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bfme2, adding a new unit help


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#1 Stealthsnake

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Posted 13 March 2006 - 11:42 AM

im not sure if im being really stupid and i have forgotten to do something, or if u have to do something u did not have to do in bfme2. But i have had trouble adding a new unit, it wont appear ingame


CommandButton Command_ConstructGondorSpearmenHorde
 Command	= UNIT_BUILD
 Object	= GondorSprearmenHorde
 Options	= CANCELABLE
 TextLabel   = CONTROLBAR:ConstructGondorSpearmenHorde
 ButtonImage   = BGBarracks_TowerGuard
 ButtonBorderType	= BUILD 
 DescriptLabel	   = CONTROLBAR:ToolTipBuildGondorSpearmenHorde
 Radial	= Yes
 InPalantir   = Yes
 ShowProductionCount = Yes	  
End

CommandSet GondorBarracksCommandSet
  1 = Command_ConstructGondorFighterHorde
  2 = Command_ConstructGondorTowerShieldGuardHorde
  3	 = Command_ConstructGondorSpearmenHorde
  4 = Command_PurchaseUpgradeGondorBarracksLevel2
  6 = Command_Sell
End

Correct me if im wrong, but my command set and commend button part is fine.
so why is it not appearing ingame?

Edit by LoG: Added code tags.

Edited by Lord Of Gifts, 14 March 2006 - 03:19 AM.

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#2 Bart

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Posted 13 March 2006 - 01:34 PM

im not sure if im being really stupid and i have forgotten to do something


what about creating the unit itself, that might help. the game doesnt just read the commandset and think "oh, it says Gondor Spearman, so let's get a soldier and give him a spear" :p
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#3 Stealthsnake

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Posted 13 March 2006 - 01:46 PM

lol, im not that stupid. Ive made all the object code, i just thought it would be a problem with the command set, or command button.

Edited by Tom8778, 13 March 2006 - 01:47 PM.

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#4 Bart

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Posted 13 March 2006 - 01:48 PM

lol ok :p

maybe the barracks doesnt use that commandset? i wouldn't know
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#5 Stealthsnake

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Posted 13 March 2006 - 03:10 PM

im completely lost as to what i have not done or done wrong. Its not as if the game chrashes or anything, its just not there.
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#6 King of Universe

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Posted 13 March 2006 - 05:13 PM

Did you make the horde? That happened to me once (for BFME 1 though...)

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#7 Stealthsnake

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Posted 13 March 2006 - 05:44 PM

yes ive done the horde ( i presume ur talking about adding the unit to hordes under men).Anyways Its the button to buy the unit thats not there, not the unit itself. Thats why i posted the command set and command button part.
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#8 King of Universe

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Posted 13 March 2006 - 05:51 PM

No, the horde itself.

[codebox]Object GondorFighterHorde

// This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_GondorSoldier
SelectPortrait = UPGondor_Soldier

Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY EMOTION_TAUNTING EMOTION_POINTING SELECTED
DefaultModelConditionState
Model = None //InvisHrdeTmp5x2
End

ModelConditionState = HORDE_EMPTY
Model = None
End

ModelConditionState = WORLD_BUILDER
Model = HordeMarkGUSol
End
End

Side = Men
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeGondorSoldier
DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorFighterHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorFighterHorde

WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End

// *** AUDIO Parameters ***//
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"

UnitSpecificSounds
VoiceDesperateAttack = GondorSoldierVoiceDesperateCharge
End

BuildCost = GONDOR_SOLDIER_BUILDCOST
BuildTime = GONDOR_SOLDIER_BUILDTIME
ShroudClearingRange = GONDOR_SOLDIER_HORDE_SHROUD_RANGE
VisionRange = GONDOR_SOLDIER_HORDE_VISION_RANGE
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
CommandPoints = 60

FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2.

CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0

TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE NOTIFY_OF_PREATTACK ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND //UNATTACKABLE

ThreatLevel = GONDOR_FIGHTER_HORDE_THREAT
ThreatBreakdown GondorFighterHorde_DetailedThreat
AIKindOf = INFANTRY
End

Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End

Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Infantry
End

Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = GondorFighter GOOD_MEN_GIANT_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset=X:0 Y:0
MeleeBehavior = Amoeba
End

// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorFighter Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier

RankInfo = RankNumber:1 UnitType:GondorFighter Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:GondorFighter Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:GondorFighter Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4

RanksToReleaseWhenAttacking = 1

AlternateFormation = GondorFighterHordeBlock
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End

Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End

Behavior = CommandButtonHuntUpdate ModuleTag_CommandButtonHuntUpdate
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS // max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS

AddEmotion = Terror_Base
AddEmotion = Doom_Base //OVERRIDE
//StartFXList = FX_GondorSoldierDoom //these have been hooked up in the FXList.INI
//End

AddEmotion = BraceForBeingCrushed_Base

AddEmotion = UncontrollableFear_Base //OVERRIDE
//StartFXList = FX_GondorSoldierFear
//End

AddEmotion = FearIdle_Base //OVERRIDE
//StartFXList = FX_GondorSoldierFear
//End

AddEmotion = FearBusy_Base //OVERRIDE
//StartFXList = FX_GondorSoldierFear
//End

AddEmotion = Point_Base //OVERRIDE
//Duration = 13980
//StartFXList = FX_GondorSoldierPoint
//End

AddEmotion = Taunt_Base //OVERRIDE
//AttributeModifier = GondorFighterTaunt
//End

AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End

Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End

LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_FAST_HORDE_SPEED
End

LocomotorSet
Locomotor = ScaredMeleeHordeLocomotor
Condition = SET_SCARED
Speed = NORMAL_GOOD_FAST_HORDE_SPEED
End

Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End

Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_GondorBasicTraining
LevelsToGain = 1
LevelCap = 2
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_GondorForgedBlades
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_GondorHeavyArmor
End


/////////////////////
// AISpecialPowers
/////////////////////

Behavior = AISpecialPowerUpdate GondorFighterHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End

CommandSet = GondorFighterHordeCommandSet

Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 45.0
GeometryHeight = 20.0
GeometryIsSmall = No


//-------------------------------------------------------------------------------------------------
// World Map specific data
//-------------------------------------------------------------------------------------------------

// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Soldier
AutoResolveCombatChain = AutoResolve_SoldierCombatChain

AutoResolveBody = AutoResolve_GondorFighterHordeBody

AutoResolveArmor
RequiredUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorSoldierHeavyArmor
End

AutoResolveArmor
ExcludedUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorSoldierArmor
End

AutoResolveWeapon
RequiredUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorSoldierUpgradedWeapon
End

AutoResolveWeapon
ExcludedUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorSoldierWeapon
End

WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades Upgrade_GondorHeavyArmor
End

ChildObject GondorFighterHorde_Summoned GondorFighterHorde
IsTrainable = No
CommandPoints = 0
CommandSet = GondorFighterHordeCommandSet_Summoned
EquivalentTo = GondorFighterHorde

DisplayName = OBJECT:HordeGondorSoldier

Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = GondorFighter_Summoned GOOD_MEN_GIANT_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset=X:0 Y:0
MeleeBehavior = Amoeba
End

RankInfo = RankNumber:1 UnitType:GondorFighter Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:GondorFighter Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:GondorFighter Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4

RanksToReleaseWhenAttacking = 1

AlternateFormation = GondorFighterHordeBlock
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End

Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
// This one displays the timer, but the one in the uint does the work
MinLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME
MaxLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME
DeathType = FADED
End

End

//------------------------------------------------------------------------------
ChildObject GondorFighterHordeBlock GondorFighterHorde

// Note - for alternate formations, all info outside of the Contain Behavior module is ignored.
// Any modifications need to be done via the Attribute Modifiers in the contain module.
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = GondorFighter GOOD_MEN_GIANT_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = No //Used to determine which armorset to use (and anything else we want!)
AttributeModifiers = GondorFighterBlock
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
End

// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorFighter Pos:X:46.0 Y:0.0 // (DEFAULT) position of banner carrier

