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Nazgûls "Special Extended Edition"


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#161 zimoo

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Posted 21 January 2007 - 02:20 PM

Remember that the 0.2% is for each peasant in the horde, so if you have big hordes then they will repair quickly :p

The upgrade to level 2 (and thus 3) button wont show? (This has been up here before, but can't hurt to ask again) Instead the building upgrades itself directly to level 3 upon first ability bought?


I'd say double check your experience levels, commandsets and building code. Or post them ;)

HeavyArmor is not cancelable?


In the commandbutton for the upgrade, add CANCELABLE to the Options line.

Building is upgraded to level 2 and 3 upon spawning first and second time?


Eh?
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#162 Nazgûl

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Posted 21 January 2007 - 08:13 PM

There's something wrong with the Rohan Armory for sure... I can't see any obvious errors in this setup that makes the upgrade button not visible? :D
But please have a look... :)

RohanArmory
----------------

Commandset
CommandSet RohanArmoryCommandSet
	1 = Command_PurchaseTechnologyRohanBasicTrainingNew
	2 = Command_PurchaseTechnologyRohanForgedBladesNew
	3 = Command_PurchaseTechnologyRohanHeavyArmorNew
	4 = Command_PurchaseTechnologyRohanFireArrowsNew
		5 = Command_PurchaseUpgradeRohanArmoryLevel2
	6 = Command_Sell
End

CommandSet RohanArmoryCommandSetLevel2
	1 = Command_PurchaseTechnologyRohanBasicTrainingNew
	2 = Command_PurchaseTechnologyRohanForgedBladesNew
	3 = Command_PurchaseTechnologyRohanHeavyArmorNew
	4 = Command_PurchaseTechnologyRohanFireArrowsNew
		5 = Command_PurchaseUpgradeRohanArmoryLevel3
	6 = Command_Sell
End

CommandSet RohanArmoryCommandSetLevel3
	1 = Command_PurchaseTechnologyRohanBasicTrainingNew
	2 = Command_PurchaseTechnologyRohanForgedBladesNew
	3 = Command_PurchaseTechnologyRohanHeavyArmorNew
	4 = Command_PurchaseTechnologyRohanFireArrowsNew
	6 = Command_Sell
End


Commandbutton
CommandButton Command_PurchaseUpgradeRohanArmoryLevel2
   Command		   = OBJECT_UPGRADE
   Upgrade		   = Upgrade_RohanArmorylevel2
   Options		   = CANCELABLE
   TextLabel		 = CONTROLBAR:ConstructRohanArmoryLevel2Upgrade
   ButtonImage	   = UCCommon_UpgradeStructureNew
   ButtonBorderType  = UPGRADE
   DescriptLabel	 = CONTROLBAR:ToolTipBuildRohanArmory2Upgrade
   Radial			= Yes
   InPalantir		= Yes
End

CommandButton Command_PurchaseUpgradeRohanArmoryLevel3
   Command		   = OBJECT_UPGRADE
   Upgrade		   = Upgrade_RohanArmoryLevel3
   Options		   = CANCELABLE
   TextLabel		 = CONTROLBAR:ConstructRohanArmoryLevel3Upgrade
   ButtonImage	   = UCCommon_UpgradeStructureNew
   ButtonBorderType  = UPGRADE
   DescriptLabel	 = CONTROLBAR:ToolTipBuildRohanArmoryLevel3Upgrade
   Radial			= Yes
   InPalantir		= Yes
End


Experiencelevels
ExperienceLevel	RohanArmoryLevel1
	TargetNames			= RohanArmory
	RequiredExperience	 = 1
	ExperienceAward		= GONDOR_FORGE_LVL1_EXP_AWARD
	Rank				   = 1
	AttributeModifiers	 = BasicLevelUpProduction1
	Upgrades			   = Upgrade_StructureLevel1
End
	
ExperienceLevel	RohanArmoryLevel2
	TargetNames			= RohanArmory
	RequiredExperience	 = GONDOR_FORGE_LVL2_EXP_NEEDED
	ExperienceAward		= GONDOR_FORGE_LVL2_EXP_AWARD
	Rank				   = 2
	AttributeModifiers	 = GondorForgeLevel2Production GondorForgeHitPointModLvl2
	Upgrades			   = Upgrade_RohanArmoryLevel2
	LevelUpFx			  = FX:GondorForgeUpgrade
End
	
ExperienceLevel	RohanArmoryLevel3
	TargetNames			= RohanArmory
	RequiredExperience	 = GONDOR_FORGE_LVL3_EXP_NEEDED
	ExperienceAward		= GONDOR_FORGE_LVL3_EXP_AWARD
	Rank				   = 3
	AttributeModifiers	 = GondorForgeLevel3Production GondorForgeHitPointModLvl3
	Upgrades			   = Upgrade_RohanArmoryLevel3
	LevelUpFx			  = FX:GondorForgeUpgrade
End


Upgrade
Upgrade Upgrade_RohanArmoryLevel2
	Type			= OBJECT
	BuildCost		= GONDOR_FORGE_LEVEL2_UPGRADE_COST
	BuildTime		= GONDOR_FORGE_LEVEL2_UPGRADE_BUILDTIME
	DisplayName		= Upgrade:RohanArmoryLevel2
End

Upgrade Upgrade_RohanArmoryLevel3
	Type			= OBJECT
	BuildCost		= GONDOR_FORGE_LEVEL3_UPGRADE_COST
	BuildTime		= GONDOR_FORGE_LEVEL3_UPGRADE_BUILDTIME
	DisplayName		= Upgrade:RohanArmoryLevel3
End


See any errors? :p

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
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SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#163 zimoo

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Posted 21 January 2007 - 08:20 PM

Did you add the new code bits to the object ini for the armoury?
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#164 Nazgûl

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Posted 21 January 2007 - 08:28 PM

Ehm... where would that be? :p
Here's the somewhat messy object ini...

