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Foundation Not Showing up in World Builder?


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#1 ironmonkaa

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Posted 17 November 2006 - 09:14 PM

hey, i have made a new faction and it shows up in the game, im moving onto the bases now and when i am in the object select window, under ByNaticeType my faction isnt there, so i cant place any foundations or buildings

#2 zimoo

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Posted 17 November 2006 - 09:16 PM

Are your modded files in the main directory?
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#3 Guest_Guest_*

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Posted 17 November 2006 - 09:40 PM

main directory?

you meen the bfme folder?

#4 Pixel

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Posted 17 November 2006 - 10:03 PM

Your main main folder... Ea Games/The Battle For Middle Earth™ or whatever.

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Posted 17 November 2006 - 10:07 PM

yes there in there

#6 Lauri

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Posted 17 November 2006 - 11:56 PM

have you removed the original INI.big?

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#7 Guest_Guest_*

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Posted 18 November 2006 - 01:42 AM

yes i have

#8 Phil

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Posted 18 November 2006 - 01:45 AM

And you are sure that you did make all the playertemplate changes correctly?

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#9 Guest_Guest_*

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Posted 18 November 2006 - 02:13 AM


PlayerTemplate FactionHamit

Side = Elves;My side name, referenced by units, structures etc

PlayableSide = Yes;I want to be able to use my elves

Evil = Yes;My Elves fight on the side of Good, but you might want them to be evil.

StartMoney = 0

MaxLevelMP = 34;Don't change this

MaxLevelSP = 78;Or this

PreferredColor = R:42 G:190 B:53

IntrinsicSciences = SCIENCE_EVIL;Because I'm good, i'm going to have the Good Sciences

IntrinsicSciencesMP = SCIENCE_HAMIT;I need to create this Science in Science.ini later

SpellBook = EvilSpellBook

SpellBookMp = HamitSpellBook;The spells you'll get in Multiplayer

PurchaseScienceCommandSet = EvilSpellStoreCommandSet

PurchaseScienceCommandSetMP = HamitSpellStoreCommandSet

DisplayName = INI:FactionHamit;This is so it says Elves in game, but we'll need to add this.

DefaultPlayerAIType = RohanSkirmishAI

BeaconName = MultiplayerBeacon

LightPointsUpSound = RohanLightPointsUp

ObjectiveAddedSound = Gui_MissionObjectiveNew

ObjectiveCompletedSound = Gui_MissionObjectiveCompleted

InitialUpgrades = Upgrade_HamitFaction;Any upgrades this player template is born with.

BuildableHeroesMP =;Your Hero Units for this faction go here.

SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower

SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower

End



#10 ironmonkaa

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Posted 18 November 2006 - 02:16 AM

i have changed the side to Hamit too, sorry

and im getting this error when ever i try to start bfme

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Edited by ironmonkaa, 18 November 2006 - 02:17 AM.


#11 Hostile

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Posted 18 November 2006 - 04:45 AM

Looks like you placed the child farm object above the parent object. Just move the code from where you placed it to the bottom of the unit list.

#12 ironmonkaa

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Posted 18 November 2006 - 02:49 PM

nope sorry, it doesnt work

this is my code

Object HamitBuildingFoundation

SelectPortrait = BPRCamp_Plot
; *** ART Parameters ***


Draw = W3DScriptedModelDraw ModuleTag_Draw2
DefaultModelConditionState
Model = OBBFoundationX
End
ModelConditionState = WORLD_BUILDER
Model = RBSizeTemplate
End

End
Draw = W3DFloorDraw ModuleTag_Draw
ModelName = RBFoundationX
End

;PlacementViewAngle = 0

; ***DESIGN parameters ***
DisplayName = OBJECT:HamitBuildingFoundation
Side = Hamit;The same as your Sides = in PlayerTemplate.ini
EditorSorting = STRUCTURE
ThreatLevel = 1.0

BuildCost = 1
BuildTime = 5.0; in seconds
VisionRange = 160.0; Shroud clearing distance
ShroudClearingRange = 160

CommandSet = ElvesFoundationCommandSet;The same as what you just added to CommandSet.ini

; *** AUDIO Parameters ***

VoiceSelect = Gui_PlotSelect


; *** ENGINEERING Parameters ***

RadarPriority = STRUCTURE
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY

Behavior = FoundationAIUpdate ModuleTag_foundationAI
End

Behavior = CastleMemberBehavior ModuleTag_CMB
End

Body = ImmortalBody ModuleTag_05
MaxHealth = 15000.0
End

Geometry = BOX
GeometryMajorRadius = 24.0
GeometryMinorRadius = 24.0
GeometryHeight = 0.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End

Object HamitCampKeep
SelectPortrait = BPGCamp
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState 
Model = GBCCenter
; ParticleSysBone = glowbone01 TorchGlow
; ParticleSysBone = glowbone02 furnaceSmoke
End

