Like this: ?
Playertemplate.ini:[color=#CC0000]PlayerTemplate FactionRune[/color]
[color=#FF0000]Side = Angmar[/color]
PlayableSide = Yes
Evil = Yes
StartMoney = 0
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor = R:143 G:50 B:50
StartingBuilding = RuneFortress
;------------- NO STARTING UNITS FOR YOU -------
[color=#FF0000]StartingUnit0 = RunePorter
StartingUnitOffset0 = X:1 Y:160 Z:0
StartingUnit1 = RunePorter
StartingUnitOffset1 = X:30 Y:250 Z:0[/color]
[color=#FF0000]StartingUnitTacticalWOTR = RunePorter
StartingUnitTacticalWOTR = RunePorter[/color]
IntrinsicSciences = SCIENCE_ANGMAR
IntrinsicSciencesMP = SCIENCE_ANGMAR
SpellBook = RuneSpellBook
SpellBookMp = RuneSpellBook
PurchaseScienceCommandSet = RuneSpellStoreCommandSet
PurchaseScienceCommandSetMP = RuneSpellStoreCommandSet
DisplayName = INI:FactionAngmar
DefaultPlayerAIType = AngmarSkirmishAI; Needs to exist before I can change it.
BeaconName = MultiplayerBeacon
LightPointsUpSound = MordorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_AngmarFaction;Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero AngmarHwaldar AngmarKarsh AngmarMorgramir AngmarRogash AngmarWitchking
BuildableRingHeroesMP = MordorSauron_RingHero
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66
MultiSelectionPortrait = UPAngmarArmy
LoadScreenMusic = Shell2MusicForLoadScreen
End
AngmarFortress.ini[color=#CC0000]ChildObject AngmarFortressCitadelRune AngmarFortressCitadel[/color]
; ***DESIGN parameters ***
DisplayName = OBJECT:AngmarFortress
Description = OBJECT:IsengardFortressDescription
Side = Angmar
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandPointBonus = GENERIC_FORTRESS_COMMAND_POINT_BONUS
BuildCost = 0
BuildTime = ANGMAR_FORTRESS_BUILDTIME ; in seconds
VisionRange = ANGMAR_FORTRESS_VISION_RANGE
ShroudClearingRange = ANGMAR_FORTRESS_SHROUD_CLEAR
[color=#FF0000]CommandSet = NEWAngmarFortressCommandSet[/color]
WeaponSet
Conditions = None
Weapon = PRIMARY AngmarFortressBattleTowerBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
the castle commandset:
CommandSet AngmarFortressCommandSet
InitialVisible = 7
//Main Menu
[color=#FF0000]1 = Command_ConstructRunePorter[/color]
2 = Command_SelectRevivablesAngmarFortress
3 = Command_SelectUpgradesAngmarFortress
4 = Command_FireWeaponAngmarFortressSanctumFrostball
6 = Command_Sell
//Upgardes Menu
8 = Command_PurchaseUpgradeAngmarFortressBanners
9 = Command_PurchaseUpgradeAngmarFortressSpikes
10 = Command_PurchaseUpgradeAngmarFortressIceMunitions
11 = Command_PurchaseUpgradeAngmarFortressHouseOfLamentation
12 = Command_PurchaseUpgradeAngmarFortressIceWalls
13 = Command_PurchaseUpgradeAngmarFortressSanctum
14 = Command_RadialBack
//Hero Menu
15 = Command_RingHeroReviveSlot // Note that we need an extra slot for the ring hero.
16 = Command_CreateAHeroReviveSlot // Note we also need an extra slot for the Create A Hero
17 = Command_GenericReviveSlot1 //Revives any hero. Use Slot1-Slot8 and keep them UNIQUE within the same commandset!
18 = Command_GenericReviveSlot2
19 = Command_GenericReviveSlot3
20 = Command_GenericReviveSlot4
21 = Command_GenericReviveSlot5
22 = Command_GenericReviveSlot6
23 = Command_GenericReviveSlot7
24 = Command_RadialBack
End
and the porter INI:
CommandSet RunePorterCommandSet
1 = Command_Stop
2 = Command_PorterExtinguishFire
3 = Command_ConstructRuneMill
4 = Command_ConstructAngmarBarracks
5 = Command_ConstructAngmarDen
6 = Command_ConstructAngmarHallofTwilight
7 = Command_PorterConstructMenStable
8 = Command_ConstructAngmarForgeWorks
9 = Command_ConstructAngmarSentryTower
10 = Command_ConstructAngmarWallHub
[color=#CC0000]11 = Command_PorterConstructRuneFortress [/color]
End
and i will have to make a new .ini file for my new porter, right?
thnx-a-lot cam-e-lot
edit:
plus ofcourse: angmarfortress.ini
Behavior = CastleBehavior ModuleTag_castle
//This refers to the side and name of the .BSE file used to unapck the fortress
CastleToUnpackForFaction = Dwarves Fortress_Angmar
CastleToUnpackForFaction = Elves Fortress_Angmar
CastleToUnpackForFaction = Men Fortress_Angmar
CastleToUnpackForFaction = Wild Fortress_Angmar
CastleToUnpackForFaction = Isengard Fortress_Angmar
CastleToUnpackForFaction = Mordor Fortress_Angmar
CastleToUnpackForFaction = Angmar Fortress_Angmar
CastleToUnpackForFaction = Arnor Fortress_Angmar
CastleToUnpackForFaction = Rune Fortress_Rune ; <---------------is this correct?
Edited by LtdColumbo, 10 January 2007 - 09:44 PM.