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Dragon Den


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#1 LegolasPrime

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Posted 09 May 2006 - 11:31 PM

I have a another problem. I added a new structure called the dragon den. I used the fire drake lair codes, I also made the name changed, added the structure to command button, and added it to the Porter commandset, but when I click on the wild porter the game exits out. Here's my code's

DragonDen.ini:
;------------------------------------------------------------------------------ 
; 
Object GoblinDragonDen 

   SelectPortrait = BPCDrakeLair 
  
; *** ART Parameters *** 
   Draw = W3DScriptedModelDraw ModuleTag_Draw 
	
	  DefaultModelConditionState 
		 Model = NBDrakeLair 
		 ParticleSysBone FXbone01 DrakeLairHeat 
		 ParticleSysBone FXbone02 DrakeLairSteam 
		 ParticleSysBone FXbone01 DrakeLairGlow 
		 ParticleSysBone FXbone01 DrakeLairSteam02 
	  End 
	   
;-- building being constructed 
	  ModelConditionState = SNOW AWAITING_CONSTRUCTION 
		 Model		 = NBDrakeLair_A 
		 Texture		 = WBStone.tga WBStone_snow.tga 
	  End 
	   ModelConditionState   = AWAITING_CONSTRUCTION 
			Model			   = NBDrakeLair_A 
	   End 
	   AnimationState		= AWAITING_CONSTRUCTION 
			Animation		   = NBDrakeLair_A 
			  AnimationName	 = NBDrakeLair_A.NBDrakeLair_A 
			  AnimationMode	 = MANUAL 
			End 
		   Flags			  = START_FRAME_FIRST 
	   End 

	  ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED 
		 Model		 = NBDrakeLair_A 
		 Texture		 = WBStone.tga WBStone_snow.tga 
	  End 
	   ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED 
		 Model			   = NBDrakeLair_A 
;ParticleSysBone   = DUSTBONE BuildingContructDust 
	   End 
	   AnimationState		= ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED 
			Animation		   = NBDrakeLair_A 
			  AnimationName	 = NBDrakeLair_A.NBDrakeLair_A 
			  AnimationMode	 = MANUAL 
			End 
		 Flags			= START_FRAME_FIRST 
		 StateName		 = BeingConstructed  
	   End 
;--damaged building 
	 
	  ModelConditionState  = DAMAGED 
		 Model		 = NBDrakeLair_D1  
	  End 
	  AnimationState = DAMAGED 
		 EnteringStateFX   = FX_BuildingDamaged 
	  End	   
	   
	  ModelConditionState  = REALLYDAMAGED 
		 Model		 = NBDrakeLair_D2 
	  End 
	   
	   AnimationState = REALLYDAMAGED 
			Animation			=   RubbleAnimation 
			AnimationName	  =	NBDrakeLair_D2.NBDrakeLair_D2 
			AnimationMode	  =   ONCE 
		   End 
		  EnteringStateFX   = FX_BuildingReallyDamaged 
	  End 
  
	  ModelConditionState  = COLLAPSING 
		 Model		 = NBDrakeLair_D3 
	  End 
	   
	  AnimationState = COLLAPSING 
			Animation			=   RubbleAnimation 
			AnimationName	  =	NBDrakeLair_D3.NBDrakeLair_D3 
			AnimationMode	  =   ONCE 
		   End 
		   EnteringStateFX   = FX_StructureMediumCollapse 
	  End 

	  ModelConditionState  = RUBBLE 
		 Model		 = None  
	  End  
	   
	  ModelConditionState  = POST_RUBBLE 
		 Model		 = NONE 
		 ParticleSysBone NONE SmokeBuildingMediumRubble 
	  End 
	   
	  AnimationState = POST_RUBBLE 
	  End 

	  ModelConditionState  = POST_COLLAPSE 
	  Model		 = None 
		 ParticleSysBone NONE SmokeBuildingMediumRubble 
	  End 
	   
	  AnimationState = POST_COLLAPSE 
	  End 

	  ModelConditionState = SNOW 
		 Model		 = NBDrakeLair 
		 Texture		 = WBStone.tga WBStone_snow.tga 
	  End 

   End 

   Draw = W3DFloorDraw ModuleTag_DrawFloor 
	  StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD 
	  ModelName = NBDrakeL_Bib 
	  WeatherTexture	  = SNOWY NBDrakeLair_bib_Snow.tga 
   End 

   Draw = W3DScriptedModelDraw UntamedAllegianceFX 
	   DefaultModelConditionState 
		 Model = None 
	   End 
	  AnimationState = USER_2 
		 ParticleSysBone = None UntamedAllegiance HouseColor:Yes 
		 ParticleSysBone   = None UntamedAllegiance2 HouseColor:Yes 
	  End 
   End 
	 