IdleAnimationState
;BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "BeingConstructed" then 
; Don't play completed sound when canceling build-in-progress or when
; destroyed halfway
; if not CurDrawableModelcondition( "DYING" ) then 
; CurDrawablePlaySound("CampSoldierCompleteGeneric")
; end
; end
;EndScript
End
;------------Build Up States
;ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
; Model = GBCCenter_A
; ParticleSysBone = NONE BuildingDoughnutCloud
; ParticleSysBone = NONE BuildingContructDust
; End 
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = GBCCenter_A
; ParticleSysBone = NONE BuildingDoughnutCloud
ParticleSysBone = NONE BuildingContructDust
End 
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation
AnimationName = GBCCenter_A.GBCCenter_A
AnimationMode = MANUAL
End
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
CurDrawablePlaySound("BuildingTopple")
;CurDrawableHideSubObject("FIRE02")
EndScript
End
;------------Build Up States
ModelConditionState = BASE_BUILD
Model = GBCCenter_A
; ParticleSysBone = NONE BuildingDoughnutCloud
ParticleSysBone = NONE BuildingContructDust
End 
AnimationState = BASE_BUILD
Animation
AnimationName = GBCCenter_A.GBCCenter_A
AnimationMode = ONCE
AnimationBlendTime = 0 
AnimationSpeedFactorRange = 2.0 2.0; 300 frame anim, but need to shrink down to 5 seconds
End
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
CurDrawablePlaySound("BuildingTopple")
EndScript
End
ModelConditionState = JUST_BUILT
Model = GBCCenter_A
End

AnimationState = JUST_BUILT
Animation
AnimationName = GBCCenter_A.GBCCenter_A
AnimationMode = MANUAL 
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
; BeginScript
; CurDrawableHideSubObject("FIRE02")
; EndScript
End
ModelConditionState = DAMAGED
Model = GBCCenter_D1 
ParticleSysBone dustbone01 TrebuchetImpactDebris
; ParticleSysBone = glowbone01 TorchGlow
; ParticleSysBone = glowbone02 furnaceSmoke

End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = GBCCenter_D2 
ParticleSysBone = glowbone02 TrebuchetImpactDebris
ParticleSysBone = glowbone01 Explosion5

End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End

ModelConditionState = RUBBLE
Model = GBCCenter_D2
ParticleSysBone dustbone01 TrebuchetImpactDebris
ParticleSysBone = glowbone01 Explosion5
ParticleSysBone = glowbone02 BuildingChunkDebris
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = GBGenRubble
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End

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

; *** AUDIO Parameters ***
VoiceSelect = GondorCitadelSelect
SoundAmbient = CitadelSignalFireLoop
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
UnitSpecificSounds
UnderConstruction = BuildingBigConstructionLoop; Built first time
; UnderRepairFromDamage = NoSound; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingBigConstructionLoop; Repaired from completely destroyed (not used???)
End
EvaEventDieOwner = CitadelDie

; ***DESIGN parameters ***
DisplayName = OBJECT:HamitCampKeep
Side = Hamit
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 1000
BuildTime = 30.0; in seconds
CommandSet = GenericKeepCommandSet

ArmorSet
Conditions = None
Armor = CitadelArmor
DamageFX = None
End

; *** ENGINEERING Parameters *** 
KindOf = VITAL_FOR_BASE_SURVIVAL STRUCTURE SELECTABLE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY FS_FACTORY AUTO_RALLYPOINT MADE_OF_STONE SCORE
RadarPriority = STRUCTURE
KeepSelectableWhenDead = Yes

Body = ActiveBody ModuleTag_02
MaxHealth = GONDOR_CENTRAL_CAMP_KEEP_HEALTH
End

Behavior = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = BuildingBigConstructionLoop; 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 = BuildingBigConstructionLoop
End

Behavior = CastleMemberBehavior ModuleTag_CMB
BeingBuiltSound = BuildingBigConstructionLoop
End 

;-----------------------------------------------
;Used for hero revival and initial construction 
Behavior = ProductionUpdate ProductionUpdateModuleTag
; nothing, but is required if we have any Object-level Upgrades!
End

Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
UnitCreatePoint = X:0.0 Y:-20.0 Z:0.0
NaturalRallyPoint = X:28.8 Y:-80.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius!
ExitDelay = 300; Mainly for the multiple produced Red Guard. Make them come out one at a time.
End 

;-----------------------------------------------
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End

Behavior = AutoDepositUpdate AutoDepositModuleTag
DepositTiming = GENERIC_KEEP_MONEY_TIME; in milliseconds
DepositAmount = GENERIC_KEEP_MONEY_AMOUNT; cash amount to deposit every DepositTiming
InitialCaptureBonus = 0; no initial bonus
End

Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
End

Behavior = RubbleRiseUpdate ModuleTag_07
MinRubbleRiseDelay = 000
MaxRubbleRiseDelay = 000
;RubbleRiseDamping = .5
RubbleHeight = 4.0
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumPostCollapse
End 

Geometry = BOX
GeometryMajorRadius = 7.0
GeometryMinorRadius = 7.0
GeometryHeight = 113.0

AdditionalGeometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 14.0
GeometryHeight = 38.0

AdditionalGeometry = CYLINDER; this is needed so melee units can reach athe citidel to attack it
GeometryMajorRadius = 30.0
GeometryMinorRadius = 30.0
GeometryHeight = 10.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:0.407 Y:-0.489 Z:122.392 Swoop
AttackContactPoint = X:0 Y:0 Z:0
End