;------------------------------------------------------------------------------;Rohan ArmoryObject RohanArmory<Removed Animation code>  ; ***DESIGN parameters ***	DisplayName		 = OBJECT:RohanArmory	Description		 = OBJECT:RohanArmoryDescription	Side				= Men	EditorSorting	   = STRUCTURE	ThreatLevel = 1.0	CommandSet =  RohanArmoryCommandSet		PlacementViewAngle  = 0		 	BuildCost		   = ROHAN_ARMORY_BUILDCOST					BuildTime		   = 10; BASIC_BUILDING_BUILDTIME	//for testing in seconds	VisionRange		 = ROHAN_ARMORY_VISIONRANGE	; Shroud clearing distance	ShroudClearingRange = ROHAN_ARMORY_SHROUDCLEAR				BountyValue		 = ROHAN_ARMORY_BOUNTY_VALUE	ArmorSet		Conditions		= None		Armor			 = StructureArmor;DamageFX		  = StructureDamageFXNoShake	End	WeaponSet		Conditions		= None	End;	WeaponSet;		Weapon			= PRIMARY RohanStructureBow;		Conditions		= PLAYER_UPGRADE;		AutoChooseSources	= PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI;	End; *** AUDIO Parameters ***;	#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"	SoundOnDamaged		= BuildingLightDamageWood;BuildingDamagedStateLight	SoundOnReallyDamaged	= BuildingHeavyDamageWood;BuildingDestroy	VoiceSelect		= RohanArmorySelect	VoiceSelectUnderConstruction	= BuildingGoodVoiceSelectUnderConstruction	UnitSpecificSounds		UnderConstruction		= BuildingConstructionLoop; Built first time; UnderRepairFromDamage	= NoSound			; Repaired No animation on the building, so don't bother playing sound		UnderRepairFromRubble	= BuildingConstructionLoop; Repaired from completely destroyed (not used???)	End; *** ENGINEERING Parameters ***	RadarPriority	   = STRUCTURE	KindOf			  = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY FS_FACTORY ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK MADE_OF_WOOD; AUTO_RALLYPOINT;		Behavior			= GettingBuiltBehavior GetBuiltBehaviorTag		WorkerName		  = RohanWorkerNoSelect	End	Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon		AutoAcquireEnemiesWhenIdle	= Yes		MoodAttackCheckRate			= 250	End	Body					  = StructureBody ModuleTag_05		MaxHealth			   = ROHAN_ARMORY_MAXHEALTH						MaxHealthDamaged		= ROHAN_ARMORY_MAXHEALTHDAMAGED					MaxHealthReallyDamaged  = ROHAN_ARMORY_MAXHEALTH_REALLYDAMAGED						DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK				DamageCreationList = OCL_RBArmory_Chunk1 CATAPULT_ROCK FRONT_DESTROYED		DamageCreationList = OCL_RBArmory_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED		DamageCreationList = OCL_RBArmory_Chunk3 CATAPULT_ROCK BACK_DESTROYED		DamageCreationList = OCL_RBArmory_Chunk4 CATAPULT_ROCK LEFT_DESTROYED	End  		Behavior = CommandSetUpgrade ModuleTag_RohanArmoryLevel2CommandSet		TriggeredBy		= Upgrade_RohanArmoryLevel2		ConflictsWith		= Upgrade_RohanArmoryLevel3		CommandSet		= RohanArmoryCommandSetLevel2	End   	Behavior = CommandSetUpgrade ModuleTag_RohanArmoryLevel3CommandSet		TriggeredBy		= Upgrade_RohanArmoryLevel3				CommandSet		= RohanArmoryCommandSetLevel3	End   	Behavior = LevelUpUpgrade ModuleTag_RohanArmoryLevel2		TriggeredBy	= Upgrade_RohanArmoryLevel2	  		LevelsToGain   = 1		LevelCap	   = 3	End	Behavior = LevelUpUpgrade ModuleTag_RohanArmoryLevel3		TriggeredBy	= Upgrade_RohanArmoryLevel3	  		LevelsToGain   = 1		LevelCap	   = 3	End  	  Behavior = SubObjectsUpgrade ModuleTag_HideAll		TriggeredBy		= Upgrade_StructureLevel1		ShowSubObjects	= V1HIDE V1AHIDE		HideSubObjects	= V1 V1A V2 V2A	End	Behavior = GeometryUpgrade Geom_ModuleTag_HideAll		TriggeredBy		= Upgrade_StructureLevel1		ShowGeometry	= Geom_Orig		HideGeometry	= Geom_V1	End	 	Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 		TriggeredBy		= Upgrade_StructureLevel2		ShowSubObjects	= V1 V1A 		HideSubObjects	= V1HIDE V1AHIDE V2 V2A	End	Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 		TriggeredBy		= Upgrade_StructureLevel2		ShowGeometry	= Geom_Orig Geom_V1	End		Behavior = SubObjectsUpgrade ModuleTag_ShowPillars 		TriggeredBy		= Upgrade_StructureLevel3		ShowSubObjects	= V2 V2A		HideSubObjects	= V1HIDE V1AHIDE V1 V1A 	End	  Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows		TriggeredBy		= Upgrade_StructureLevel3		ConflictsWith	= Upgrade_EasyAIMultiPlayer	End    	Behavior = ProductionUpdate ProductionUpdateModuleTag; nothing, but is required if we have any Object-level Upgrades!	End  	  Behavior = QueueProductionExitUpdate ModuleTag_07		UnitCreatePoint	= X:-42.0 Y:-31.0 Z:10.0		NaturalRallyPoint  = X:42.5 Y:-31.0 Z:0.0		ExitDelay = 750	End 	Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble		DestructionDelay  = 4000	End	Behavior				  = StructureCollapseUpdate ModuleTag_06		MinCollapseDelay		= 000		MaxCollapseDelay		= 000		CollapseDamping		 = .5		MaxShudder			  = 0.6		MinBurstDelay		   = 250		MaxBurstDelay		   = 800		BigBurstFrequency	   = 4		CollapseHeight			= 120		FXList				  = INITIAL   FX_StructureMediumCollapse	EndBehavior = ProductionUpdate ModuleTag_08		GiveNoXP		= Yes	  End	Behavior				  = BuildingBehavior BuildingModuleTag	 NightWindowName		 = WINDOW_N01;  FireWindowName		  = WINDOW_F01;  GlowWindowName			= WINDOW_G01;	FireName				= FIRE01	End  ;  Behavior = TransitionDamageFX ModuleTag_15;  ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------;	DamagedParticleSystem1	   = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke;  ;---------------------------------------------------------------------------------------;	ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke;	ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion;	ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave;  End ;	Behavior			 = FXListDie ModuleTag_16;		DeathFX	   = FX_BuildingDie;	End 	Geometry			  = BOX	GeometryName		  = Geom_Orig	GeometryMajorRadius   = 16.0	GeometryMinorRadius   = 43.0	GeometryHeight		= 46.0	GeometryOffset		  = X:-41.5 Y:-3.5 Z:0			AdditionalGeometry	= BOX	GeometryName		  = Geom_Orig; Need to cover the base foundation, we can't be so L shaped that we let things interact with what we are covering.	GeometryMajorRadius   = 25.0	GeometryMinorRadius   = 25.0	GeometryHeight		= 1.0	GeometryOffset		  = X:0 Y:0 Z:0		AdditionalGeometry	= BOX	GeometryName		  = Geom_Orig	GeometryMajorRadius   = 39.0	GeometryMinorRadius   = 16.0	GeometryHeight		= 46.0	GeometryOffset		  = X:-18.5 Y:-30.5 Z:0		AdditionalGeometry	= BOX	GeometryName		  = Geom_V1	GeometryActive		  = No	GeometryMajorRadius   = 16.0	GeometryMinorRadius   = 16.0	GeometryHeight		= 97.0	GeometryOffset		  = X:-41.5 Y:-30.5 Z:0			GeometryIsSmall	   = No	Shadow				= SHADOW_VOLUME	BuildCompletion	 = PLACED_BY_PLAYER	;	AttackContactPoint = X:-41.5 Y:-30.5 Z:46;	AttackContactPoint = X:-41.5 Y:-30.5 Z:24;	AttackContactPoint = X:-41.5 Y:21.5 Z:24;	AttackContactPoint = X:-41.5 Y:-30.5 Z:24;	AttackContactPoint = X:-3.5 Y:-30.5 Z:24	GeometryContactPoint	= X:-64.249		Y:29.796	Z:0			Repair	GeometryContactPoint	= X:8.792		Y:-52.605	Z:0			Repair	GeometryContactPoint	= X:-17.863		Y:23.491	Z:0	GeometryContactPoint	= X:-55.373		Y:-56.524	Z:0	GeometryContactPoint	= X:-41.324		Y:-31.028	Z:68.25		SwoopEnd