   PlacementViewAngle  = 0 
  
	CommandSet   =   EmptyCommandSet 
  
; ***DESIGN parameters *** 
   DisplayName		 = OBJECT:GoblinDragonDen 
   Description		 = OBJECT:FireDrakeLairDescription 
   Side			= Wild 
   IsTrainable	  = Yes 
   EditorSorting	  = STRUCTURE 
   ThreatLevel		 = 1.0 
   PlacementViewAngle   = 90	
   BuildTime		 = 30 
   VisionRange		 = MORDOR_ORCPIT_VISION_RANGE 
   ShroudClearingRange = MORDOR_ORCPIT_SHROUD_CLEAR 
	 
   ArmorSet 
	  Conditions	  = None 
	  Armor		 = MonsterLair 
   End 


; *** AUDIO Parameters *** 

   VoiceSelect			   = CreepBuildingGenericSelect;MordorTrollCageSelect;MordorOrcPitSelect 

;SoundAmbient			  = MordorOrcPitAmbience 
   SoundOnDamaged		 = BuildingLightDamageStone 
   SoundOnReallyDamaged	  = BuildingHeavyDamageStone 

  
; *** ENGINEERING Parameters *** 
   RadarPriority	   = STRUCTURE 
   KindOf			  = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY MADE_OF_DIRT FACE_AWAY_FROM_CASTLE_KEEP LIVING_WORLD_BUILDING_MIRROR 
   Body				  = ActiveBody ModuleTag_Body 
	  MaxHealth			= 2000 
	  MaxHealthDamaged		 = 1000 
	  MaxHealthReallyDamaged		 = 500 
   End 
	
   Behavior = GettingBuiltBehavior ModuleTag_04 
	  RebuildWhenDead			= Yes 
	  SelfBuildingLoop		 = BuildingConstructionLoop; Only played if we DON'T spawn a worker 
	  SelfRepairFromDamageLoop   = NoSound; This doesn't cause an animation, so don't bother playing a sound 
	  SelfRepairFromRubbleLoop   = BuildingConstructionLoop 
	  DisallowRebuildRange	  = 300 
	  DisallowRebuildFilter	  = ANY +STRUCTURE 
	  UseSpawnTimerWithoutWorker   = Yes 
	  SpawnTimer			   = 300 
   End 

   Behavior = KeepObjectDie ModuleTag_IWantRubble 
   End 
	
   Behavior = StructureCollapseUpdate ModuleTag_Collapse 
	  MinCollapseDelay		= 000 
	  MaxCollapseDelay		= 000 
	  CollapseDamping		 = .5 
	  MaxShudder			  = 0.6 
	  MinBurstDelay		   = 250 
	  MaxBurstDelay		   = 800 
	  BigBurstFrequency	   = 4 
	  FXList				  = INITIAL   FX_StructureMediumCollapse 
	  FXList				  = ALMOST_FINAL  FX_StructureAlmostCollapse 
	  DestroyObjectWhenDone   = Yes 
	  CollapseHeight		 = 120 
   End 

   Behavior = RebuildHoleExposeDie ModuleTag_ExposeDie 
	  ExemptStatus	  = SOLD 
	  HoleName		 = DragonDenHole 
	  HoleMaxHealth	  = 500.0 
	  FadeInTimeSeconds   = 2.0 
	  TransferAttackers   = No 
   End 

   Behavior = CommandSetUpgrade ModueTag_FactionCommandSet 
	  TriggeredBy		 = Upgrade_IsengardFaction Upgrade_MordorFaction Upgrade_WildFaction Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction 
	  CommandSet		 = NeutralFireDrakeLairCommandSet 
	  CustomAnimAndDuration   = AnimState:USER_2 AnimTime:0 
   End 

   Behavior = ProductionUpdate ProductionUpdateModuleTag 
	  NumDoorAnimations			= 0 
	  DoorOpeningTime			  = 3250;in mSeconds how long you want doors to be in open state 
	  DoorWaitOpenTime			 = 2000;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 = 1500;in mSeconds   wait time so if you have multiple units they don't run over each other 
   End 
	
   Behavior = QueueProductionExitUpdate ModuleTag_Exit 
	  PlacementViewAngle   = 10 
	  UnitCreatePoint	  = X:0.0 Y:10.0 Z:0.0 
	  NaturalRallyPoint   = X:90.0 Y:25.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! 
   End  

   Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot 
	  Radius		 = 80;// How far we try to claim ground 
	  MaxIncome	  = 0;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim 
	  IncomeInterval   = 999999;// How often (in msec) we give that much money 
	  HighPriority   = Yes;// A high priority claim gets to pretend it was there first. 
   End 

   Geometry		 = CYLINDER 
   GeometryMajorRadius   = 50.0 
   GeometryMinorRadius   = 50.0 
   GeometryHeight	  = 35 
   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

Commandset.ini:
1  = Command_Stop 
   2  = Command_PorterExtinguishFire 
   3  = Command_PorterConstructWildMineShaft 
   4  = Command_PorterConstructWildLumberMill 
   5  = Command_PorterConstructWildCave 
   6  = Command_PorterConstructWildSpiderPit 
   7  = Command_PorterConstructWildFissure  
   8  = Command_PorterConstructWildSentryTower 
   9  = Command_PorterConstructWildTreasureTrove 
   10 = Command_PorterConstructIsengardWallHub 
   11 = Command_PorterConstructGoblinDragonDen 
   12 = Command_PorterConstructWildFortress 
End 

CommandSet GoblinDragonDenCommandSet 
   6 = Command_Sell 
End 

CommandButton.ini
CommandButton Command_ConstructGoblinDragonDen 
   Command			= DOZER_CONSTRUCT 
   Object			= GoblinDragonDen 
   TextLabel		 = CONTROLBAR:ConstructGoblinDragonDen 
   ButtonImage		 = BPCDrakeLair 
   ButtonBorderType   = BUILD 
   DescriptLabel	  = CONTROLBAR:ToolTipGoblinDragonDen 
   Radial			= Yes 
End 

CommandButton Command_PorterConstructGoblinDragonDen 
   Command			= DOZER_CONSTRUCT 
   Object			= GoblinDragonDen 
   TextLabel		 = CONTROLBAR:ConstructGoblinDragonDen 
   ButtonImage		 = BPCDrakeLair 
   ButtonBorderType   = BUILD 
   DescriptLabel	  = CONTROLBAR:ToolTipConstructGoblinDragonDen 
   Radial			= Yes 
End

Also how do you make codeboxes?

Edited by LegolasPrime, 09 May 2006 - 11:34 PM.


#2 Kelso

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Posted 10 May 2006 - 01:13 AM

Not sure why you have 2 commandbuttons doing the same thing....

Also, you need some art code for when you go to place the building.
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#3 LegolasPrime

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Posted 10 May 2006 - 01:17 AM

How should I put artcode in and where?

#4 Kelso

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Posted 10 May 2006 - 05:00 AM

Check out some existing building art code, specifically the animation blocks marked BUILD_PLACEMENT_CURSOR and PHANTOM_STRUCTURE
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#5 LegolasPrime

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Posted 11 May 2006 - 02:57 AM

Thanks I'll try it. I have another question, I'm adding a new faction with the 3rd age tutorial and I can't find the goodfactionbuilding.ini, any idea where it is.

#6 Kelso

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Posted 11 May 2006 - 05:18 AM

New faction tutorial is for BFME1 not BFME2.
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#7 Solinx

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Posted 11 May 2006 - 10:23 AM

New faction tutorial is for BFME1 not BFME2.

Yes, I think we need a separate BFME 2 section on tutorials. The differences may be small, but they are there.

About the builings, they are located in the ini\object\(goodfaction or evilfaction)\structures\ folder.

Solinx
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#8 LegolasPrime

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Posted 11 May 2006 - 08:35 PM

Thanks, is thier a tutorial on adding a new faction for bfme2?

#9 Mathijs

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Posted 11 May 2006 - 09:10 PM

I don't think so, not on T3A.

No fuel left for the pilgrims


#10 LegolasPrime

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Posted 11 May 2006 - 10:17 PM

New faction tutorial is for BFME1 not BFME2.

Yes, I think we need a separate BFME 2 section on tutorials. The differences may be small, but they are there.

About the builings, they are located in the ini\object\(goodfaction or evilfaction)\structures\ folder.

Solinx


I looked through the ini\object\good but couldn't find ini\object\goodfaction. I did find the elven building foundation though.

#11 Solinx

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Posted 14 May 2006 - 06:45 PM

I looked through the ini\object\good but couldn't find ini\object\goodfaction. I did find the elven building foundation though.

This is my total path to the buildings of the goodfaction:
G:\Games\Battle for Middle Earth II\data\ini\object\goodfaction\structures

But since you found the foundation it doesn't really matter anymore.

Solinx
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#12 LegolasPrime

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Posted 14 May 2006 - 08:14 PM

Thanks Solinx




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