHEN_COMPLETE 
; 	 Animation 	 = IdleA
;    AnimationName	=	MBOrcpit_SKL.MBOrcpit_STRA
;    AnimationMode	=	ONCE 
; 	 End
;  End

	End

	PlacementViewAngle  = 0
 
; ***DESIGN parameters ***
	DisplayName 	 = OBJECT:CaveTrollLair
	Side    = Mordor
	IsTrainable  = No
	EditorSorting  = STRUCTURE
	ThreatLevel 	 = 1.0
	PlacementViewAngle	= 90	
 
	VisionRange         = MORDOR_ORCPIT_VISION_RANGE
	ShroudClearingRange = MORDOR_ORCPIT_SHROUD_CLEAR

	ArmorSet
  Conditions  = None
  Armor 	 = MonsterLair
	End


; *** AUDIO Parameters ***

	VoiceSelect         	 = MordorTrollCageSelect  ;MordorOrcPitSelect

;SoundAmbient          = MordorOrcPitAmbience
	SoundOnDamaged 	 = BuildingLightDamageStone
	SoundOnReallyDamaged  = BuildingHeavyDamageStone

 
; *** ENGINEERING Parameters ***
	RadarPriority       = STRUCTURE
	KindOf              = PRELOAD STRUCTURE IMMOBILE SELECTABLE SCORE
 
	Body      = ActiveBody ModuleTag_Body
  MaxHealth    = 2000
  MaxHealthDamaged 	 = 1000
  MaxHealthReallyDamaged 	 = 500
	End

;	Behavior = CreateObjectDie ModuleTag_MakeAHugeTroll
;  CreationList 	 = OCL_SpawnHugeTroll
;	End
	
	Behavior = CreateObjectDie ModuleTag_MakeLoadsOfTreasure
  CreationList 	 = OCL_SpawnLairTreasure
	End

	Behavior = QueueProductionExitUpdate ModuleTag_11
  UnitCreatePoint 	 = X:0.0 Y:-20.0 Z:0.0
  NaturalRallyPoint  = X:0 Y:0 Z:0.0
  ExitDelay    = 300; Mainly for the multiple produced Red Guard.  Make them come out one at a time.
	End

	Behavior = SpawnBehavior ModuleTag_Spawn
  SpawnNumber    = 1
  InitialBurst 	 = 1
  SpawnTemplateName  = CaveTroll_Slaved
  SpawnReplaceDelay  = 120000
	End

	Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  MinCollapseDelay        = 0
  MaxCollapseDelay        = 0
  CollapseDamping         = 0.5
  MaxShudder              = 0.6
  MinBurstDelay           = 250
  MaxBurstDelay           = 800
  BigBurstFrequency       = 4
  FXList                  = INITIAL   FX_StructureMediumCollapse
  FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  DestroyObjectWhenDone	= Yes
  CollapseHeight 	 = 89
	End

	Geometry 	 = BOX
	GeometryMajorRadius	= 45.6
	GeometryMinorRadius	= 37.6
	GeometryHeight  = 20.8
	GeometryIsSmall  = No
	
	GeometryContactPoint = X: 15 Y: 15 Z:20 Swoop
	GeometryContactPoint = X:-15 Y:-15 Z:20 Swoop
	GeometryContactPoint = X:-15 Y: 15 Z:20 Swoop
	GeometryContactPoint = X: 15 Y:-15 Z:20 Swoop
	
	Shadow    = SHADOW_DECAL
	BuildCompletion  = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
;
Object CaveTrollLairBuild

	SelectPortrait = BPMOrcPit
 
; *** ART Parameters ***
	Draw = W3DScriptedModelDraw ModuleTag_Draw
	
  DefaultModelConditionState
 	 Model = NBTrollLair
  End

  ModelConditionState  = DAMAGED
 	 Model         =  NBTrollLair_D1
 	 ParticleSysBone NONE SmokeBuildingLarge
               ParticleSysBone FXbone02 BuildingDamaged
  End

  ModelConditionState  = REALLYDAMAGED
 	 Model         =  NBTrollLair_D2
     	 ParticleSysBone FXbone01 FireBuildingLarge
     	 ParticleSysBone FXbone02 SmokeBuildingLarge
     	 ParticleSysBone FXbone02 BuildingDamaged
  End

  ModelConditionState  = RUBBLE
 	 Model         =  NBTrollLair_R
     	 ParticleSysBone FXbone01 FireBuildingLarge
     	 ParticleSysBone FXbone02 SmokeBuildingLarge
        ParticleSysBone FXbone02 PCTMediumDust
  End

;  IdleAnimationState
; 	 StateName 	 =   STATE_Idle
; 	 Flags               = RESTART_ANIM_WHEN_COMPLETE 
; 	 Animation 	 = IdleA
;    AnimationName	=	MBOrcpit_SKL.MBOrcpit_STRA
;    AnimationMode	=	ONCE 
; 	 End
;  End