(BTW: how do I get the scroll bar upon posting code here?)

Solinx: You change the code tags into codebox tags :)

Edited by Solinx, 22 January 2007 - 11:22 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#165 zimoo

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Posted 21 January 2007 - 08:45 PM

Use [ codebox].

Well I'm not seeing anything wrong with your code :(
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#166 Nazgûl

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Posted 21 January 2007 - 08:50 PM

Thanks... Well me neither... so I guess theres another bug here (like the damn worker in the stables). I suppose I'll have to leave this one as it is. It's hard beeing a perfectionist! ehe

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#167 Nazgûl

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Posted 21 January 2007 - 10:05 PM

Btw, same goes for the HeavyArmor not beeing cancelable :p
CommandButton Command_PurchaseUpgradeRohanHeavyArmorNew
	Command			= OBJECT_UPGRADE
	Options			= NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
	Upgrade			= Upgrade_RohanHeavyArmorNew
	NeededUpgrade		= Upgrade_TechnologyRohanHeavyArmorNew
	TextLabel			= CONTROLBAR:PurchaseUpgradeRohanHeavyArmor
	ButtonImage		= BRArmory_HeavyArmor
	ButtonBorderType		= UPGRADE
	DescriptLabel		= CONTROLBAR:ToolTipPurchaseUpgradeRohanHeavyArmor
	InPalantir	   		= Yes
	LacksPrerequisiteLabel	= TOOLTIP:LackRohanHeavyArmor
End

Maybe I'm having so muc trouble with the Rohan mini faction cause it's not actually an intended part of the game and thus full of unfixable EA bugs? :(

Edited by Nazgûl, 21 January 2007 - 10:07 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#168 BigRedKane

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Posted 21 January 2007 - 10:39 PM

hiya,
dunno if this will help but I got the BFME 2 The War mod installed and that uses Rohan structures and upgrades etc.
I took a peek at the commandbutton.ini file to find the heavy armour upgrade to post here so you can compare -

CommandButton Command_PurchaseTechnologyRohanHeavyArmor
	Command				= PLAYER_UPGRADE
	Options				= CANCELABLE
;Options				= NEED_UPGRADE			
	Upgrade				= Upgrade_TechnologyRohanHeavyArmor 
	TextLabel			= CONTROLBAR:PurchaseTechnologyRohanHeavyArmor
	ButtonImage			= BRArmory_HeavyArmor
	ButtonBorderType	= UPGRADE
	DescriptLabel		= CONTROLBAR:ToolTipPurchaseTechnologyRohanHeavyArmor
	Radial				= Yes
	InPalantir	   		= Yes
End

CommandButton Command_PurchaseUpgradeRohanHeavyArmor
	Command				= OBJECT_UPGRADE
	Options				= NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
	Upgrade				= Upgrade_RohanHeavyArmor 
	NeededUpgrade		= Upgrade_TechnologyRohanHeavyArmor
	TextLabel			= CONTROLBAR:PurchaseUpgradeRohanHeavyArmor
	ButtonImage			= BRArmory_HeavyArmor
	ButtonBorderType	= UPGRADE
	DescriptLabel		= CONTROLBAR:ToolTipPurchaseUpgradeRohanHeavyArmor
	InPalantir	   		= Yes
	LacksPrerequisiteLabel		= TOOLTIP:LackRohanHeavyArmor
End

I hope this helps some, if I can be of any further assistance let me know.

The Rohan stuff does work in my game (and I have been adding my own mods to BFME The War, everything seems to be working fine together for the moment).

I noticed you posted the Puchase Upgrade code....did you define the Purchase Technology code as well and put that in?