RankInfo = RankNumber:1 UnitType:GondorFighter Position:X:34 Y:0 Position:X:34 Y:10 Position:X:34 Y:-10 Position:X:34 Y:20 Position:X:34 Y:-20
RankInfo = RankNumber:2 UnitType:GondorFighter Position:X:22 Y:0 Leader 1 0 Position:X:22 Y:10 Leader 1 1 Position:X:22 Y:-10 Leader 1 2 Position:X:22 Y:20 Leader 1 3 Position:X:22 Y:-20 Leader 1 4
RankInfo = RankNumber:3 UnitType:GondorFighter Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:10 Leader 2 1 Position:X:10 Y:-10 Leader 2 2 Position:X:10 Y:20 Leader 2 3 Position:X:10 Y:-20 Leader 2 4

RanksToReleaseWhenAttacking = 1

AlternateFormation = GondorFighterHorde
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
End
[/codebox]
This is in data\ini\object\goodfaction\hordes\men\menhordes.ini

Edited by King of Universe, 13 March 2006 - 05:52 PM.

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#9 Mullers_11

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Posted 13 March 2006 - 06:43 PM

Dude, spelling error
Object = GondorSprearmenHorde

Should be:
Object = GondorSpearmenHorde

:huh:

Retired


#10 Bart

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Posted 13 March 2006 - 06:46 PM

even then i think it should be
GondorSpearmanHorde

i know it's not gramatically correct, but it's also
GondorFighterHorde

because there is 15 X 1 fighter in the horde :huh:
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#11 Stealthsnake

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Posted 14 March 2006 - 12:36 AM

i corrected the spelling error, what is strnage about that is the gam normmally crashes if it sees a spelling error...

But i have had an idear, i have just now looked at the horde part and i think ive made some mistakes, ill c if i can fix it, and if that does not work then ill show u the code.

by the way how do u make 1 of those code window things?


dam i thought i might of solved it but still it wont appear ingame. Well it still may have something to do with the horde part so here is the code. As u can c it is a edited towerguard horde.




