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Foundation Not Showing up in World Builder?


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#21 ironmonkaa

ironmonkaa
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  • 73 posts

Posted 18 November 2006 - 06:14 PM

nope, comes up with the second error

does anyone have a new faction with just the basics becuase this is getting ridiculas?

ok heres is what i have, i have followed the basic faction and some of the base faction tutorials on the 3rd age website

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

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

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


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

and i have everything else set up,science,comandset,playertemplate,etc




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