Solinx: Never changed codebox into code tags before :p Codebox is only for the really long pieces of code :)

Edited by Solinx, 22 January 2007 - 07:05 PM.


#169 Nazgûl

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Posted 21 January 2007 - 11:01 PM

Thanks so much, it was in purchase tech... :D
I had forgotten to comment out this part:
;Options = NEED_UPGRADE

Great, at least that is out of the way now... But still, the amory wont show the upgrade button, so I'll just leave that on my list of unfixable (at least by me) issues :) :( :p

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#170 BigRedKane

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Posted 21 January 2007 - 11:24 PM

well don't give up Nazgul...you're on to a good thing. heh.
To help you further I'm going to post the command structure defined in the armoury.ini for rohan's armoury in my folder so you can compare -

[codebox]
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End


Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowSubObjects = V1HIDE V1AHIDE
HideSubObjects = V1 V1A V2 V2A
End
Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowGeometry = Geom_Orig
HideGeometry = Geom_V1
End

Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_StructureLevel2
ShowSubObjects = V1 V1A
HideSubObjects = V1HIDE V1AHIDE V2 V2A
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls
TriggeredBy = Upgrade_StructureLevel2
ShowGeometry = Geom_Orig Geom_V1
End

Behavior = SubObjectsUpgrade ModuleTag_ShowPillars
TriggeredBy = Upgrade_StructureLevel3
ShowSubObjects = V2 V2A
HideSubObjects = V1HIDE V1AHIDE V1 V1A
End
Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
TriggeredBy = Upgrade_StructureLevel3
ConflictsWith = Upgrade_EasyAIMultiPlayer
End

Behavior = LevelUpUpgrade ModuleTag_CaveLevel2
TriggeredBy = Upgrade_GondorForgeLevel2
LevelsToGain = 1
LevelCap = 3
End

Behavior = LevelUpUpgrade ModuleTag_CaveLevel3
TriggeredBy = Upgrade_GondorForgeLevel3
LevelsToGain = 1
LevelCap = 3
End

Behavior = CommandSetUpgrade ModueTag_CaveLevel2CommandSet
TriggeredBy = Upgrade_GondorForgeLevel2
ConflictsWith = Upgrade_GondorForgeLevel3
CommandSet = GondorForgeCommandSetLevel2
End

Behavior = CommandSetUpgrade ModueTag_CaveLevel3CommandSet
TriggeredBy = Upgrade_GondorForgeLevel3
CommandSet = GondorForgeCommandSetLevel3
End

[/codebox]

I noticed several references to GondorForgeLevel and in game I noticed that if I had both a Men of the West armoury and a Rohan one and upgraded the MOTW one and bought all the upgrades contained, the Rohan one could upgrade but the contained upgrades were greyed out as though already bought.
This leads me to believe you need to use MOTW as a template for certain things that are missing for rohan specific structures, weapons and units.

In any event I hope this helps some too.

#171 Nazgûl

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Posted 22 January 2007 - 12:35 AM

BigRed... thanks! :) I found (saw) that all of the "cavelevel" things were missing.... so I added them, and that helped a bit - now the structure doesn't upgrade itself from level 1 to level 3 upon first bought item from armory. It stays level 1. But still no g** d*mn upgrade button! ;) This mod is driving me crazy... cause work (my real job *lol*) is picking up, and I get less and less time to put into this "used to be fun" project :huh: The plan was to be finished by january, but that looks tougher and tougher :p

I'm putting together a compilation of this mod with screenshots and entire manuscript with all the finished changes, and hopefully that'll make some experienced coder eager to help (that is "take over") me touch up on these final fixes before I upload and release the mod to my fellow BFME2-players out there. Naturally I will try to fix as much as I can of these final issues, but I clearly feel that the list of things that could and have been done by me (with the help of T3A) is growing smaller and smaller, and my time and energy is also shrinking :D :) We'll see how far I get
*back to messing with ini's*

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#172 BigRedKane

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Posted 22 January 2007 - 01:21 AM

well we can't have an elusive command button can we?...lol.

I'll post some more code from the Rohan Armoury I got -

Commandset.ini -

[codebox]
CommandSet RohanArmoryCommandSet
1 = Command_PurchaseTechnologyRohanBasicTraining
2 = Command_PurchaseTechnologyRohanHeavyArmor
3 = Command_PurchaseTechnologyRohanForgedBlades
6 = Command_Sell
End
[/codebox]

Commandbutton.ini -

[codebox]
CommandButton Command_PurchaseUpgradeRohanForgedBladesForRohirrim
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanForgedBladesForRohirrim ;Upgrade_GondorForgedBlades
NeededUpgrade = Upgrade_TechnologyGondorForgedBlades ;Rohirrim now combined with gondor to form Men of the West
TextLabel = CONTROLBAR:PurchaseUpgradeRohanForgedBlades
ButtonImage = BRArmory_ForgedBlades
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanForgedBlades
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanForgedBlades
End

CommandButton Command_PurchaseUpgradeRohanHeavyArmorForRohirrim
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanHeavyArmorForRohirrim ;Upgrade_GondorHeavyArmor
NeededUpgrade = Upgrade_TechnologyGondorHeavyArmor
TextLabel = CONTROLBAR:PurchaseUpgradeRohanHeavyArmor
ButtonImage = BRArmory_HeavyArmor
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanHeavyArmor
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanHeavyArmor
End

CommandButton Command_PurchaseUpgradeRohanFireArrows
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanFireArrows ;Upgrade_GondorFireArrows
NeededUpgrade = Upgrade_TechnologyGondorFireArrows
TextLabel = CONTROLBAR:FireArrowUpgrade
ButtonImage = BRArcheryRange_FireArrows
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanFireArrows
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanFireArrows
End

CommandButton Command_PurchaseUpgradeRohanBasicTraining
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanBasicTraining ;Upgrade_GondorBasicTraining
NeededUpgrade = Upgrade_TechnologyGondorBasicTraining
TextLabel = CONTROLBAR:PurchaseUpgradeRohanBasicTraining
ButtonImage = BGBlacksmith_SilverTreeBanner
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanBasicTraining
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanBasicTraining
End