Object GondorSpearmenHorde // This is required for garrisoned objects - please put in all objects. ButtonImage  = WOR_GondorTowerGuard SelectPortrait = UPGondor_TowerGuard Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw     DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY  DefaultModelConditionState   Model = None //InvisHrdeTmp5x2  End  ModelConditionState = HORDE_EMPTY   Model = None  End      ModelConditionState = WORLD_BUILDER   Model = HordeMarkGUTow  End End  Side = Men EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:gondorspearmenhorde DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorSpearmenHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorSpearmenHorde  WeaponSet  Conditions = None   Weapon = PRIMARY    TowerGuardHordeRangefinder End // *** AUDIO Parameters ***// // Note: Don't put voice parameters here -- they will be ignored. Voice play requests // are always passed through to members BuildCost = GONDOR_TOWERGUARD_BUILDCOST BuildTime = GONDOR_TOWERGUARD_BUILDTIME VisionRange = GONDOR_TOWERGUARD_HORDE_VISION_RANGE ShroudClearingRange = GONDOR_TOWERGUARD_HORDE_SHROUD_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CommandPoints = 60  CommandSet = Gondorspearmencommandset   FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2. FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2.   CrushableLevel = 0  //What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0     TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARMY_SUMMARY MELEE_HORDE PIKE LARGE_RECTANGLE_PATHFIND #include "..\..\..\includes\StandardHordeEvaEvents.inc"  Body = ImmortalBody ModuleTag_ImmortalBody  MaxHealth = 1 End ThreatLevel = GONDOR_TOWERSHIELDGUARD_HORDE_THREAT ThreatBreakdown GondorTowerShieldGuardHorde_DetailedThreat  AIKindOf = PIKEMAN End  #include "..\..\..\includes\CaptureBuilding.inc"  Behavior = StancesBehavior ModuleTag_StancesBehavior        StanceTemplate = PikeHorde    End   Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate  AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS  MoodAttackCheckRate   = 500  MaxCowerTime    = 5000  MinCowerTime    = 3000  AILuaEventsList    = InfantryFunctions  AttackPriority    =  AttackPriority_Spearman End  Behavior = HordeContain ModuleTag_HordeContain  FrontAngle = 180  FlankedDelay = 4000  ObjectStatusOfContained =   InitialPayload = GondorTowerShieldGuard GOOD_MEN_GIANT_HORDE_SIZE  Slots = 15  PassengerFilter = NONE +INFANTRY  ShowPips = No  ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)  RandomOffset=X:0 Y:0  MeleeBehavior = Amoeba   FacingBonus   = 30.0   AngleLimitCos  = -0.17   InnerRange   = 30   OuterRange   = 80   OuterRangeBuildings = 140  End  // Banner Carrier info    BannerCarriersAllowed = GondorInfantryBanner          // types of units that are allowed as banner carriers  BannerCarrierPosition = UnitType:GondorFighter Pos:X:70.0 Y:0.0  // (DEFAULT) position of banner carrier    RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:50 Y:0  Position:X:50 Y:20  Position:X:50 Y:-20  Position:X:50 Y:40  Position:X:50 Y:-40   RankInfo = RankNumber:2 UnitType:GondorTowerShieldGuard Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4  RankInfo = RankNumber:3 UnitType:GondorTowerShieldGuard Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4    RanksToReleaseWhenAttacking = 1   AlternateFormation = GondorTowerShieldGuardHordePorcupine  MeleeAttackLeashDistance = 1   //How far the hordes can move from the center of the horde when melee attacking.        BackUpMinDelayTime   = 1 //The minimum amount of time to delay before backing up  BackUpMaxDelayTime   = 3000 //The maximum amount of time to delay before backing up  BackUpMinDistance   = 1 //The minimum number of cells to backup  BackUpMaxDistance   = 3 //The maximum number of cells to backup  BackupPercentage   = 80% //The amount of chance that a unit will back up. End Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior  GravityMult = 1.0 End     Behavior = EmotionTrackerUpdate Module_EmotionTracker  TauntAndPointDistance  = INFANTRY_TAUNT_POINT_RADIUS  // max distance to taunted/pointed objet  TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds)  TauntAndPointExcluded  = NONE   AfraidOf     = EMOTION_AFRAIDOF_OBJECTFILTER  AlwaysAfraidOf    = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER   PointAt      = EMOTION_POINTAT_OBJECTFILTER  HeroScanDistance   = 150  FearScanDistance   = INFANTRY_FEAR_SCAN_RADIUS  AddEmotion   = Terror_Base  AddEmotion   = Doom_Base  // AddEmotion   =   BraceForBeingCrushed_Base  // Pikemen don't fear getting crushed  AddEmotion   = UncontrollableFear_Base  AddEmotion   = FearIdle_Base  AddEmotion   = FearBusy_Base  AddEmotion   = Point_Base    AddEmotion   = OVERRIDE Taunt_Base    // AttributeModifier = GondorFighterTaunt   End       AddEmotion = CheerIdle_Base  AddEmotion = CheerBusy_Base  AddEmotion = HeroCheerIdle_Base  AddEmotion = HeroCheerBusy_Base  AddEmotion = Alert_Base End  Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate  SkirmishAIOnly = Yes  StuffToPickUp = NONE +CRATE  ScanRange = 200  ScanIntervalSeconds = 0.5 End LocomotorSet  Locomotor     = NormalMeleeHordeLocomotor  Condition     = SET_NORMAL  Speed         = NORMAL_GOOD_INFANTRY_HORDE_SPEED End Behavior = ProductionUpdate ProductionUpdateModuleTag  GiveNoXP = Yes End Behavior = LevelUpUpgrade ModuleTag_BasicTraining  TriggeredBy = Upgrade_GondorBasicTraining  LevelsToGain = 1  LevelCap = 2 End  Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality  TriggeredBy = Upgrade_GondorForgedBlades End  Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2  TriggeredBy = Upgrade_GondorHeavyArmor End  ///////////////////// // AISpecialPowers /////////////////////  Behavior = AISpecialPowerUpdate GondorTowerShieldGuardHordeCaptureBuildingAI  CommandButtonName = Command_CaptureBuilding  SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING End  Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 45.0 GeometryHeight = 20.0 GeometryIsSmall = No   // *** AUTO RESOLVE DATA ***  AutoResolveUnitType = AutoResolveUnit_Pikemen AutoResolveCombatChain = AutoResolve_PikemenCombatChain  AutoResolveBody = AutoResolve_GondorTowerGuardHordeBody  AutoResolveArmor  RequiredUpgrades = Upgrade_GondorHeavyArmor  Armor = AutoResolve_GondorTowerGuardHeavyArmor End AutoResolveArmor  ExcludedUpgrades = Upgrade_GondorHeavyArmor  Armor = AutoResolve_GondorTowerGuardArmor End AutoResolveWeapon  RequiredUpgrades = Upgrade_GondorForgedBlades  Weapon = AutoResolve_GondorTowerGuardUpgradedWeapon End AutoResolveWeapon  ExcludedUpgrades = Upgrade_GondorForgedBlades  Weapon = AutoResolve_GondorTowerGuardWeapon End  WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades Upgrade_GondorHeavyArmor End   ChildObject GondorTowerShieldGuardHordePorcupine GondorTowerShieldGuardHorde // Note - for alternate formations, all info outside of the Contain Behavior module is ignored. // Any modifications need to be done via the Attribute Modifiers in the contain module.  Behavior = HordeContain ModuleTag_HordeContain  FrontAngle = 360 // Can't be flanked  FlankedDelay = 2000  ObjectStatusOfContained =   InitialPayload     = GondorTowerShieldGuard GOOD_MEN_HORDE_SIZE  Slots       = 15  PassengerFilter     = NONE +INFANTRY  ShowPips      = No  ThisFormationIsTheMainFormation = No //Used to determine which armorset to use (and anything else we want!)  RandomOffset     = X:2 Y:1  RanksToReleaseWhenAttacking  = 0  RanksToJustFreeWhenAttacking   = 0  AttributeModifiers    = GondorTowerShieldGuardHordePorcupine  IsPorcupineFormation   = Yes  MinimumHordeSize    = 5  AlternateFormation    = GondorTowerShieldGuardHorde  NotComboFormation    = Yes // this formation is not suitable for combo, so it will switch out of this when combo-ing  // Banner Carrier info    BannerCarriersAllowed   = GondorInfantryBanner            // types of units that are allowed as banner carriers  BannerCarrierPosition   = UnitType:GondorTowerShieldGuard Pos:X:0.0 Y:0.0  // (DEFAULT) position of banner carrier    RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:20 Y:0 Position:X:-16.18 Y:11.76  Position:X:6.18 Y:-19.02 Position:X:6.18 Y:19.02 Position:X:-16.18 Y:-11.76 Position:X:36.54 Y:16.27 Position:X:-39.13 Y:8.32 Position:X:26.77 Y:-29.73 Position:X:-4.18 Y:39.78 Position:X:-20 Y:-34.64 Position:X:26.77 Y:29.73 Position:X:-39.13 Y:-8.32 Position:X:36.54 Y:-16.27 Position:X:-20 Y:34.64 Position:X:-4.18 Y:-39.78 EndEnd

