Jump to content


Photo

I need to know how...


  • Please log in to reply
12 replies to this topic

#1 Sindarin

Sindarin

    title available

  • Project Team
  • 281 posts
  • Projects:Tol Eressëa MOD - WOTE
  •  Skinner - Coder - Mapper - Modeler

Posted 06 February 2007 - 04:34 PM

I would like to know how to add a new building in alredy existing faction ...
For example...

1 - I need add a building called KING PALACE in mordor faction ( find it in WB - ByNativeTipe/MORDOR/Structure )... and enable it to build something...

2 - I would like to know how to add a few new units (existing in WB like MORDOR TRIBUTE CART ) and add it in some building...

3 - How can i build unit like balrog or Cave troll Huge ( present in WB ) buildable?!?!

Links are also accepted...
I thank in advance all those who wanted to help me in this forum ... I still have hope and wish understand as realize a personal mod... :) :p ;)

Edited by Sindarin, 06 February 2007 - 04:37 PM.


Posted Image


#2 Pixel

Pixel

  • Hosted
  • 2,451 posts
  • Location:London, UK

Posted 06 February 2007 - 04:55 PM

You want to do all this Via-Worldbuilder? or INI?

#3 Sindarin

Sindarin

    title available

  • Project Team
  • 281 posts
  • Projects:Tol Eressëa MOD - WOTE
  •  Skinner - Coder - Mapper - Modeler

Posted 06 February 2007 - 05:10 PM

Ini...
I need it for the whole game not for a map only ...
Any link or suggestion?!?!?
:)


Posted Image


#4 Pixel

Pixel

  • Hosted
  • 2,451 posts
  • Location:London, UK

Posted 06 February 2007 - 05:27 PM

1 - I need add a building called KING PALACE in mordor faction ( find it in WB -ByNativeTipe/MORDOR/Structure )... and enable it to build something...

You would have to make a commandset for the object (if it is already an object).

2 - I would like to know how to add a few new units (existing in WB like MORDOR TRIBUTE CART ) and add it in some building...

To add a new unit, You need a model, texture then you code it as a object make a commandset and such forit then add it to a buildings commandset.

3 - How can i build unit like balrog or Cave troll Huge ( present in WB ) buildable?!?!

For the balrog you can add his object name to playertemplate.ini faction of your choice. I would suggest removing his timer though. Cave troll huge is what????

As i answerd them very short and quickish, I would suggest you start reading tutorials on T3A's Begginers and INI pages.

Good luck, If you get stuck just ask for help! :)

#5 Sindarin

Sindarin

    title available

  • Project Team
  • 281 posts
  • Projects:Tol Eressëa MOD - WOTE
  •  Skinner - Coder - Mapper - Modeler

Posted 06 February 2007 - 06:36 PM

i've tried...but with any result...i need more specific indication...

1-if King Palace (for example) is present in the WB does it mean that it is an object?
where i find it in INI.BIG??

2- the same is for unit? where i find a unit present in the WB in INI.BIG??

3-ok...question solved... :-) a troll Huge is a very big troll present in mordor faction unit in World Builder...

Let me know something more about other question plz!!! :-)


Posted Image


#6 ched

ched

    .

  • Undead
  • 4,431 posts
  • Location:Angers (France)
  • Projects:Rhovanion Alliance
  •  T3A Team Chamber Member
  • Division:BFME
  • Job:Previous Division Leader

Posted 06 February 2007 - 07:03 PM

1&2 : look up the names found in WB in your ini folder (extracted from INI.big)
Software is like sex; it's better when it's free ~Linus Torvald

#7 Sindarin

Sindarin

    title available

  • Project Team
  • 281 posts
  • Projects:Tol Eressëa MOD - WOTE
  •  Skinner - Coder - Mapper - Modeler

Posted 06 February 2007 - 08:29 PM

if I understand correctly I should do this way

1 - Look if any object (structure)is present in ini
2 - make command set for that object (structure)
3 - make a command button for porter

This is all?!?!?
:)


Posted Image


#8 BigRedKane

BigRedKane
  • Members
  • 85 posts
  • Location:Hastings, UK

Posted 07 February 2007 - 02:33 AM

Once you've found your object in your INI.big you'll need to add the code to the powers or upgrades to it, unless they're already in there. I suggest looking at other object inis to see how this is implimented.