CommandButton Command_MenLongShotAbility
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityMenLongShot
Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS
TextLabel = CONTROLBAR:MenLongShotAbility
DescriptLabel = CONTROLBAR:ToolTipMenLongShotAbility
ButtonImage = UCCommon_Longshot
ButtonBorderType = ACTION
InPalantir = Yes
PresetRange = GONDOR_RANGER_LONGSHOT_RANGE
RadiusCursorType = LongShotRadiusCursor
CursorName = AttackObj
InvalidCursorName = GenericInvalid
End

;---- ROHAN ---------------------------------------------------------------------
;//None of the PurchaseTechnology are needed for Rohan any more. Now that Gondor and Rohan
;//Are combined into the Men of the West we'll be useing Gondor's Technology Upgrades

CommandButton Command_PurchaseTechnologyRohanBasicTraining
Command = PLAYER_UPGRADE
Options = CANCELABLE
;Options = NEED_UPGRADE
Upgrade = Upgrade_TechnologyRohanBasicTraining
TextLabel = CONTROLBAR:PurchaseTechnologyRohanBasicTraining
ButtonImage = BRArmory_Banner
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseTechnologyRohanBasicTraining
Radial = Yes
InPalantir = Yes
End



CommandButton Command_PurchaseTechnologyRohanFireArrows
Command = PLAYER_UPGRADE
Options = NEED_UPGRADE CANCELABLE
Upgrade = Upgrade_TechnologyRohanFireArrows
NeededUpgrade = Upgrade_StructureLevel2
TextLabel = CONTROLBAR:PurchaseTechnologyRohanFireArrows
ButtonImage = BRArcheryRange_FireArrows
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseTechnologyRohanFireArrows
Radial = Yes
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackLevel2ArcheryRange
End

;-------------------
;//No longer needed can be taken out
CommandButton Command_PurchaseTechnologyRohanForgedBlades
Command = PLAYER_UPGRADE
Options = CANCELABLE
;Options = NEED_UPGRADE
Upgrade = Upgrade_TechnologyRohanForgedBlades
TextLabel = CONTROLBAR:PurchaseTechnologyRohanForgedBlades
ButtonImage = BRArmory_ForgedBlades
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseTechnologyRohanForgedBlades
Radial = Yes
InPalantir = Yes
End

;//for peasants
CommandButton Command_PurchaseUpgradeRohanForgedBlades
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanForgedBlades
NeededUpgrade = Upgrade_TechnologyRohanForgedBlades
TextLabel = CONTROLBAR:PurchaseUpgradeRohanForgedBlades
ButtonImage = BRArmory_ForgedBlades
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanForgedBlades
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanForgedBlades
End

CommandButton Command_PurchaseUpgradeRohanForgedBladesForPeasants
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanForgedBladesForPeasants
NeededUpgrade = Upgrade_TechnologyRohanForgedBlades
TextLabel = CONTROLBAR:PurchaseUpgradeRohanForgedBlades
ButtonImage = BRArmory_ForgedBlades
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanForgedBlades
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanForgedBlades
End

CommandButton Command_PurchaseUpgradeRohanForgedBladesForElves
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanForgedBladesForElves
NeededUpgrade = Upgrade_TechnologyRohanForgedBlades
TextLabel = CONTROLBAR:PurchaseUpgradeRohanForgedBlades
ButtonImage = BRArmory_ForgedBlades
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanForgedBlades
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanForgedBlades
End

;-------------------
CommandButton Command_PurchaseTechnologyRohanHeavyArmor
Command = PLAYER_UPGRADE
Options = CANCELABLE
;Options = NEED_UPGRADE
Upgrade = Upgrade_TechnologyRohanHeavyArmor
TextLabel = CONTROLBAR:PurchaseTechnologyRohanHeavyArmor
ButtonImage = BRArmory_HeavyArmor
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseTechnologyRohanHeavyArmor
Radial = Yes
InPalantir = Yes
End

CommandButton Command_PurchaseUpgradeRohanHeavyArmor
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanHeavyArmor
NeededUpgrade = Upgrade_TechnologyRohanHeavyArmor
TextLabel = CONTROLBAR:PurchaseUpgradeRohanHeavyArmor
ButtonImage = BRArmory_HeavyArmor
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanHeavyArmor
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanHeavyArmor
End

CommandButton Command_PurchaseUpgradeRohanHeavyArmorForRohirrimArchers
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanHeavyArmorForRohirrimArchers
NeededUpgrade = Upgrade_TechnologyRohanHeavyArmor
TextLabel = CONTROLBAR:PurchaseUpgradeRohanHeavyArmor
ButtonImage = BRArmory_HeavyArmor
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanHeavyArmor
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanHeavyArmor
End

CommandButton Command_PurchaseUpgradeRohanHeavyArmorForElves
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanHeavyArmorForElves
NeededUpgrade = Upgrade_TechnologyRohanHeavyArmor
TextLabel = CONTROLBAR:PurchaseUpgradeRohanHeavyArmor
ButtonImage = BRArmory_HeavyArmor
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanHeavyArmor
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanHeavyArmor
End

CommandButton Command_PurchaseUpgradeRohanHeavyArmorForArchers
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanHeavyArmorForArchers
NeededUpgrade = Upgrade_TechnologyRohanHeavyArmor
TextLabel = CONTROLBAR:PurchaseUpgradeRohanHeavyArmor
ButtonImage = BRArmory_HeavyArmor
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanHeavyArmor
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanHeavyArmor
End

CommandButton Command_PurchaseUpgradeRohanHeavyArmorForPeasants
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_RohanHeavyArmorForPeasants
NeededUpgrade = Upgrade_TechnologyRohanHeavyArmor
TextLabel = CONTROLBAR:PurchaseUpgradeRohanHeavyArmor
ButtonImage = BRArmory_HeavyArmor
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanHeavyArmor
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackRohanHeavyArmor
End
[/codebox]

experiencelevels.ini -

[codebox]
;------------- RohanArmory -----------------

ExperienceLevel RohanArmoryLevel1
TargetNames = RohanArmory
RequiredExperience = 1
ExperienceAward = ROHAN_ARMORY_LVL1_EXP_AWARD
Rank = 1
Upgrades = Upgrade_StructureLevel1
End