Edit by LoG: Added codebox tags.

Edited by Lord Of Gifts, 14 March 2006 - 02:59 AM.

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#12 Artifice

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Posted 14 March 2006 - 01:52 AM

Do this for short code: [ Code] bla bla bla[/Code ] without the spaces.
Do this for long code: [ CodeBox] bla bla bla[/CodeBox ] again without the spaces.

#13 Rockon12

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Posted 14 March 2006 - 03:03 AM

When you say it won't appear in game, do you mean you can't buy it or see the button, or do you mean it creates them but they're invisible?
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#14 Stealthsnake

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Posted 14 March 2006 - 01:04 PM

u cant see the button, so u cant buy them.
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#15 King of Universe

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Posted 14 March 2006 - 02:24 PM

Just had a quick look, and this is what I found first.

InitialPayload = GondorTowerShieldGuard GOOD_MEN_GIANT_HORDE_SIZE
And
RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuard Position:X:50 Y:0  Position:X:50 Y:20  Position:X:50 Y:-20  Position:X:50 Y:40  Position:X:50 Y:-40 

  RankInfo = RankNumber:2 UnitType:GondorTowerShieldGuard Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4

  RankInfo = RankNumber:3 UnitType:GondorTowerShieldGuard Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4

Edited by King of Universe, 14 March 2006 - 02:27 PM.

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Frodo: I wish the Ring had never come to me... I wish none of this had happened...
Gandalf: So do all who live to see such times, but that is not for them to decide. All you have to decide, is what to do with the time that is given to you...

Click me

#16 Stealthsnake

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Posted 14 March 2006 - 02:40 PM

yes it says towerguard, ive left it as towerguard until i get the spearmen model. So correct me if im wrong but that still does not exspain why its not appearing ingame.
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a mod for rotwk, includes Harad, Rhun, Rohan and Southern Fiefdoms Factions, beta released, site/forums for the mod is here.

#17 King of Universe

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Posted 14 March 2006 - 02:55 PM

It says the object to use in the formation, so for it to work, it have to have the correct object. The model doesn't matter

Edited by King of Universe, 14 March 2006 - 02:57 PM.

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Frodo: I wish the Ring had never come to me... I wish none of this had happened...
Gandalf: So do all who live to see such times, but that is not for them to decide. All you have to decide, is what to do with the time that is given to you...

Click me

#18 Stealthsnake

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Posted 14 March 2006 - 03:39 PM

ok ive corrected those things. But still the button to purchase gondor pearmen, is not there. I have double checked the horde part 3 times now, so here it is for everyone else to check, is there anything worng with it? IF not then where else could the problem be?