You will usually need to create both commandbutton.ini enteries AND Commandset.ini enteries for your object (units and structures). The only time you don't need to create a command button is if the power or upgrade you're going to use already has a command button and it functions how you want it.
You always need to create a command set for a new unit or structure....unless you just want it sitting there looking pretty and not doing much else...lol.

That's the basics anyways as far as I know.

The building object inis are usually found in the object folder under either good faction or evil faction and then Structures folder (both factions have this folder).

hope this info helps. :D

#9 Sindarin

Sindarin

    title available

  • Project Team
  • 281 posts
  • Projects:Tol Eressëa MOD - WOTE
  •  Skinner - Coder - Mapper - Modeler

Posted 09 February 2007 - 08:11 AM

:( :( :(

New Problem...
i have make a new barrack that builds some elven Unit..
The problem is that when i clik on CB in game the build not starts!!!
Why?!?!?

this is the code...




Object HighBarracks

; *** ART Parameters ***
	SelectPortrait = Bphouseofheal

	Draw = W3DScriptedModelDraw ModuleTag_Draw
		OkToChangeModelColor		= Yes
		UseStandardModelNames		= Yes
		StaticModelLODMode			= yes

		DefaultModelConditionState
			Model					= GBGHGenGazC
		End

	End



  Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
	OkToChangeModelColor  = Yes
	DefaultModelConditionState
		Model = GBHCWell
	End
	MultiPlayerOnly = Yes 
  End
  
	PlacementViewAngle  = -45
  
	PlacementViewAngle  = -45

; ***DESIGN parameters ***
	DisplayName						= OBJECT:ElvenBarracks
	Description						= OBJECT:HighBarracks
	Side							= Elves
	IsTrainable						= No
	EditorSorting					= STRUCTURE
	ThreatLevel						= FACTORY_THREAT_LEVEL ;1.0
	CommandSet						= HighBCommandset

	BuildCost						= 4000
	BuildTime						= 150	; in seconds
	RefundValue						= GONDOR_WELL_REFUND_VALUE
	VisionRange						= GONDOR_WELL_VISIONRANGE; Shroud clearing distance
	ShroudClearingRange				= GONDOR_WELL_SHROUDCLEAR
	BountyValue						= GONDOR_WELL_BOUNTY_VALUE
	ArmorSet
		Conditions					= None
		Armor						= StructureArmor
	End

	#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"

;--- AUDIO Parameters ---

	VoiceFullyCreated				= EVA:GenericBuildingComplete-Builder
	VoiceSelect						= GondorWellSelect
	VoiceSelectUnderConstruction	= BuildingGoodVoiceSelectUnderConstruction

	SoundAmbient					= WaterFountain1AmbientLoop
	SoundAmbientDamaged				= BuildingDamageFireMediumLoop
	SoundAmbientReallyDamaged		= BuildingDamageFireLargeLoop
	SoundOnDamaged					= BuildingLightDamageStone
	SoundOnReallyDamaged			= BuildingHeavyDamageStone

	UnitSpecificSounds
		UnderConstruction			= BuildingConstructionLoop; Built first time
		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 AUTO_RALLYPOINT FS_FACTORY LIVING_WORLD_BUILDING_MIRROR
	
	Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
		WorkerName				= ElvenWorkerNoSelect
		SpawnTimer	= DEFAULT_STRUCTURE_HEALDELAY
	End

	Body = StructureBody ModuleTag_05
		MaxHealth				= GONDOR_WELL_MAXHEALTH
		MaxHealthDamaged		= GONDOR_WELL_MAXHEALTHDAMAGED
		MaxHealthReallyDamaged	= GONDOR_WELL_MAXHEALTH_REALLYDAMAGED
	End

	Flammability; should be after the 'Body' statement
		Fuel					=	MEN_WELL_FIRE_FUEL
		MaxBurnRate				=	MEN_WELL_FIRE_MAX_BURN_RATE
		Decay					=	MEN_WELL_FIRE_DECAY
		Resistance				=	MEN_WELL_FIRE_RESISTANCE
	End

	Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
		DestructionDelay		= 5000
	End

	Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
		MinCollapseDelay		= 000
		MaxCollapseDelay		= 000
		CollapseDamping			= .5
		MaxShudder				= 0.6
		MinBurstDelay			= 250
		MaxBurstDelay			= 800
		BigBurstFrequency		= 4
		FXList					= INITIAL FX_StructureMediumCollapse
		CollapseHeight			= 75
	End

	Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
		Radius					= 50	; How far we try to claim ground
		MaxIncome				= 0		; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
		IncomeInterval			= 999999; How often (in msec) we give that much money
		HighPriority			= Yes	; A high priority claim gets to pretend it was there first.
		Visible = No 	;// Don't show decal when a resource building is selected.
	End


	Behavior = QueueProductionExitUpdate QueueProductionModuleTag
		UnitCreatePoint			= X:12.0 Y:7.2 Z:0.0
		PlacementViewAngle		= 0
		NaturalRallyPoint		= X:70.0 Y:7.2 Z:0.0
		ExitDelay				= STANDARD_HORDE_EXIT_DELAY
		UseReturnToFormation	= No
	End


	CommandSet = HighBCommandset

	End

Who can help me here?!?!? :( :( :(


Posted Image


#10 JEV3

JEV3

    Mighty Armadillo

  • Hosted
  • 719 posts
  • Location:Pennsylvania
  • Projects:Game Enhancement Mod
  •  Coder, Skinner, Graphics, GEM Mod Leader
  • Job:T3A Chamber Member

Posted 09 February 2007 - 02:59 PM

CB stands for CommandButton right? Show us the commandbutton you made in commandbutton.ini. Also, are you just moving some elves to a differant barracks or are these new units? If they are new, you should make sure that it says Side = Elves under them.

Hope this helps,
JEV3
He who bears skill but lacks effort, makes himself inferior to those who have no skill but try nonetheless.
Posted Image
Posted Image
"There is some good in this world, and its worth fighting for!"
J.M.J.

#11 Sindarin

Sindarin

    title available

  • Project Team
  • 281 posts
  • Projects:Tol Eressëa MOD - WOTE
  •  Skinner - Coder - Mapper - Modeler

Posted 09 February 2007 - 05:17 PM

Here the command button...

CommandButton Command_ConstructElvenHighBarracks
	Command	   		= DOZER_CONSTRUCT
	Object				= HighBarracks
	TextLabel				= CONTROLBAR:ConstructElvenBarracks
	ButtonImage			  = BEElvenBarracks
	ButtonBorderType 		= BUILD 
	DescriptLabel			= CONTROLBAR:ToolTipElvenBarracks
	Radial		   		= Yes  
End

I'm just moving some elves to a differant barracks...but with different barrack skin...
Something wrong here? :p


Posted Image


#12 JEV3

JEV3

    Mighty Armadillo

  • Hosted
  • 719 posts
  • Location:Pennsylvania
  • Projects:Game Enhancement Mod
  •  Coder, Skinner, Graphics, GEM Mod Leader
  • Job:T3A Chamber Member

Posted 09 February 2007 - 06:48 PM

Does it have a new build cursor, maybe it does do something but because there is no cursor you can't see it. I wouldn't know where it would reference it, but I believe someone else here might.

Hope this helps,
JEV3
He who bears skill but lacks effort, makes himself inferior to those who have no skill but try nonetheless.
Posted Image
Posted Image
"There is some good in this world, and its worth fighting for!"
J.M.J.

#13 Sindarin

Sindarin

    title available

  • Project Team
  • 281 posts
  • Projects:Tol Eressëa MOD - WOTE
  •  Skinner - Coder - Mapper - Modeler

Posted 09 February 2007 - 08:03 PM

I hope that...
I'll be w8ing someone...JEV3 Thx a lot for help!!!!!!!!!!!!!!!

Edited by Sindarin, 09 February 2007 - 08:05 PM.


Posted Image





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users