;ExperienceLevel RohanArmoryLevel2
; TargetNames = RohanArmory
; RequiredExperience = ROHAN_ARMORY_LVL2_EXP_NEEDED
; ExperienceAward = ROHAN_ARMORY_LVL2_EXP_AWARD
; Rank = 2
; AttributeModifiers = RohanArmoryHitPointModLvl2 RohanArmoryBuildSpeedModLvl2
; Upgrades = Upgrade_StructureLevel2
; LevelUpFx = FX:RohanArmoryUpgrade
;End

;ExperienceLevel RohanArmoryLevel3
; TargetNames = RohanArmory
; RequiredExperience = ROHAN_ARMORY_LVL3_EXP_NEEDED
; ExperienceAward = ROHAN_ARMORY_LVL3_EXP_AWARD
; Rank = 3
; AttributeModifiers = RohanArmoryHitPointModLvl3 RohanArmoryBuildSpeedModLvl3
; Upgrades = Upgrade_StructureLevel3
; LevelUpFx = FX:RohanArmoryUpgrade
;End
[/codebox]

Upgrade.ini -

[codebox]
Upgrade Upgrade_RohanBasicTraining
DisplayName = UPGRADE:GondorBasicTraining
Type = OBJECT
Tooltip = UPGRADE:GondorBasicTraining
BuildCost = GONDOR_PERSONAL_BASIC_TRAINING_BUILDCOST
BuildTime = GONDOR_PERSONAL_BASIC_TRAINING_BUILDTIME
ResearchCompleteEvaEvent = UpgradeBannerCarrierReady ;GondorBannerVoiceSalute
RequiredObjectFilter = NONE +GondorForge +RohanArmory +GondorArcherRange +GondorForbiddenPool +RohanArcherRange +GondorBarracks +ElvenBarracks +RohanStable +GondorStable +GondorKeep
StrategicIcon = AptStrategicUnitUpgradeBannerCarrier
End

Upgrade Upgrade_RohanFireArrows
DisplayName = UPGRADE:GondorFireArrowUpgrade
Type = OBJECT
Tooltip = TOOLTIP:GondorFlamingArrows
BuildCost = GONDOR_PERSONAL_FIRE_ARROWS_BUILDCOST
BuildTime = GONDOR_PERSONAL_FIRE_ARROWS_BUILDTIME
ResearchSound = UpgradeFlamingArrows
UpgradeFX = FX_PorterDeliverFlamingArrows
RequiredObjectFilter = ANY +GondorArcherRange +GondorForbiddenPool +GondorForge +RohanArmory +RohanArcherRange +GondorBarracks +ElvenBarracks +RohanStable +GondorStable +GondorKeep
StrategicIcon = AptStrategicUnitUpgradeArrow
End

Upgrade Upgrade_RohanForgedBladesForRohirrim
DisplayName = UPGRADE:GondorForgedBlades
Type = OBJECT
Tooltip = TOOLTIP:GondorForgedBlades
BuildCost = GONDOR_PERSONAL_FORGED_BLADES_BUILDCOST
BuildTime = GONDOR_PERSONAL_FORGED_BLADES_BUILDTIME
ResearchSound = UpgradeForgedBlades
UpgradeFX = FX_PorterDeliverForgedBlades
RequiredObjectFilter = NONE +GondorForge +RohanArmory +GondorArcherRange +GondorForbiddenPool +RohanArcherRange +GondorBarracks +ElvenBarracks +RohanStable +GondorStable +GondorKeep
StrategicIcon = AptStrategicUnitUpgradeBlade
End

Upgrade Upgrade_RohanHeavyArmorForRohirrim
DisplayName = UPGRADE:GondorHeavyArmor
Type = OBJECT
Tooltip = TOOLTIP:GondorHeavyArmor
BuildCost = GONDOR_PERSONAL_HEAVY_ARMOR_BUILDCOST
BuildTime = GONDOR_PERSONAL_HEAVY_ARMOR_BUILDTIME
ResearchSound = UpgradeHeavyArmor
UpgradeFX = FX_PorterDeliverHeavyArmor
ButtonImage = BRArmory_HeavyArmor
Cursor = ArmorUpgrade
RequiredObjectFilter = NONE +GondorForge +RohanArmory +GondorArcherRange +GondorForbiddenPool +RohanArcherRange +GondorBarracks +ElvenBarracks +RohanStable +GondorStable +GondorKeep
StrategicIcon = AptStrategicUnitUpgradeArmor
End

Upgrade Upgrade_RohanHorseShield
DisplayName = UPGRADE:GondorKnightShield
Type = OBJECT
Tooltip = TOOLTIP:GondorKnightShields
BuildCost = GONDOR_PERSONAL_KNIGHT_SHIELD_BUILDCOST
BuildTime = GONDOR_PERSONAL_KNIGHT_SHIELD_BUILDTIME
ResearchSound = UpgradeHeavyArmor
UpgradeFX = FX_PorterDeliverHorseShields
RequiredObjectFilter = NONE +GondorForge +RohanArmory +GondorArcherRange +GondorForbiddenPool +RohanArcherRange +GondorBarracks +ElvenBarracks +RohanStable +GondorStable +GondorKeep
StrategicIcon = AptStrategicUnitUpgradeHorseShield
End
////--------------------------------------------------------------

//----NOTE: These technology upgrades are no longer needed because with the Men of the West
//----We are useing the Gondor Technologies

//---- ROHAN ---------------------------------------------------------------------
Upgrade Upgrade_TechnologyRohanBasicTraining
DisplayName = UPGRADE:RohanBasicTraining
Type = PLAYER
BuildCost = ROHAN_TECH_BASIC_TRAINING_BUILDCOST
BuildTime = ROHAN_TECH_BASIC_TRAINING_BUILDTIME
ResearchCompleteEvaEvent = UpgradeBannerCarrierTechnologyReady //RohanBannerVoiceSalute
End

Upgrade Upgrade_TechnologyRohanFireArrows
DisplayName = UPGRADE:RohanFireArrowUpgrade
Type = PLAYER
BuildCost = ROHAN_TECH_FIRE_ARROWS_BUILDCOST
BuildTime = ROHAN_TECH_FIRE_ARROWS_BUILDTIME
ResearchCompleteEvaEvent = UpgradeFlameArrowsReady
SkirmishAIHeuristic = AI_UPGRADEHEURISTIC_IMPORTANT
End