Object GondorSpearmenHorde // This is required for garrisoned objects - please put in all objects. ButtonImage  = WOR_GondorTowerGuard SelectPortrait = UPGondor_TowerGuard Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw     DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY  DefaultModelConditionState   Model = None //InvisHrdeTmp5x2  End  ModelConditionState = HORDE_EMPTY   Model = None  End      ModelConditionState = WORLD_BUILDER   Model = HordeMarkGUTow  End End  Side = Men EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:HordeGondorSpearmen DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorSpearmenHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorSpearmenHorde  WeaponSet  Conditions = None   Weapon = PRIMARY    TowerGuardHordeRangefinder End // *** AUDIO Parameters ***// // Note: Don't put voice parameters here -- they will be ignored. Voice play requests // are always passed through to members BuildCost = GONDOR_TOWERGUARD_BUILDCOST BuildTime = GONDOR_TOWERGUARD_BUILDTIME VisionRange = GONDOR_TOWERGUARD_HORDE_VISION_RANGE ShroudClearingRange = GONDOR_TOWERGUARD_HORDE_SHROUD_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CommandPoints = 60  CommandSet = GondorSpearmenCommandSet   FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2. FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2.   CrushableLevel = 0  //What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0     TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARMY_SUMMARY MELEE_HORDE PIKE LARGE_RECTANGLE_PATHFIND #include "..\..\..\includes\StandardHordeEvaEvents.inc"  Body = ImmortalBody ModuleTag_ImmortalBody  MaxHealth = 1 End ThreatLevel = GONDOR_TOWERSHIELDGUARD_HORDE_THREAT ThreatBreakdown GondorTowerShieldGuardHorde_DetailedThreat  AIKindOf = PIKEMAN End  #include "..\..\..\includes\CaptureBuilding.inc"  Behavior = StancesBehavior ModuleTag_StancesBehavior        StanceTemplate = PikeHorde    End   Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate  AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS  MoodAttackCheckRate   = 500  MaxCowerTime    = 5000  MinCowerTime    = 3000  AILuaEventsList    = InfantryFunctions  AttackPriority    =  AttackPriority_Spearman End  Behavior = HordeContain ModuleTag_HordeContain  FrontAngle = 180  FlankedDelay = 4000  ObjectStatusOfContained =   InitialPayload = GondorSpearmen GOOD_MEN_GIANT_HORDE_SIZE  Slots = 15  PassengerFilter = NONE +INFANTRY  ShowPips = No  ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)  RandomOffset=X:0 Y:0  MeleeBehavior = Amoeba   FacingBonus   = 30.0   AngleLimitCos  = -0.17   InnerRange   = 30   OuterRange   = 80   OuterRangeBuildings = 140  End  // Banner Carrier info    BannerCarriersAllowed = GondorInfantryBanner          // types of units that are allowed as banner carriers  BannerCarrierPosition = UnitType:GondorFighter Pos:X:70.0 Y:0.0  // (DEFAULT) position of banner carrier    RankInfo = RankNumber:1 UnitType:GondorSpearmen Position:X:50 Y:0  Position:X:50 Y:20  Position:X:50 Y:-20  Position:X:50 Y:40  Position:X:50 Y:-40   RankInfo = RankNumber:2 UnitType:GondorSPearmen Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4  RankInfo = RankNumber:3 UnitType:GondorSpearmen Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4    RanksToReleaseWhenAttacking = 1   AlternateFormation = GondorTowerShieldGuardHordePorcupine  MeleeAttackLeashDistance = 1   //How far the hordes can move from the center of the horde when melee attacking.        BackUpMinDelayTime   = 1 //The minimum amount of time to delay before backing up  BackUpMaxDelayTime   = 3000 //The maximum amount of time to delay before backing up  BackUpMinDistance   = 1 //The minimum number of cells to backup  BackUpMaxDistance   = 3 //The maximum number of cells to backup  BackupPercentage   = 80% //The amount of chance that a unit will back up. End Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior  GravityMult = 1.0 End     Behavior = EmotionTrackerUpdate Module_EmotionTracker  TauntAndPointDistance  = INFANTRY_TAUNT_POINT_RADIUS  // max distance to taunted/pointed objet  TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds)  TauntAndPointExcluded  = NONE   AfraidOf     = EMOTION_AFRAIDOF_OBJECTFILTER  AlwaysAfraidOf    = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER   PointAt      = EMOTION_POINTAT_OBJECTFILTER  HeroScanDistance   = 150  FearScanDistance   = INFANTRY_FEAR_SCAN_RADIUS  AddEmotion   = Terror_Base  AddEmotion   = Doom_Base  // AddEmotion   =   BraceForBeingCrushed_Base  // Pikemen don't fear getting crushed  AddEmotion   = UncontrollableFear_Base  AddEmotion   = FearIdle_Base  AddEmotion   = FearBusy_Base  AddEmotion   = Point_Base    AddEmotion   = OVERRIDE Taunt_Base    // AttributeModifier = GondorFighterTaunt   End       AddEmotion = CheerIdle_Base  