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