//-------------------
Upgrade Upgrade_TechnologyRohanForgedBlades
DisplayName = UPGRADE:RohanForgedBlades
Type = PLAYER
BuildCost = ROHAN_TECH_FORGED_BLADES_BUILDCOST
BuildTime = ROHAN_TECH_FORGED_BLADES_BUILDTIME
ResearchCompleteEvaEvent = UpgradeForgedBladesReady
End

Upgrade Upgrade_RohanForgedBlades
DisplayName = UPGRADE:RohanForgedBlades
Type = OBJECT
//Tooltip = TOOLTIP:RohanForgedBlades
BuildCost = ROHAN_PERSONAL_FORGED_BLADES_BUILDCOST
BuildTime = ROHAN_PERSONAL_FORGED_BLADES_BUILDTIME
ResearchSound = UpgradeForgedBlades
UpgradeFX = FX_PorterDeliverForgedBlades

SubUpgradeTemplateNames = Upgrade_RohanForgedBladesForPeasants Upgrade_RohanForgedBladesForElves //Upgrade_RohanForgedBladesForRohirrim
End

Upgrade Upgrade_RohanForgedBladesForPeasants
DisplayName = UPGRADE:RohanForgedBlades
Type = OBJECT
//Tooltip = TOOLTIP:RohanForgedBlades
BuildCost = ROHAN_PERSONAL_FORGED_BLADES_BUILDCOST
BuildTime = ROHAN_PERSONAL_FORGED_BLADES_BUILDTIME
ResearchSound = UpgradeForgedBlades
UpgradeFX = FX_PorterDeliverForgedBlades
End

Upgrade Upgrade_RohanForgedBladesForElves
DisplayName = UPGRADE:RohanForgedBlades
Type = OBJECT
//Tooltip = TOOLTIP:RohanForgedBlades
BuildCost = ROHAN_PERSONAL_FORGED_BLADES_BUILDCOST
BuildTime = ROHAN_PERSONAL_FORGED_BLADES_BUILDTIME
ResearchSound = UpgradeForgedBlades
UpgradeFX = FX_PorterDeliverForgedBlades
End

//-------------------
Upgrade Upgrade_TechnologyRohanHeavyArmor
DisplayName = UPGRADE:RohanHeavyArmor
Type = PLAYER
BuildCost = ROHAN_TECH_HEAVY_ARMOR_BUILDCOST
BuildTime = ROHAN_TECH_HEAVY_ARMOR_BUILDTIME
ResearchCompleteEvaEvent = UpgradeHeavyArmorReady
End

Upgrade Upgrade_RohanHeavyArmor
DisplayName = UPGRADE:RohanHeavyArmor
Type = OBJECT
//Tooltip = TOOLTIP:RohanHeavyArmor
BuildCost = ROHAN_PERSONAL_HEAVY_ARMOR_BUILDCOST
BuildTime = ROHAN_PERSONAL_HEAVY_ARMOR_BUILDTIME
ResearchSound = UpgradeHeavyArmor
UpgradeFX = FX_PorterDeliverHeavyArmor
ButtonImage = BRArmory_HeavyArmor
Cursor = ArmorUpgrade

SubUpgradeTemplateNames = Upgrade_RohanHeavyArmorForRohirrimArchers Upgrade_RohanHeavyArmorForElves Upgrade_RohanHeavyArmorForArchers Upgrade_RohanHeavyArmorForPeasants //Upgrade_RohanHeavyArmorForRohirrim
End
[/codebox]

I didn't find anything in the Upgrade.ini that matched what you posted for that same file, and I tried Find in Notepad and it came up dead for that. :p

Sorry about all the code, but I feel this might be a more accurate way for you to try and nail this problem.
I hope it has been of use. :)

#173 Nazgûl

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Posted 22 January 2007 - 02:23 PM

Thanks for the effort :unsure:
But judging from your Commandset, your Armory does not have the upgrade option at all (either). I have all the things working (banners, forged blades, heavy armor, fire arrows) and I only need the upgrade button for the armory itself to show, which is doesn't. I can't imagine that your armory has he button when your commansdet has not? And your experiencelevels has all the level 2 and level 3 commented out, so those codes will certainly not work for me either *lol :blink: But Im very greatful that you tried to help :spam: As for the other codes they also reflect the items in the armory, and not my missing button :/

This mod is defenitely on a halt now (cause of this + the rest of the final fixes that I can't do). We'll see if I ever get it finished, hrm. It was fun up till now though *lol*

// C}{riZpc_punch.gif
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SEE_Banner_2008.jpg
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----------------------------------------------------------------------------------------------------
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#174 BigRedKane

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Posted 22 January 2007 - 11:07 PM

You're welcome. :)

That's why I posted the code...so you could see the differance.
I can assure you that my Rohan armoury does indeed have an upgrade button and does indeed go up 3 levels in the game.
I merely looked for and copied the code I found on it.

I'm wondering if it works if it's useing the Gondor/Men of the West Armoury code.

I noticed a link there in game...when Men of the West armoury upgrades to level 3 and all upgrades (heavy armour, banner carriers and forged blades) have been purchased, all the Rohan one can do is upgrade...the forged blades and stuff are treated as bought already and shaded/darkened out.
So I figure there's a definate link there. This doesn't happen if I build down all tech trees and a faction has it's own armoury set (like elves, dwarfs, etc).
And yeah, I have 2 factions that can build down all the techs of all the races (Men of the West and Mordor).

In any event I think there's something very funky going on with the Rohan Armoury code, 'cos like you said it shouldn't work on mine with the commented out bits...yet it does...lol.