;;--- to allow generation of peasants ----------------
CommandSet = ElvenFarmCommandSet


WeaponSet
Conditions = None
End


Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = RohanWorkerNoSelect
End


Body = StructureBody ModuleTag_05
MaxHealth = ROHAN_FARM_HEALTH
MaxHealthDamaged = ROHAN_FARM_HEALTH_DAMAGED
MaxHealthReallyDamaged = ROHAN_FARM_HEALTH_REALLY_DAMAGED

DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK

DamageCreationList = OCL_GBFarm_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_GBFarm_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_GBFarm_Chunk3 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_GBFarm_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End


Behavior = AutoDepositUpdate AutoDepositModuleTag
DepositTiming = ROHAN_FARM_MONEY_TIME; in milliseconds
DepositAmount = ROHAN_FARM_MONEY_AMOUNT; cash amount to deposit every DepositTiming
InitialCaptureBonus = 0; no initial bonus
End 
End


;------------------------------------------------------------------------------
ChildObject HamitFarmMultiplayer HamitFarm

PlacementViewAngle = 45


BuildCost = ROHAN_FLAG_ECONOMY_UNPACK_FARM_COST
RefundValue = 100; Half the plot cost.

Behavior = ExperienceLevelCreate CreateExperienceLevel
LevelToGrant = 2
End

End

ChildObject HamitFarm FarmInterface 

Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = RBHCFarm
End
MultiPlayerOnly = Yes 
End



DisplayName = OBJECT:HamitFarm
Description = OBJECT:HamitFarmDescription
Side = Hamit
BuildCost = ROHAN_FARM_BUILDCOST
BuildTime = ROHAN_FARM_BUILDTIME; in seconds
VisionRange = 160.0; Shroud clearing distance
ShroudClearingRange = ROHAN_FARM_SHROUD_CLEAR
End

Edited by ironmonkaa, 18 November 2006 - 02:50 PM.


#13 zimoo

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Posted 18 November 2006 - 03:53 PM

You haven't got an object named HamitFarm anywhere, I think you missed a few lines.
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#14 Bart

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Posted 18 November 2006 - 04:02 PM

the problem is that this code gets read before the farminterface (since evil comes before good in the alphabet). solution: move the farminterface (for example to data\ini\object\_interfaces\farminterface.ini)

Edited by 2playgames, 18 November 2006 - 06:56 PM.

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#15 ironmonkaa

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Posted 18 November 2006 - 05:00 PM

well know i get this error

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#16 Phil

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Posted 18 November 2006 - 05:04 PM

I guess that's because it should be in data/ini/object/*whatyouwant*, like all other objects. Otherwise you get this inappropriate access error.

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#17 ironmonkaa

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Posted 18 November 2006 - 05:11 PM

the farm is in the object folder

#18 Lauri

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Posted 18 November 2006 - 05:34 PM

your problem is

ChildObject HamitFarmMultiplayer HamitFarm

PlacementViewAngle = 45


BuildCost = ROHAN_FLAG_ECONOMY_UNPACK_FARM_COST
RefundValue = 100; Half the plot cost.

Behavior = ExperienceLevelCreate CreateExperienceLevel
LevelToGrant = 2
End

End


ChildObject HamitFarm FarmInterface

Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = RBHCFarm
End
MultiPlayerOnly = Yes
End



DisplayName = OBJECT:HamitFarm
Description = OBJECT:HamitFarmDescription
Side = Hamit
BuildCost = ROHAN_FARM_BUILDCOST
BuildTime = ROHAN_FARM_BUILDTIME; in seconds
VisionRange = 160.0; Shroud clearing distance
ShroudClearingRange = ROHAN_FARM_SHROUD_CLEAR
End

as you can see, the bold part is before the other, and you have to switch them... like this

ChildObject HamitFarm FarmInterface

Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = RBHCFarm
End
MultiPlayerOnly = Yes
End



DisplayName = OBJECT:HamitFarm
Description = OBJECT:HamitFarmDescription
Side = Hamit
BuildCost = ROHAN_FARM_BUILDCOST
BuildTime = ROHAN_FARM_BUILDTIME; in seconds
VisionRange = 160.0; Shroud clearing distance
ShroudClearingRange = ROHAN_FARM_SHROUD_CLEAR
End

ChildObject HamitFarmMultiplayer HamitFarm

PlacementViewAngle = 45


BuildCost = ROHAN_FLAG_ECONOMY_UNPACK_FARM_COST
RefundValue = 100; Half the plot cost.

Behavior = ExperienceLevelCreate CreateExperienceLevel
LevelToGrant = 2
End

End

that's your problem :thumbsupsmiley: I hope :thumbsdownsmiley:

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#19 ironmonkaa

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Posted 18 November 2006 - 05:48 PM

thanks, but i still get the first error, "the child object must come after ect"

#20 Lauri

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Posted 18 November 2006 - 06:05 PM

hmm, this is really wierd.... try adding them under the farminterface in godfactionbuildings, and see if that works :thumbsdownsmiley:

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