	End

	PlacementViewAngle  = 0
 
; ***DESIGN parameters ***
  DisplayName         = OBJECT:PlayableCaveTrollLair
  Description         = OBJECT:CaveTrollDescription
  Side                = Mordor;  
  IsTrainable = No; will be changed later
  EditorSorting       = STRUCTURE
  ThreatLevel = 1.0
 
  BuildCost           = 1;change this later
  RefundValue       = 1000 
  BuildTime           = 25; in seconds... change this later
  VisionRange         = VISION_HERO_RANGED
  ShroudClearingRange = SHROUD_CLEAR_STANDARD
  ArmorSet
    Conditions        = None
    Armor             = MonsterLair
   ;DamageFX          = StructureDamageFXNoShake
  End

 CommandSet = BuildableCaveTrollLairCommandSet
 





; *** AUDIO Parameters ***

	VoiceSelect         	 = MordorTrollCageSelect  ;MordorOrcPitSelect

;SoundAmbient          = MordorOrcPitAmbience
	SoundOnDamaged 	 = BuildingLightDamageStone
	SoundOnReallyDamaged  = BuildingHeavyDamageStone

 
; *** ENGINEERING Parameters ***
	RadarPriority       = STRUCTURE
	KindOf              = PRELOAD STRUCTURE IMMOBILE SELECTABLE SCORE
 
	Body      = ActiveBody ModuleTag_Body
  MaxHealth    = 2000
  MaxHealthDamaged 	 = 1000
  MaxHealthReallyDamaged 	 = 500
	End

	Behavior = CreateObjectDie ModuleTag_MakeAHugeTroll
  CreationList 	 = OCL_SpawnHugeTroll
	End



	Behavior = QueueProductionExitUpdate ModuleTag_11
  UnitCreatePoint 	 = X:0.0 Y:-20.0 Z:0.0
  NaturalRallyPoint  = X:0 Y:0 Z:0.0
  ExitDelay    = 300; Mainly for the multiple produced Red Guard.  Make them come out one at a time.
	End

	Behavior = SpawnBehavior ModuleTag_Spawn
  SpawnNumber    = 1
  InitialBurst 	 = 1
  SpawnTemplateName  = CaveTroll_Slaved
  SpawnReplaceDelay  = 120000
	End

	Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  MinCollapseDelay        = 0
  MaxCollapseDelay        = 0
  CollapseDamping         = 0.5
  MaxShudder              = 0.6
  MinBurstDelay           = 250
  MaxBurstDelay           = 800
  BigBurstFrequency       = 4
  FXList                  = INITIAL   FX_StructureMediumCollapse
  FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  DestroyObjectWhenDone	= Yes
  CollapseHeight 	 = 89
	End

	Geometry 	 = BOX
	GeometryMajorRadius	= 45.6
	GeometryMinorRadius	= 37.6
	GeometryHeight  = 20.8
	GeometryIsSmall  = No
	
	GeometryContactPoint = X: 15 Y: 15 Z:20 Swoop
	GeometryContactPoint = X:-15 Y:-15 Z:20 Swoop
	GeometryContactPoint = X:-15 Y: 15 Z:20 Swoop
	GeometryContactPoint = X: 15 Y:-15 Z:20 Swoop
	
	Shadow    = SHADOW_DECAL
	BuildCompletion  = PLACED_BY_PLAYER
End
Can anyone see a way to make it work?

#2 Kelso

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Posted 23 August 2005 - 09:50 PM

add CASTLE_KEEP and FS_BASE_FOUNDATION to the KindOf list.

Edited by Kelso, 23 August 2005 - 09:50 PM.

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#3 twiceover

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Posted 24 August 2005 - 07:00 AM

Now all that happens is that when the lair dies, the economy plot is rendered unuseable.
KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CASTLE_KEEP NEED_BASE_FOUNDATION FS_FACTORY DO_NOT_PICK_ME_WHEN_BUILDING


#4 EggyDan

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Posted 24 August 2005 - 12:38 PM

Now all that happens is that when the lair dies, the economy plot is rendered unuseable.

KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CASTLE_KEEP NEED_BASE_FOUNDATION FS_FACTORY DO_NOT_PICK_ME_WHEN_BUILDING

<{POST_SNAPBACK}>


In World builder for most of the plots you have you need a file in the Bases.big or Bases folder. Make sure you know where in world builder to find your new cave troll lair (looks like yours in in mordor) and you have to make the Generic Base thing (hard to explain, read AdmiralGTs bases tutorial under the farm section ( search for Elven Farm) and adapt it to suit your cave troll lair. Hope that helps!

Oh, and by the way, in the commandbutton.ini you put Object = CaveTrollLair and shouldn't it be Object = CaveTrollLairBuild ?

Edited by EggyDan, 24 August 2005 - 12:40 PM.





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