Feel free to try out the code I posted...it isn't mine anyways it's from the BFME The War mod, so I take absolutely no credit for it, I'm just passing on the info I find. :D

#175 Nazgûl

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Posted 22 January 2007 - 11:35 PM

Thanks a bunch :D

I do want to separate Rohan from Gondor in terms of units and production, even though the are both a part of MotW, so that excludes the possibility to use gondor codes. The creator of BFME2TheWar is a "personal friend" of mine... well, a friend on MSN Messenger that is. He lives in Australia, and I in Sweden *lol*, but we speak occasionally, and he doesn't know what's wrong with the Rohan armory either... Seems like nobody does, and that probably equals a bug in EA's code (due to them leaving all Rohan things out of BFME2). Just like the darn graphics bug in the stables...

Messing with this any more will not only make me insane, but also increase the risk of getting problems elsewhere. So, if I'm ever going to finish this otherwise cool mod, I'm gonna have to ignore certain problems, and adapt the "manuscript" after them :D This means:

- I'm leaving the Rohan Armory without upgrade option, and all the technologies available from start. As compensation for this stronger feature, the rohan armory will be 50% more expensive then the gondor armory and take a little bit longer to build... and naturally, they will never benefit from the faster production rates. Perhaps a good balance after all? Wouldn't wanna make MotW to strong alltogether anyways.
- I'm also having problems getting Rohirrim and Men of Dale to use Fire Arrows... but come to think of it; Rohirrim is almost to strong to be using that as well, and Men of Dale should not be as powerful as Gondor archers. In the movie, I don't remember seeing Rohirrim shoot fire arrows anyway, and the rohan archers (Yeomen?) aren't exactly Navy Seals snipers *lol*. My rohan MenOfDale archers are ment for base defence primarily. So once again - maybe it's for the best? *lol*



New issues:
-------------

Rohan STABLES
------------------
- Building is "automatically" upgraded to level 2 and 3 upon spawning Rohirrim first and second time? Building should not upgrade until upgrade level is bought (or experience gained?).


Rohan ARCHERY RANGE
----------------
- Building is upgraded to level 2 upon spawning archers first time? Same problem as above...



Ny ideas about this? :)

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#176 Solinx

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Posted 23 January 2007 - 12:18 AM

For both buildings, find the ProductionUpdate behavior and insert a GiveNoXP line, like this:
Behavior = ProductionUpdate ProductionUpdateModuleTag
		GiveNoXP					 = Yes;disable granting xp when producing units.
	End
It disables the BFME 1 system of building leveling

And it seems there is an opportunity for me to help Zen once more :)

Solinx

Edited by Solinx, 23 January 2007 - 12:19 AM.

Posted Image

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#177 BigRedKane

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Posted 23 January 2007 - 12:31 AM

I thought most of us were insane already...lol...(just kidding) :)

that's cool that the creator of BFME The War mod is a friend of yours....can you thank him from me for an outstanding mod?....I learnt a lot from pokeing around in his ini files.
Also I was wondering what happened to the BFME The War site...it went down last few times I checked.

Again the Rohirrim horse archers and Yoeman archers were in that mod....and where one might think the Rohirrim are too powerful with bows I found they weren't that tough. They rarely trampled enemies when their bows were drawn (which is usually a big strength of their's) and they lagged behind the other units if one grouped them with non-ranged units which meant keeping an eye on them to make sure they followed up strategicly. They are good defense for bases though.
I thought Rohan's archers were elite, even in the movie...it's the drafted soldiers (peasants) that aren't....and some of those were used as soldiers and some still were even little boys....even Minias Tirith would have problems if they had to fall back on drafted soldiers and archers, fortunately Minias Tirith is a big city so was less chance of that happening.

Your Rohan Armoury idea sounds pretty good....sounds like you got the balance sorted for it.

I have no idea what can be causeing the Stable and Archery range upgrade problems. The only thing I can think of is to review how the upgrade conditions are set up in the object code (or upgrade.ini or experiencelevels.ini?). Maybe check commandbutton.ini as well just in case, although I wouldn't have thought an error like you described would be caused in there.

#178 Nazgûl

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Posted 23 January 2007 - 01:26 AM

Solinx - you de man! :) Why can't everything be this easy - solveable with the adding of one line of code! :D Great!! Now I'm down to 1 last thing to fix for the Rohan mini faction... after that only 4 more issues in total, and 1 of them is Mordor Walls which Fingulfin is working on :)

Hehe, I'll make sure to tell Zen you'r a fan of his work, and I'll bet that he'd like to play online with you since he complained about that last time - not having enough players of TheWar online :p Gimme your MSN in a PM and I'll give it to him if ya want him to kick your ass in skirmish *lol* But 2 against CPU is by far most fun, at least with my mod :D



Final Rohan problem:
------------------------

Rohan ROHIRRIM
--------------------
- There's supposed to be a way to make them fire arrows whilst riding...!? Is that possible???
- This second bit is somewhat "overkill", but if it can be done, I would like to: adjust animation for Toggle Weapon! Upon going back from bows to spears, they ought to "reverse" and put bows back before grabbing spears (like they put spears back before picking up bows), but instead the spears "pop up" directly, before the "put back" animation? Does that make sence? If possible by adjusting order of animations, this would look much better fixed... Perhaps someone has done this and knows what to adjust in what order?

Ideas? :)

// C}{riZpc_punch.gif
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#179 BigRedKane

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Posted 23 January 2007 - 01:51 AM

Zen's mod for the Rohirrim in The War would solve both those problems you just listed....if you like I can try and dig up the code for you for his Rohirrim...or you could just ask him, since he's on msn...lol... :)

I don't normally play on-line....on-line games aren't fun anymore since people decided not to play games properly and "spawn kill" people and use other cheap shots.
Also I doubt my version of his mod would be compatible with his anymore since I've severly modded it to inlcude my own mods, tweaks and other things and further plan to add other bits and pieces from other mods as well as more of my own mods and tweaks.

I also prefer players vs cpu...much more fun, you can kick the blue blazes out of the cpu and it ain't going to care...lol.

So all in all my answer to an on-line game would be : thanks but no thanks.

#180 Nazgûl

Nazgûl

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Posted 23 January 2007 - 02:39 AM

Sure, that would be great! I haven't seen him on msn for some days now, and besides I can't use TheWar since I don't have RotWK (that expansion never appealed to me from screenshots and tech trees).

If you think you can locate the codes for them shooting whilst riding, plz post them :)

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