AddEmotion = CheerBusy_Base  AddEmotion = HeroCheerIdle_Base  AddEmotion = HeroCheerBusy_Base  AddEmotion = Alert_Base End  Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate  SkirmishAIOnly = Yes  StuffToPickUp = NONE +CRATE  ScanRange = 200  ScanIntervalSeconds = 0.5 End LocomotorSet  Locomotor     = NormalMeleeHordeLocomotor  Condition     = SET_NORMAL  Speed         = NORMAL_GOOD_INFANTRY_HORDE_SPEED End Behavior = ProductionUpdate ProductionUpdateModuleTag  GiveNoXP = Yes End Behavior = LevelUpUpgrade ModuleTag_BasicTraining  TriggeredBy = Upgrade_GondorBasicTraining  LevelsToGain = 1  LevelCap = 2 End  Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality  TriggeredBy = Upgrade_GondorForgedBlades End  Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2  TriggeredBy = Upgrade_GondorHeavyArmor End  ///////////////////// // AISpecialPowers /////////////////////  Behavior = AISpecialPowerUpdate GondorTowerShieldGuardHordeCaptureBuildingAI  CommandButtonName = Command_CaptureBuilding  SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING End  Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 45.0 GeometryHeight = 20.0 GeometryIsSmall = No   // *** AUTO RESOLVE DATA ***  AutoResolveUnitType = AutoResolveUnit_Pikemen AutoResolveCombatChain = AutoResolve_PikemenCombatChain  AutoResolveBody = AutoResolve_GondorTowerGuardHordeBody  AutoResolveArmor  RequiredUpgrades = Upgrade_GondorHeavyArmor  Armor = AutoResolve_GondorTowerGuardHeavyArmor End AutoResolveArmor  ExcludedUpgrades = Upgrade_GondorHeavyArmor  Armor = AutoResolve_GondorTowerGuardArmor End AutoResolveWeapon  RequiredUpgrades = Upgrade_GondorForgedBlades  Weapon = AutoResolve_GondorTowerGuardUpgradedWeapon End AutoResolveWeapon  ExcludedUpgrades = Upgrade_GondorForgedBlades  Weapon = AutoResolve_GondorTowerGuardWeapon End  WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades Upgrade_GondorHeavyArmor End   ChildObject GondorTowerShieldGuardHordePorcupine GondorTowerShieldGuardHorde // Note - for alternate formations, all info outside of the Contain Behavior module is ignored. // Any modifications need to be done via the Attribute Modifiers in the contain module.  Behavior = HordeContain ModuleTag_HordeContain  FrontAngle = 360 // Can't be flanked  FlankedDelay = 2000  ObjectStatusOfContained =   InitialPayload     = GondorSpearmen GOOD_MEN_HORDE_SIZE  Slots       = 15  PassengerFilter     = NONE +INFANTRY  ShowPips      = No  ThisFormationIsTheMainFormation = No //Used to determine which armorset to use (and anything else we want!)  RandomOffset     = X:2 Y:1  RanksToReleaseWhenAttacking  = 0  RanksToJustFreeWhenAttacking   = 0  AttributeModifiers    = GondorTowerShieldGuardHordePorcupine  IsPorcupineFormation   = Yes  MinimumHordeSize    = 5  AlternateFormation    = GondorTowerShieldGuardHorde  NotComboFormation    = Yes // this formation is not suitable for combo, so it will switch out of this when combo-ing  // Banner Carrier info    BannerCarriersAllowed   = GondorInfantryBanner            // types of units that are allowed as banner carriers  BannerCarrierPosition   = UnitType:GondorTowerShieldGuard Pos:X:0.0 Y:0.0  // (DEFAULT) position of banner carrier    RankInfo = RankNumber:1 UnitType:GondorSpearmen Position:X:20 Y:0 Position:X:-16.18 Y:11.76  Position:X:6.18 Y:-19.02 Position:X:6.18 Y:19.02 Position:X:-16.18 Y:-11.76 Position:X:36.54 Y:16.27 Position:X:-39.13 Y:8.32 Position:X:26.77 Y:-29.73 Position:X:-4.18 Y:39.78 Position:X:-20 Y:-34.64 Position:X:26.77 Y:29.73 Position:X:-39.13 Y:-8.32 Position:X:36.54 Y:-16.27 Position:X:-20 Y:34.64 Position:X:-4.18 Y:-39.78 EndEnd

Edit by LoG: Fixed the codebox tags.

Edited by Lord Of Gifts, 14 March 2006 - 08:28 PM.

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a mod for rotwk, includes Harad, Rhun, Rohan and Southern Fiefdoms Factions, beta released, site/forums for the mod is here.

#19 Bart

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Posted 14 March 2006 - 06:41 PM

:sad: he said 'without the spaces'

like this:

[#codebox]Thingy[/#codebox]

remove '#'

Edited by 2playgames, 14 March 2006 - 06:42 PM.

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#20 King of Universe

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Posted 14 March 2006 - 06:46 PM

RankInfo = RankNumber:2 UnitType:GondorSPearmen Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4


Edited by King of Universe, 14 March 2006 - 06:48 PM.

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Frodo: I wish the Ring had never come to me... I wish none of this had happened...
Gandalf: So do all who live to see such times, but that is not for them to decide. All you have to decide, is what to do with the time that is given to you...

Click me




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